* Removed blktone in some places where "nar" character already applies it. * Added some dialogue options during "cc_pf_talk_T1_intro_E2".
178 lines
3.8 KiB
Plaintext
178 lines
3.8 KiB
Plaintext
# Hide all character images (not chibi)
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label hide_characters:
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hide hermione_main
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hide luna_main
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hide cho_main
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hide astoria_main
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hide susan_main
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hide tonks_main
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hide snape_main
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hide screen genie_main
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# Do not add transitions. Use one after return.
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return
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label update_interface_color(color=None):
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if color in ["gold", "gray"]:
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$ interface_color = color
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elif game.daytime:
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$ interface_color = "gold"
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else:
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$ interface_color = "gray"
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return
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# Reset menu
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label reset_menu_position:
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$ menu_x = 0.5
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$ menu_y = 0.6
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return
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label bld(action=None):
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if action == "hide":
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hide screen bld1
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else:
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show screen bld1
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with d3
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return
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label blktone:
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show screen bld1 # blktone looks stupid without bld1
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show screen blktone
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with d5
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return
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label hide_blktone:
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hide screen blktone
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with d5
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return
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label blktone_top:
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show screen bld1 # blktone looks stupid without bld1
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show screen blktone # Has higher zorder than normal blktone
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with d5
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return
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label hide_blktone_top:
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hide screen blktone
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with d5
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return
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label blkfade:
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hide screen bld1
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hide screen blktone
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show screen blkfade
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with d5
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pause.2
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return
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label hide_blkfade:
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hide screen blkfade
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with d5
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return
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label ctc:
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show screen ctc
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with d3
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pause
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hide screen ctc
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with d1
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return
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# Play day/night theme
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label music_block:
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if current_room == "main_room":
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if game.daytime:
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play music "music/Brittle Rille.ogg" fadein 1
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else:
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play music "music/Music for Manatees.ogg" fadein 1
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elif current_room == "snape_office":
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play music "music/the-other-side-of-the-door-by-kevin-macleod-from-filmmusic-io.ogg" fadein 1
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return
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label unlock_clothing(text="", item="interface/icons/box_blue_1.webp"):
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$ menu_x = 0.5
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$ menu_y = 0.75 #makes the menu lower so it isn't writing over the image.
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show screen clothing_unlock(item)
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show screen blktone
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with d3
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menu:
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"[text]"
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"-Done Reading-":
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pass
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hide screen clothing_unlock
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hide screen blktone
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with d3
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$ item.unlock()
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call reset_menu_position
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return
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label describe_mood(name, value):
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if 5 > value >= 1:
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nar "[name] is a little upset with you..."
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elif 10 > value >= 5:
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nar "[name] is upset with you."
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elif 20 > value >= 10:
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nar "[name] is very upset with you."
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elif 30 > value >= 20:
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nar "[name] is mad at you."
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elif 40 > value >= 30:
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nar "[name] is very mad at you."
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elif 50 > value >= 40:
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nar "[name] is furious at you."
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elif value >= 50:
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nar "[name] hates your guts."
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else:
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nar "[name] is calm."
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return
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label describe_mood_after_gift(was_negative, mood, change):
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if was_negative and mood == 0:
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call notes
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"She's no longer upset with you."
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elif was_negative and change < 0:
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"But she's still upset with you."
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elif was_negative:
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"She's still upset with you."
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return
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label notes():
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play sound "sounds/win_04.ogg" #Not loud.
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hide screen notes
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show screen notes
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return
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label not_implemented():
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"Not implemented."
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return
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label end_of_content():
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$ renpy.choice_for_skipping()
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"SilverStudioGames" "This concludes story progression for this character as of version [config.version].\nThere still may be side events and activities that you have missed, but main story won't progress past this point."
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"SilverStudioGames" "We hope you have enjoyed yourself. Stay tuned for more in the future."
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call notes
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nar " All stats have been maxed out. You can now use all of the wardrobe options."
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return
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