WTS/game/scripts/interface/map.rpy

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default UI_xpos_offset = 230
default UI_ypos_offset = 150
default map_animated = "once"
define map_scale = 0.35
define map_ani_time = 1.5
transform map_fadein:
alpha 0
pause (map_ani_time)
linear 1 alpha 1
image map_unfold:
"interface/map/anim/map_03.webp"
pause map_ani_time/3
"interface/map/anim/map_02.webp" with Dissolve(map_ani_time/3)
pause map_ani_time/3
"interface/map/anim/map_01.webp" with Dissolve(map_ani_time/3)
pause map_ani_time/3
"interface/map/map.webp" with Dissolve(1)
pause 1
"interface/map/map.webp"
screen map_screen():
tag map
zorder 4
# Default avoids changing the screen if the animation is toggled quickly
default unfold = map_animated
# Disable animation after first time (can still be toggled)
if map_animated == "once":
timer map_ani_time+1 action SetVariable("map_animated", False)
if unfold:
add "map_unfold" xpos UI_xpos_offset ypos UI_ypos_offset zoom map_scale # 588x420
else:
add "interface/map/map.webp" xpos UI_xpos_offset ypos UI_ypos_offset zoom map_scale # 588x420
fixed:
if unfold:
at map_fadein
use map_buttons
use map_screen_characters
screen map_buttons():
tag map
zorder 4
#Office
imagebutton:
xpos UI_xpos_offset +112
ypos UI_ypos_offset +234
idle "interface/map/room_office_idle.webp"
hover "interface/map/room_office_hover.webp"
hovered SetScreenVariable("ball_hint", "office")
unhovered SetScreenVariable("ball_hint", None)
action Return("main_room_menu")
#Gryffindor
imagebutton:
xpos UI_xpos_offset +148
ypos UI_ypos_offset +214
idle "interface/map/room_gryffindor_idle.webp"
# hover "interface/map/room_gryffindor_hover.webp"
# hovered SetScreenVariable("ball_hint", "dorm_gryffindor")
# unhovered SetScreenVariable("ball_hint", None)
# action Return("gryffindor_dormitories")
#Ravenclaw
imagebutton:
xpos UI_xpos_offset +286
ypos UI_ypos_offset +256
idle "interface/map/room_ravenclaw_idle.webp"
# hover "interface/map/room_ravenclaw_hover.webp"
# hovered SetScreenVariable("ball_hint", "dorm_ravenclaw")
# unhovered SetScreenVariable("ball_hint", None)
# action Return("ravenclaw_dormitories")
#Hufflepuff
imagebutton:
xpos UI_xpos_offset +76
ypos UI_ypos_offset +295
idle "interface/map/room_hufflepuff_idle.webp"
#hovered SetScreenVariable("ball_hint", "dorm_hufflepuff")
#unhovered SetScreenVariable("ball_hint", None)
#hover "interface/map/room_hufflepuff_hover.webp"
#action Return("hufflepuff_dormitories")
#Slytherin
imagebutton:
xpos UI_xpos_offset +214
ypos UI_ypos_offset +136
idle "interface/map/room_slytherin_idle.webp"
#hovered SetScreenVariable("ball_hint", "dorm_slytherin")
#unhovered SetScreenVariable("ball_hint", None)
#hover "interface/map/room_slytherin_hover.webp"
#action Return("slytherin_dormitories")
#Weasley Store 15 x 15
if not item_store_intro_done:
add "interface/achievements/glow.webp" pos (UI_xpos_offset+246, UI_ypos_offset+231) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
imagebutton:
xpos UI_xpos_offset +246
ypos UI_ypos_offset +231
idle "interface/map/room_weasley_store_idle.webp"
hover "interface/map/room_weasley_store_hover.webp"
hovered SetScreenVariable("ball_hint", "weasley_store")
unhovered SetScreenVariable("ball_hint", None)
action Return("item_store")
#Clothing Store
if not clothing_store_intro_done:
add "interface/achievements/glow.webp" pos (UI_xpos_offset+462, UI_ypos_offset+231) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
imagebutton:
xpos UI_xpos_offset +462
ypos UI_ypos_offset +231
idle "interface/map/room_clothing_store_idle.webp"
hover "interface/map/room_clothing_store_hover.webp"
hovered SetScreenVariable("ball_hint", "clothing_store")
unhovered SetScreenVariable("ball_hint", None)
action Return("clothing_store")
# Snape's Office
if not states.map.snape_office.visited:
add "interface/achievements/glow.webp" pos (UI_xpos_offset+314, UI_ypos_offset+331) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
imagebutton:
xpos UI_xpos_offset +314
ypos UI_ypos_offset +331
idle "interface/map/room_potions_idle.webp"
hover "interface/map/room_potions_hover.webp"
hovered SetScreenVariable("ball_hint", "potions")
unhovered SetScreenVariable("ball_hint", None)
action Return("snape_office")
#Room of Requirement
if states.map.seventh_floor.unlocked:
if not states.map.room_of_requirement.intro_e1:
add "interface/achievements/glow.webp" pos (UI_xpos_offset+116, UI_ypos_offset+160) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
imagebutton:
xpos UI_xpos_offset +116
ypos UI_ypos_offset +160
unhovered SetScreenVariable("ball_hint", None)
hovered SetScreenVariable("ball_hint", "room_of_req")
action Return("seventh_floor")
if not states.map.seventh_floor.visited:
idle "interface/map/room_ror_empty_idle.webp"
hover "interface/map/room_ror_empty_hover.webp"
else:
idle "interface/map/room_ror_idle.webp"
hover "interface/map/room_ror_hover.webp"
#Lake
imagebutton:
xpos UI_xpos_offset +131
ypos UI_ypos_offset +367
idle "interface/map/room_boat_house_idle.webp"
# hover "interface/map/room_boat_house_hover.webp"
# hovered SetScreenVariable("ball_hint", "lake")
# unhovered SetScreenVariable("ball_hint", None)
# action Return("map_lake")
#Forest
imagebutton:
xpos UI_xpos_offset +103
ypos UI_ypos_offset +12
idle "interface/map/room_north_courtyard_idle.webp"
# hover "interface/map/room_north_courtyard_hover.webp"
# hovered SetScreenVariable("ball_hint", "forest")
# unhovered SetScreenVariable("ball_hint", None)
# action Return("map_forest")
#Attic
if states.her.ev.sealed_scroll.examined:
if not states.her.ev.sealed_scroll.sample:
add "interface/achievements/glow.webp" pos (UI_xpos_offset+340, UI_ypos_offset+226) align (0.5, 0.5) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
imagebutton:
xpos UI_xpos_offset +340
ypos UI_ypos_offset +226
idle "interface/map/room_attic_closed_idle.webp"
hover "interface/map/room_attic_closed_hover.webp"
hovered SetScreenVariable("ball_hint", "attic")
unhovered SetScreenVariable("ball_hint", None)
action Return("map_attic")
else:
imagebutton:
xpos UI_xpos_offset +340
ypos UI_ypos_offset +226
idle "interface/map/room_attic_open_idle.webp"
hover "interface/map/room_attic_open_hover.webp"
hovered SetScreenVariable("ball_hint", "attic")
unhovered SetScreenVariable("ball_hint", None)
action Return("map_attic")
# Map animation toggle
textbutton "Animation":
style gui.theme("check_button")
pos (700, 530)
selected map_animated
tooltip "Toggles map folding animation"
action ToggleVariable("map_animated", True, False)
label set_her_map_location(location=""):
if location != "":
if location == "library":
$ states.her.map_location = "library"
elif location in ["gryffindor_room","gryff_room","room_g"]:
$ states.her.map_location = "room_g"
elif location in ["slytherin_room","slyth_room","room_s"]:
$ states.her.map_location = "room_s"
elif location == "great_hall":
$ states.her.map_location = "great_hall"
elif location == "courtyard":
$ states.her.map_location = "courtyard"
else: #Random
if states.her.level < 11:
if random_map_loc in [1,2]: #Library
$ states.her.map_location = "library"
elif random_map_loc in [3]: #Great Hall
$ states.her.map_location = "great_hall"
else: #Gryff Room
$ states.her.map_location = "room_g"
else:
if states.her.public_level < 12:
if random_map_loc == 1: #Great Hall
$ states.her.map_location = "great_hall"
elif random_map_loc == 2: #Courtyard
$ states.her.map_location = "courtyard"
else: #Gryff Room
$ states.her.map_location = "room_g"
else:
if random_map_loc == 1: #Slytherin Room
$ states.her.map_location = "room_s"
elif random_map_loc == 2: #Courtyard
$ states.her.map_location = "courtyard"
else: #Gryff Room
$ states.her.map_location = "room_g"
if states.her.status.blowjob == True and game.weather in ("clear", "cloudy") and not game.daytime and not states.her.busy:
$ states.her.map_location = "forest"
call update_character_map_locations
return
label set_lun_map_location(location = ""):
if location != "":
if location == "greenhouse":
$ states.lun.map_location = "greenhouse"
elif location == "forest":
$ states.lun.map_location = "forest"
elif location in ["ravenclaw_room","raven_room","room_r"]:
$ states.lun.map_location = "room_r"
else: #Random
if random_map_loc in [1]:
$ states.lun.map_location = "greenhouse"
elif random_map_loc in [2,3]:
$ states.lun.map_location = "forest"
else: #Ravenclaw Room
$ states.lun.map_location = "room_r"
call update_character_map_locations
return
label set_ast_map_location(location = ""):
if location != "":
if location == "courtyard":
$ states.ast.map_location = "courtyard"
elif location in ["slytherin_room","slyth_room","room_s"]:
$ states.ast.map_location = "room_s"
elif location in ["defense_classroom"]:
$ states.ast.map_location = "defense"
else: #Random
if random_map_loc in [1,2]:
$ states.ast.map_location = "courtyard"
else: #Slytherin Room
$ states.ast.map_location = "room_s"
call update_character_map_locations
return
label set_sus_map_location(location = ""):
if location != "":
if location == "great_hall":
$ states.sus.map_location = "great_hall"
elif location in ["hufflepuff_room","huffl_room","room_h"]:
$ states.sus.map_location = "room_r"
else: #Random
if random_map_loc in [1,2]:
$ states.sus.map_location = "great_hall"
else: #Hufflepuff Room
$ states.sus.map_location = "room_h"
call update_character_map_locations
return
label set_cho_map_location(location = ""):
if location != "":
if location == "training_grounds":
$ states.cho.map_location = "training_grounds"
elif location in ["ravenclaw_room","raven_room","room_r"]:
$ states.cho.map_location = "room_r"
else: #Random
if random_map_loc in [1,2]:
$ states.cho.map_location = "training_grounds"
else: #Ravenclaw Room
$ states.cho.map_location = "room_r"
call update_character_map_locations
return
label update_character_map_locations:
if states.her.map_location == "library":
$ her_map_xpos = 685
$ her_map_ypos = 94
if states.her.map_location == "room_g":
$ her_map_xpos = 340
$ her_map_ypos = 212
if states.her.map_location == "room_s":
$ her_map_xpos = 440
$ her_map_ypos = 184
if states.her.map_location == "great_hall":
$ her_map_xpos = 300
$ her_map_ypos = 240
if states.her.map_location == "courtyard":
$ her_map_xpos = 674
$ her_map_ypos = 216
if states.her.map_location == "forest":
$ her_map_xpos = 290
$ her_map_ypos = 40
#Luna
if states.lun.map_location == "room_r":
$ lun_map_xpos = 536
$ lun_map_ypos = 242
if states.lun.map_location == "forest":
$ lun_map_xpos = 430
$ lun_map_ypos = 50
if states.lun.map_location == "greenhouse":
$ lun_map_xpos = 680
$ lun_map_ypos = 320
#Astoria
if states.ast.map_location == "room_s":
$ ast_map_xpos = 476
$ ast_map_ypos = 118
if states.ast.map_location == "courtyard":
$ ast_map_xpos = 634
$ ast_map_ypos = 254
if states.ast.map_location == "defense": #Event
$ ast_map_xpos = 530
$ ast_map_ypos = 190
#Susan
if states.sus.map_location == "room_h":
$ sus_map_xpos = 360
$ sus_map_ypos = 320
if states.sus.map_location == "great_hall":
$ sus_map_xpos = 300
$ sus_map_ypos = 280
#Cho
if states.cho.map_location == "room_r":
$ cho_map_xpos = 494
$ cho_map_ypos = 276
if states.cho.map_location == "training_grounds":
$ cho_map_xpos = 750
$ cho_map_ypos = 50
#Tonks
$ ton_map_xpos = 548
$ ton_map_ypos = 156
#Snape
if game.daytime:
$ sna_map_xpos = 595
$ sna_map_ypos = 270
else:
$ sna_map_xpos = 598
$ sna_map_ypos = 348
return
screen map_screen_characters():
tag map
zorder 5
$ UI_xpos_offset = 0
#Hermione
if states.her.unlocked:
if states.her.map_location == "forest": # Mark forest event.
add "interface/achievements/glow.webp" pos (UI_xpos_offset+her_map_xpos, UI_ypos_offset+her_map_ypos) align (0.5, 0.5) zoom 0.15 alpha 0.5 at rotate_circular
imagebutton:
xpos +UI_xpos_offset +her_map_xpos
ypos +UI_ypos_offset +her_map_ypos
xalign 0.5
yalign 0.5
idle "interface/map/name_hermione.webp"
hover "interface/map/name_hermione_hover.webp"
hovered SetScreenVariable("ball_hint", "summon_hermione")
unhovered SetScreenVariable("ball_hint", None)
action Return("hermione")
#Luna
if states.lun.unlocked:
imagebutton:
xpos UI_xpos_offset+ lun_map_xpos
ypos UI_ypos_offset+ lun_map_ypos
xalign 0.5
yalign 0.5
idle "interface/map/name_luna.webp"
hover "interface/map/name_luna_hover.webp"
hovered SetScreenVariable("ball_hint", "summon_luna")
unhovered SetScreenVariable("ball_hint", None)
action Return("luna")
#Astoria
if states.ast.unlocked:
imagebutton:
xpos UI_xpos_offset +ast_map_xpos
ypos UI_ypos_offset +ast_map_ypos
xalign 0.5
yalign 0.5
idle "interface/map/name_astoria.webp"
hover "interface/map/name_astoria_hover.webp"
hovered SetScreenVariable("ball_hint", "summon_astoria")
unhovered SetScreenVariable("ball_hint", None)
action Return("astoria")
#Susan
if states.sus.unlocked:
imagebutton:
xpos UI_xpos_offset +sus_map_xpos
ypos UI_ypos_offset +sus_map_ypos
xalign 0.5
yalign 0.5
idle "interface/map/name_susan.webp"
hover "interface/map/name_susan_hover.webp"
hovered SetScreenVariable("ball_hint", "summon_susan")
unhovered SetScreenVariable("ball_hint", None)
action Return("susan")
#Cho
if states.cho.unlocked:
imagebutton:
xpos UI_xpos_offset +cho_map_xpos
ypos UI_ypos_offset +cho_map_ypos
xalign 0.5
yalign 0.5
idle "interface/map/name_cho.webp"
hover "interface/map/name_cho_hover.webp"
hovered SetScreenVariable("ball_hint", "summon_cho")
unhovered SetScreenVariable("ball_hint", None)
action Return("cho")
#Snape
if states.sna.unlocked:
imagebutton:
xpos UI_xpos_offset +sna_map_xpos
ypos UI_ypos_offset +sna_map_ypos
xalign 0.5
yalign 0.5
idle "interface/map/name_snape.webp"
hover "interface/map/name_snape_hover.webp"
hovered SetScreenVariable("ball_hint", "summon_snape")
unhovered SetScreenVariable("ball_hint", None)
action Return("snape")
#Tonks
if states.ton.unlocked:
imagebutton:
xpos UI_xpos_offset +ton_map_xpos
ypos UI_ypos_offset +ton_map_ypos
xalign 0.5
yalign 0.5
idle "interface/map/name_tonks.webp"
hover "interface/map/name_tonks_hover.webp"
hovered SetScreenVariable("ball_hint", "summon_tonks")
unhovered SetScreenVariable("ball_hint", None)
action Return("tonks")