LoafyLemon
670e7d82fb
* Finished refactoring quest and character vars * Removed quest class (superseded)
41 lines
1.8 KiB
Plaintext
41 lines
1.8 KiB
Plaintext
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label shelves:
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if game.daytime:
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if not states.map.snape_office.shelves_examined:
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$ states.map.snape_office.shelves_examined = True
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$ snape_office_shelves_OBJ.set_image("snape_office_shelves")
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call gen_chibi("stand_alt", xpos="shelves", ypos="shelves", flip=False)
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with d5
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random:
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block:
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gen "Who keeps a skull as decoration." ("base", xpos="far_left", ypos="head")
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gen "..." ("base", xpos="far_left", ypos="head")
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block:
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gen "A cactus..." ("base", xpos="far_left", ypos="head")
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gen "Hopefully the only living thing here." ("base", xpos="far_left", ypos="head")
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block:
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gen "What a slob..." ("base", xpos="far_left", ypos="head")
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gen "Doesn't he know it's dangerous to have potions mix like this?" ("base", xpos="far_left", ypos="head")
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block:
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gen "A wine bottle..." ("base", xpos="far_left", ypos="head")
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gen "Wait a minute, why is he always coming to my place to drink?" ("base", xpos="far_left", ypos="head")
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gen "There's plenty in here already..." ("base", xpos="far_left", ypos="head")
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call gen_chibi("stand", xpos="door", ypos="base", flip=True)
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with d5
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jump quests
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elif not states.map.snape_office.intro_e2:
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gen "(Already checked the shelves, there's nothing of value.)" ("base", xpos="far_left", ypos="head")
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else:
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gen "There's nothing useful to me on the shelves." ("base", xpos="far_left", ypos="head")
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else:
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gen "(And here I thought my office was dirty...)" ("base", xpos="far_left", ypos="head")
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jump snape_office_menu
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