WTS/game/scripts/utility/common_labels.rpy
LoafyLemon 1c813f5efb Bug fixes
* Fixed teleport animation issues
* Reimplemented and fixed 'centered' speaker
* Removed menu yalign params (obsolete)
* Reimplemented side image support for speakers
* Fixed selected item usable state for non-owned items in inventory
2024-09-24 16:32:33 +01:00

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label bld(action=None):
if action == "hide":
hide screen bld1
else:
show screen bld1
with d3
return
label blktone:
show screen bld1 # blktone looks stupid without bld1
show screen blktone
with d5
return
label hide_blktone:
hide screen blktone
with d5
return
label blktone_top:
show screen bld1 # blktone looks stupid without bld1
show screen blktone # Has higher zorder than normal blktone
with d5
return
label hide_blktone_top:
hide screen blktone
with d5
return
label blkfade:
hide screen bld1
hide screen blktone
show screen blkfade
with d5
pause.2
return
label hide_blkfade:
hide screen blkfade
with d5
return
label ctc:
show screen ctc
with d3
pause
hide screen ctc
with d1
return
# Play day/night theme
label music_block:
if states.room == "main_room":
if states.env.daytime:
play music "music/Brittle Rille.ogg" fadein 1 if_changed
else:
play music "music/Music for Manatees.ogg" fadein 1 if_changed
elif states.room == "snape_office":
play music "music/the-other-side-of-the-door-by-kevin-macleod-from-filmmusic-io.ogg" fadein 1 if_changed
return
label unlock_clothing(text="", item="interface/icons/box_blue_1.webp"):
show screen clothing_unlock(item)
show screen blktone
with d3
menu:
"[text]"
"-Done Reading-":
pass
hide screen clothing_unlock
hide screen blktone
with d3
$ item.unlock()
return
label describe_mood(name, value):
if 5 > value >= 1:
nar "[name] is a little upset with you..."
elif 10 > value >= 5:
nar "[name] is upset with you."
elif 20 > value >= 10:
nar "[name] is very upset with you."
elif 30 > value >= 20:
nar "[name] is mad at you."
elif 40 > value >= 30:
nar "[name] is very mad at you."
elif 50 > value >= 40:
nar "[name] is furious at you."
elif value >= 50:
nar "[name] hates your guts."
else:
nar "[name] is calm."
return
label describe_mood_after_gift(was_negative, mood, change):
if was_negative and mood == 0:
call notes
"She's no longer upset with you."
elif was_negative and change < 0:
"But she's still upset with you."
elif was_negative:
"She's still upset with you."
return
label notes():
play sound "sounds/win_04.ogg" #Not loud.
hide screen notes
show screen notes
return
label not_implemented():
"Not implemented."
return
label end_of_content():
$ renpy.choice_for_skipping()
"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."
"SilverStudioGames" "We hope you have enjoyed yourself. Stay tuned for more in the future."
call notes
nar "All stats have been maxed out. You can now use all of the wardrobe options."
return