forked from SilverStudioGames/WTS
161 lines
4.8 KiB
Plaintext
161 lines
4.8 KiB
Plaintext
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define her_face = {
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"mouth": {
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"neutral": ["annoyed","base"],
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"happy": ["smile","grin"],
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"naughty": ["base","soft"],
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"horny": ["base","grin","soft"],
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"annoyed": ["annoyed"],
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"disgusted": ["disgust","clench","annoyed"],
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"angry": ["angry","clench","mad"]
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},
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"eyes": {
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"neutral": ["base"],
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"happy": ["base","base","happyCl"],
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"naughty": ["narrow","base"],
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"horny": ["narrow"],
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"annoyed": ["narrow"],
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"disgusted": ["narrow"],
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"angry": ["narrow","base"]
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},
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"eyebrows": {
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"neutral": ["base"],
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"happy": ["base"],
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"naughty": ["base"],
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"horny": ["base"],
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"annoyed": ["worried"],
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"disgusted": ["base", "angry"],
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"angry": ["angry"]
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},
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"pupils": {
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"neutral": ["mid","L","R"],
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"happy": ["mid_soft","L_soft","R_soft"],
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"naughty": ["mid_soft"],
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"horny": ["mid","L","R","down","up"],
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"annoyed": ["mid","R"],
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"disgusted": ["down"],
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"angry": ["mid"]
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}
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}
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label update_hermione:
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$ hermione_chibi.update()
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$ hermione.xzoom = 1
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return
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label end_hermione_event:
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call her_chibi("hide")
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hide hermione_main
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with d3
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pause.5
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call update_hermione
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$ active_girl = None
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$ hermione_busy = True
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$ hermione.wear("all")
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$ hermione.set_cum(None)
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call music_block
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jump main_room_menu
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define character.hermione_say = Character("hermione_name", show_icon="hermione", dynamic=True)
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init python:
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def her(what, mouth=False, eyes=False, eyebrows=False, pupils=False, 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):
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redraw = False
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tag = hermione.tag
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layer = hermione.layer
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#showing = renpy.showing(name=tag, layer=layer)
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if xpos != None or ypos != None:
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xpos = hermione.pos[0] if xpos == None else sprite_pos.get("x").get(xpos, xpos)
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ypos = hermione.pos[1] if ypos == None else sprite_pos.get("y").get(ypos, ypos)
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hermione.pos = (xpos, ypos)
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redraw = True
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head_only = hermione.pos[1] == sprite_pos.get("y").get("head")
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if any((mouth, eyes, eyebrows, pupils, cheeks, tears)):
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hermione.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears)
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redraw = True
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hermione.set_emote(emote)
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if animation != False:
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if isinstance(animation, list):
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hermione.animation = animation
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else:
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hermione.animation = [animation]
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redraw = True
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if flip != None:
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hermione.xzoom = -1 if flip else 1
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redraw = True
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if redraw:
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hermione.show()
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if not renpy.in_rollback():
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if trans:
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renpy.with_statement(trans)
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else:
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renpy.with_statement(d2)
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if what:
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character.hermione_say(what, **kwargs)
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if head_only:
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hermione.hide()
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label too_much:
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stop music fadeout 2.0
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her "[genie_name]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
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her "How could you ask for such a thing!?"
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her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
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call her_walk(action="leave")
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$ _responses = [
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"(*Hmm*... I guess it was a little too soon for that.)",
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"(Did I say something wrong...?)",
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"(Welp, was worth a shot I guess.)",
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"(Perhaps I should rethink my appraoch...)",
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"(Judging by her reaction she's not yet ready for it...)"
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]
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$ renpy.say(m, renpy.random.choice(_responses))
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$ her_mood += 6
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jump end_hermione_event
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label too_much_public:
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stop music fadeout 2.0
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her "[genie_name]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
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her "How could you ask for such a thing!?"
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her "People would take me for a whore, I cannot let it happen!"
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her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
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call her_walk(action="leave")
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$ _responses = [
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"(*Hmm*... Maybe I should start with some easier tasks to lower her reputation first.)",
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"(I guess she still cares too much about her precious reputation.)",
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"(Silly girl still doesn't understand that her *reputation* isn't as important as she thinks.)",
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"(Did I ask too much of her...?)",
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"(She doesn't seem to be ready for this just yet.)"
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]
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$ renpy.say(m, renpy.random.choice(_responses))
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$ her_mood += 6
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jump end_hermione_event
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