Gouvernathor
b3c16ff0d7
big work what was reliable before is now not, in recent versions of renpy, which is why we added that new config (which I put in say.rpy, but it can be moved somewhere else) Also fixes the game_menu's title position, incidentally some changes are incompatible with my diary and achievement branches, respectively, they will need to be merged with a bit of manual care
417 lines
17 KiB
Plaintext
417 lines
17 KiB
Plaintext
init python:
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def inventory_sortfilter(item, sortby="A-z", filtering=None):
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if filtering == "Owned":
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item = (x for x in item if x.owned > 0)
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# Always sort alphabetically first.
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item = sorted(item, key=lambda x: natsort_key(x.name))
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if sortby == "z-A":
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item.sort(key=lambda x: natsort_key(x.name), reverse=True)
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elif sortby == "Available":
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item.sort(key=lambda x: x.owned is True, reverse=True)
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elif sortby == "Unavailable":
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item.sort(key=lambda x: x.owned is False)
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return item
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def __Sort():
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# TODO: in 8.2, replace with CycleVariable("current_sorting", ("A-z", "z-A", "Available", "Unavailable"))
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global current_sorting
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if current_sorting == "A-z":
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current_sorting = "z-A"
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elif current_sorting == "z-A":
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current_sorting = "Available"
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elif current_sorting == "Available":
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current_sorting = "Unavailable"
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else:
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current_sorting = "A-z"
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def __Filter():
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# TODO: in 8.2, replace with CycleVariable("current_filter", ("Owned", None))
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# (ToggleVariable would cause selectedness problems)
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global current_filter
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if current_filter is None:
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current_filter = "Owned"
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else:
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current_filter = None
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class __Actuate(Action):
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def __call__(self):
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global menu_items
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global menu_items_length
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global current_page
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global current_item
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menu_items = inventory_sortfilter(inventory_dict[current_category], current_sorting, current_filter)
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menu_items_length = len(menu_items)
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if current_category == "Decorations":
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menu_items.sort(key=lambda x: x.placement.id)
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current_page = 0
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if current_item not in menu_items:
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current_item = next(iter(menu_items), None)
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renpy.restart_interaction()
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define items_shown = 36
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####################################
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############# Menu #################
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####################################
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label inventory:
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$ gui.in_context("inventory_menu")
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jump main_room_menu
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label .use_item(item):
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python:
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enable_game_menu()
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item.use()
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return
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label .give_item(item):
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if item.type == "gift":
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if get_character_gifted(states.active_girl):
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show screen blktone
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with d3
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gen "I already gave her a gift today. Don't want to spoil her too much..." ("base", xpos="far_left", ypos="head")
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hide screen blktone
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with d3
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else:
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call expression get_character_gift_label(states.active_girl) pass (item)
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elif item.type == "potion":
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if not states.active_girl in item.usable_on:
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show screen blktone
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with d3
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gen "(Something tells me this potion won't work on [states.active_girl].)" ("base", xpos="far_left", ypos="head")
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nar "Perhaps in the future..."
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hide screen blktone
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with d3
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elif not game.daytime:
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show screen blktone
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with d3
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gen "(Some grander force tells me I should give it to her during daytime only.)" ("base", xpos="far_left", ypos="head")
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hide screen blktone
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with d3
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elif get_character_mood(states.active_girl) > 0:
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show screen blktone
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with d3
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gen "(I don't think it's a good idea to give it to her when she's still upset with me...)" ("base", xpos="far_left", ypos="head")
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gen "(I should wait for her to calm down first.)" ("base", xpos="far_left", ypos="head")
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hide screen blktone
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with d3
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elif states.active_girl == "hermione" and not states.her.favors_convinced_stage == 2 and is_in_lead(gryffindor):
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show screen blktone
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with d3
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gen "[name_hermione_genie], what would you say--" ("base", xpos="far_left", ypos="head")
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her "I'm sorry professor but I don't need your help at the moment."
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her "My house is already in the lead points wise."
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gen "Figures..." ("base", xpos="far_left", ypos="head")
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call tutorial("points")
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hide screen blktone
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with d3
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else:
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python:
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enable_game_menu()
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inventory_mode = 0
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item.give(states.active_girl)
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elif item.type == "quest":
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if not states.active_girl in item.usable_on:
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show screen blktone
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with d3
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gen "(Something tells me I cannot give this item to [states.active_girl].)" ("base", xpos="far_left", ypos="head")
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nar "Perhaps in the future..."
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hide screen blktone
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with d3
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#TODO Add daytime check for buttplug give item event
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#show screen blktone
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#with d3
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#gen "(Some grander force tells me I should give it to her during daytime only.)" ("base", xpos="far_left", ypos="head")
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#hide screen blktone
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#with d3
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elif get_character_mood(states.active_girl) > 0:
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show screen blktone
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with d3
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gen "(I don't think it's a good idea to give it to her when she's still upset with me...)" ("base", xpos="far_left", ypos="head")
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gen "(I should wait for her to calm down first.)" ("base", xpos="far_left", ypos="head")
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hide screen blktone
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with d3
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elif states.active_girl == "hermione" and not states.her.favors_convinced_stage == 2 and is_in_lead(gryffindor):
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show screen blktone
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with d3
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gen "[name_hermione_genie], I have something for you--" ("base", xpos="far_left", ypos="head")
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her "I'm sorry professor but I don't need your help at the moment."
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her "My house is already in the lead points wise."
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gen "Figures..." ("base", xpos="far_left", ypos="head")
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call tutorial("points")
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hide screen blktone
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with d3
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else:
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python:
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enable_game_menu()
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inventory_mode = 0
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item.give(states.active_girl)
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return
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label inventory_menu(xx=150, yy=90, inventory_mode=0): # 0 - Inventory, 1 - gifts
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# Inventory dictionary
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python hide:
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# hide so that they are not set before being declared dynamic
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if inventory_mode == 0:
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inventory_dict = {
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"Gifts": inventory.get_instances_of_type("gift"),
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"Books": inventory.get_instances_of_type("book"),
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"Scrolls": inventory.get_instances_of_type("scroll"),
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"Ingredients": inventory.get_instances_of_type("ingredient"),
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"Potions": inventory.get_instances_of_type("potion"),
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"Decorations": inventory.get_instances_of_type("decoration"),
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"Quest Items": inventory.get_instances_of_type("quest"),
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}
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elif inventory_mode == 1:
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inventory_dict = {
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"Gifts": inventory.get_instances_of_type("gift"),
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"Potions": inventory.get_instances_of_type("potion"),
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"Quest Items": inventory.get_instances_of_type("quest"),
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}
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renpy.dynamic(
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inventory_dict=inventory_dict,
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current_page=0,
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current_category="Gifts",
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current_filter="Owned",
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current_sorting="Available",
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)
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menu_items = inventory_sortfilter(inventory_dict[current_category], current_sorting, current_filter)
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renpy.dynamic(
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menu_items=menu_items,
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menu_items_length=len(menu_items),
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current_item=next(iter(menu_items), None),
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)
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call screen inventory(xx, yy)
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return
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screen inventory(xx, yy):
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tag inventory
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zorder 15
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modal True
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add "gui_fade"
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if renpy.mobile:
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use close_button_background
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use close_button(key=["inventory", "game_menu"])
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fixed:
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pos (xx, yy)
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if settings.get("animations"):
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at gui_animation
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use inventory_menu
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use inventory_menuitem
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screen inventory_menu():
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window:
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style "empty"
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style_prefix gui.theme('achievements')
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xysize (207, 454)
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use invisible_button()
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add gui.format("interface/achievements/{}/panel_left.webp")
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vbox:
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pos (6, 41)
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for category in inventory_dict:
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vbox:
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textbutton category:
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style "empty"
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xsize 195 ysize 16
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text_xalign 0.5
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if current_category == category:
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background gui.format("interface/achievements/{}/highlight_left.webp")
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else:
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hover_background gui.format("interface/achievements/{}/highlight_left.webp")
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action [SetVariable("current_category", category), __Actuate()]
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add gui.format("interface/achievements/{}/spacer_left.webp")
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# Gold & Tokens
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null height 16
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text "{color=#daa520}Gold{/color} {outlinecolor=#ffffff00}[game.gold]{/outlinecolor}" size 12 outlines [ (2, "#000", 0, 0) ] xpos 0.1 xanchor 0
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add gui.format("interface/achievements/{}/spacer_left.webp")
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text "{color=#2055da}Tokens{/color} {outlinecolor=#ffffff00}[tokens]{/outlinecolor}" size 12 outlines [ (2, "#000", 0, 0) ] xpos 0.1 xanchor 0
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add gui.format("interface/achievements/{}/spacer_left.webp")
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vbox:
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style_prefix gui.theme('achievements_filters')
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pos (6, 384)
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if current_filter is None:
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textbutton "Show: All" action [__Filter, __Actuate()]
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else:
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textbutton "Show: [current_filter]" action [__Filter, __Actuate()]
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textbutton "Sort by: [current_sorting]" action [__Sort, __Actuate()]
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screen inventory_menuitem():
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window:
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style "empty"
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style_prefix gui.theme()
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pos (217, -53)
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xysize (560, 507)
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use invisible_button()
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add "interface/achievements/inventory.webp"
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add gui.format("interface/achievements/{}/panel.webp")
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#Western Egg
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button xsize 90 ysize 60 action Play("sound", "sounds/plushie.ogg") xalign 0.5 style "empty"
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text "Inventory" size 22 xalign 0.5 ypos 65
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#text "Unlocked: "+str(len([x for x in menu_items if x[1][3] is True]))+"/[menu_items_length]" size 12 pos (24, 70)
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# Page counter
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if menu_items_length > items_shown:
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hbox:
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xanchor 1.0
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pos (540, 24)
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spacing 5
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add "interface/page.webp" yanchor 0.5 ypos 53
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text str(current_page+1)+"/"+str(int(math.ceil(menu_items_length/items_shown))) ypos 44 size 16
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vbox:
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pos (570, 186)
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spacing 10
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imagebutton:
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idle gui.format("interface/frames/{}/arrow_up.webp")
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if current_page > 0:
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hover image_hover(gui.format("interface/frames/{}/arrow_up.webp"))
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action SetVariable("current_page", current_page-1)
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# TODO: in 8.2, replace with IncrementVariable("current_page", -1)
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imagebutton:
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idle Transform(gui.format("interface/frames/{}/arrow_up.webp"), yzoom=-1)
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if current_page < math.ceil((menu_items_length-1)/items_shown)-1:
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hover Transform(image_hover(gui.format("interface/frames/{}/arrow_up.webp")), yzoom=-1)
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action SetVariable("current_page", current_page+1)
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# TODO: in 8.2, replace with IncrementVariable("current_page")
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# Add items
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grid 9 4:
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style "empty"
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pos (24, 113)
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spacing 10
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for it_item in menu_items[current_page*items_shown:(current_page+1)*items_shown]:
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frame:
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style "empty"
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xsize 48
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ysize 48
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add gui.format("interface/achievements/{}/iconbox.webp")
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if current_item is not None and current_item.id == it_item.id:
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add "interface/achievements/glow.webp" align (0.5, 0.5) zoom 0.105 alpha 0.7 at rotate_circular
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add crop_image_zoom(it_item.get_image(), 42, 42, it_item.owned <= 0) align (0.5, 0.5)
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button:
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style gui.theme("overlay_button")
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background "interface/achievements/glass_iconbox.webp"
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xsize 46 ysize 46
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action SetVariable("current_item", it_item)
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tooltip it_item.name
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if it_item.limit > 1 and it_item.owned > 0:
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if it_item.infinite:
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text "{unicode}∞{/unicode}" size 20 align (0.1, 0.1) offset(-1, -9) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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text "[it_item.owned]" size 10 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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elif current_category == "Decorations":
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if it_item.in_use:
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add "interface/topbar/icon_check.webp" align (1.0, 1.0) offset (-3, -3) zoom 0.5
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elif current_category in ("Books", "Quest Items"):
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if it_item.used:
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add "interface/topbar/icon_check.webp" align (1.0, 1.0) offset (-3, -3) zoom 0.5
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if inventory_mode == 1 and (not it_item.givable or not states.active_girl in it_item.usable_on):
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add "#b2000040"
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if menu_items_length <= 0:
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text "Nothing here yet" align (0.5, 0.5) size 24
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if current_item:
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frame:
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style "empty"
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xsize 96
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ysize 96
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pos (24, 375)
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add gui.format("interface/achievements/{}/icon_selected.webp")
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add crop_image_zoom(current_item.get_image(), 84, 84, current_item.owned <= 0) align (0.5, 0.5)
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add "interface/achievements/glass_selected.webp" pos (6, 6)
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if current_category in {"Gifts", "Ingredients", "Potions"}:
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if current_item.owned > 0:
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if current_item.infinite:
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text "{unicode}∞{/unicode}" size 30 align (0.1, 0.1) offset(-2, -10) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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else:
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text "[current_item.owned]" size 14 align (0.1, 0.1) color "#FFFFFF" outlines [ (1, "#000", 0, 0) ]
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elif current_category == "Decorations":
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if current_item.in_use:
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add "interface/topbar/icon_check.webp" align (1.0, 1.0) offset (-6, -6)
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elif current_category in ("Books", "Quest Items"):
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if current_item.used:
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add "interface/topbar/icon_check.webp" align (1.0, 1.0) offset (-6, -6)
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if inventory_mode == 1 and (not current_item.givable or not states.active_girl in current_item.usable_on):
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add "#b2000040"
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add gui.format("interface/achievements/{}/highlight.webp") pos (112, 375)
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add gui.format("interface/achievements/{}/spacer.webp") pos (120, 398)
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hbox:
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spacing 5
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xalign 0.5
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text current_item.name ypos 380 size 16 xoffset 45
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if (inventory_mode == 0 and current_item.usable) or (inventory_mode == 1 and current_item.givable):
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textbutton "[current_item.caption]":
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style "inventory_button"
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background Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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xalign 0.89
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xoffset 45
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ypos 374
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sensitive (current_item.owned > 0)
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if inventory_mode == 0:
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action Call("inventory.use_item", current_item, from_current=True)
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elif inventory_mode == 1:
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action Call("inventory.give_item", current_item, from_current=True)
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hbox:
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pos (132, 407)
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xsize 410
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text current_item.desc size 12
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style inventory_button:
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xysize (90, 26)
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hover_foreground "#ffffff1F"
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style inventory_button_text:
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outlines []
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align (0.5, 0.5)
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size 16
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