WTS/game/scripts/characters/hermione/common.rpy

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label update_hermione:
$ hermione_chibi.update()
$ hermione.xzoom = 1
return
label end_hermione_event:
call her_chibi("hide")
hide hermione_main
with d3
pause.5
call update_hermione
$ states.last_girl = states.active_girl
$ states.active_girl = None
$ states.her.busy = True
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$ hermione.wear("all")
$ hermione.set_cum(None)
$ hermione.set_face(tears=False, cheeks=False)
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call music_block
jump main_room_menu
define character.hermione_say = Character("name_hermione_genie", show_icon="hermione", dynamic=True)
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init python:
def her(what, mouth=None, eyes=None, eyebrows=None, pupils=None, cheeks=None, tears=None,
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emote=None, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, **kwargs):
def show():
hermione.show(force=True)
if not renpy.in_rollback():
renpy.with_statement(trans or d2)
face = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears}
temp_face = renpy.game.context().temporary_attributes
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redraw = False
tag = hermione.tag
layer = hermione.layer
if xpos is not None or ypos is not None:
xpos = hermione.pos[0] if xpos is None else sprite_pos.get("x").get(xpos, xpos)
ypos = hermione.pos[1] if ypos is None else sprite_pos.get("y").get(ypos, ypos)
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hermione.pos = (xpos, ypos)
redraw = True
head_only = hermione.pos[1] == sprite_pos.get("y").get("head")
if any(face.values()):
hermione.set_face(**face)
redraw = True
if temp_face:
last_face = hermione.get_face()
d = dict(zip(temp_face[::2], temp_face[1::2]))
hermione.set_face(**d)
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redraw = True
if emote:
hermione.set_emote(emote)
redraw = True
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if animation != False:
hermione.animation = animation
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redraw = True
if flip != None:
hermione.xzoom = -1 if flip else 1
redraw = True
if redraw:
show()
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if what:
character.hermione_say(what, **kwargs)
if temp_face:
hermione.set_face(**last_face)
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if head_only:
hermione.hide()
label too_much:
stop music fadeout 2.0
her "[name_genie_hermione]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
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her "How could you ask for such a thing!?"
her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
call her_walk(action="leave")
random:
gen "(*Hmm*... I guess it was a little too soon for that.)" ("base", xpos="far_left", ypos="head")
gen "(Did I say something wrong...?)" ("base", xpos="far_left", ypos="head")
gen "(Welp, was worth a shot I guess.)" ("base", xpos="far_left", ypos="head")
gen "(Perhaps I should rethink my approach...)" ("base", xpos="far_left", ypos="head")
gen "(Judging by her reaction she's not yet ready for it...)" ("base", xpos="far_left", ypos="head")
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$ states.her.mood += 6
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jump end_hermione_event
label too_much_public:
stop music fadeout 2.0
her "[name_genie_hermione]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
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her "How could you ask for such a thing!?"
her "People would take me for a whore, I cannot let it happen!"
her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
call her_walk(action="leave")
random:
gen "(*Hmm*... Maybe I should start with some easier tasks to lower her reputation first.)" ("base", xpos="far_left", ypos="head")
gen "(I guess she still cares too much about her precious reputation.)" ("base", xpos="far_left", ypos="head")
gen "(Silly girl still doesn't understand that her *reputation* isn't as important as she thinks.)" ("base", xpos="far_left", ypos="head")
gen "(Did I ask too much of her...?)" ("base", xpos="far_left", ypos="head")
gen "(She doesn't seem to be ready for this just yet.)" ("base", xpos="far_left", ypos="head")
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$ states.her.mood += 6
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jump end_hermione_event