forked from SilverStudioGames/WTS
Fixes
* Fixed largest breasts not being displayed during breast expand potion event. * Added mask for "big2" breasts. * Minor writing adjustments.
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game/characters/hermione/poses/default/bodyparts/chest/big2/mask.webp
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BIN
game/characters/hermione/poses/default/bodyparts/chest/big2/mask.webp
(Stored with Git LFS)
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@ -740,7 +740,7 @@ label her_potion_breasts_give:
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$ renpy.sound.play("sounds/boing04.ogg")
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with vpunch
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$ hermione.equip(her_chest_breasts2)
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$ hermione.equip(her_chest_breasts3)
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with d3
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@ -775,7 +775,7 @@ label her_potion_breasts_give:
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$ renpy.sound.play("sounds/boing04.ogg")
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with vpunch
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$ hermione.equip(her_chest_breasts2)
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$ hermione.equip(her_chest_breasts3)
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her "Aaaah!!!" ("scream", "wide", "base", "stare", cheeks="blush")
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with d3
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File diff suppressed because it is too large
Load Diff
@ -8,7 +8,7 @@ label map_attic:
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$ tentacle_sample = True
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call blkfade
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gen "(The attic huh...)" ("base", xpos="far_left", ypos="head")
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gen "(The attic, *huh*...)" ("base", xpos="far_left", ypos="head")
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gen "(I guess I could check it out.)" ("base", xpos="far_left", ypos="head")
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stop music fadeout 3.0
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@ -21,18 +21,18 @@ label map_attic:
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">You find your way through the winding staircases to the attic door."
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gen "*Hmm*... hopefully this is the right place to use that key." ("base", xpos="far_left", ypos="head")
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play bg_sounds "sounds/pulse.ogg"
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">As you approach the door the lock begins to glow..."
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">Looking down at the key in your hand you notice the same glow around the key..."
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">As you approach the door, the lock begins to glow..."
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">Looking down at the key in your hand, you notice the same glow around the key..."
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gen "Well, this has to be it then..." ("base", xpos="far_left", ypos="head")
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stop bg_sounds fadeout 2.0
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call play_sound("lock")
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pause 2.0
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call play_sound("door")
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">After unlocking the door you're presented to a dusty room filled with random junk and knick-knacks."
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">After unlocking the door, you're presented with a dusty room filled with random junk and knick-knacks."
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$ renpy.sound.play("sounds/cough_male.ogg")
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gen "...*cough* *cough*..." ("open", xpos="far_left", ypos="head")
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gen "...*Cough* *Cough*..." ("open", xpos="far_left", ypos="head")
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gen "This room is just filled with random junk and knick-knacks!" ("angry", xpos="far_left", ypos="head")
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gen "(So now what... I'm supposed to take a piece of something and use with this scroll?)" ("base", xpos="far_left", ypos="head")
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gen "(So now what... Am I supposed to take a piece of something and use with this scroll?)" ("base", xpos="far_left", ypos="head")
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gen "(I don't even know what the scroll is supposed to do, how am I going to find what it wants me to use!)" ("base", xpos="far_left", ypos="head")
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gen "..." ("base", xpos="far_left", ypos="head")
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gen "(Screw it... I'm just going to cheat and check the item description in my inventory.)" ("base", xpos="far_left", ypos="head")
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@ -43,15 +43,15 @@ label map_attic:
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">As you scan the room you notice a slender piece of vine poking out from behind some crates, as if to avoid the light."
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gen "This must be it." ("base", xpos="far_left", ypos="head")
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$ renpy.sound.play("sounds/slash.ogg")
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">You make a clean cut just when..{nw}"
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">You make a clean cut, when suddenly...{nw}"
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$ renpy.play("sounds/mondead.ogg")
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">You make a clean cut just when..{fast}"
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">You make a clean cut, when suddenly...{fast}"
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gen "I better get the fuck out of here." ("angry", xpos="far_left", ypos="head")
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$ renpy.play("sounds/mon.ogg")
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">As you shut the door you hear the room erupt in a series of loud crashes and growling."
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">As you shut the door, you hear the room erupt in a series of loud crashes and growling."
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call play_sound("walking")
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"> You hastily make your way towards your office."
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">You hastily make your way towards your office."
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call gen_walk(action="enter")
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call hide_blkfade
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@ -59,11 +59,11 @@ label map_attic:
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stop weather
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call music_block
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gen "(A tentacle plant and a body-bending magical scroll huh...)" ("base", xpos="far_left", ypos="head")
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gen "(Maybe I could use it to have some fun with Granger...)" ("grin", xpos="far_left", ypos="head")
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gen "(A tentacle plant and a body-bending magical scroll, *huh*...)" ("base", xpos="far_left", ypos="head")
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gen "(Maybe I could use it to have some fun with Miss Granger...)" ("grin", xpos="far_left", ypos="head")
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menu:
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gen "(Question is... Should I use it now or save it for later?)" ("base", xpos="far_left", ypos="head")
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gen "(Question is... Should I use it now, or save it for later?)" ("base", xpos="far_left", ypos="head")
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"-Use it now-":
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if game.daytime:
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if not hermione_busy:
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@ -76,9 +76,9 @@ label map_attic:
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jump tentacle_scene_intro
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else:
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gen "(On second thought... she's probably busy right now.)" ("base", xpos="far_left", ypos="head")
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gen "(On second thought... She's probably busy right now.)" ("base", xpos="far_left", ypos="head")
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else:
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gen "(It's a bit late... Miss granger wont be having any classes right now...)" ("base", xpos="far_left", ypos="head")
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gen "(It's a bit late... Miss Granger wont be having any classes right now...)" ("base", xpos="far_left", ypos="head")
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"-Save for later-":
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pass
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