forked from SilverStudioGames/WTS
Bug fixes
* Fixed temporarily hidden clothes being excluded from staleness checks during pose changes * Fixed Luna's lion outfit * Replaced list method call with a for loop, to avoid large list memory allocation * Fixed big booba an dumpy cheats * Fixed body controller submodule hash generator * Fixed cho panties throw crashing the game * Fixed Outfit/Clothing unlock referenced methods * Excluded body submodule from doll and icon image generation (superseded by bodyparts)
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game/characters/luna/poses/default/clothes/accessory/lionhead/0.webp
(Stored with Git LFS)
BIN
game/characters/luna/poses/default/clothes/accessory/lionhead/0.webp
(Stored with Git LFS)
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@ -1632,7 +1632,7 @@ label gryffindor_match:
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# Cho panties appear on Hermione's head as Cho throws them at her
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$ renpy.sound.play("sounds/woosh.ogg")
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$ cho.unequip("accessory2") # Panties
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$ cho.unequip(choq_panties_in_hand) # Panties
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pause .8
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$ renpy.sound.play("sounds/squelch.ogg")
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$ hermione.equip(herq_panties_on_head)
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@ -205,7 +205,7 @@ default lun_outfit_harley_quinn = DollOutfit([lun_hair_harley_quinn, lun_pantyho
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default lun_bottom_casual_jeans = DollCloth("luna", ("lower body", "skirts"), "bottom", "casual_jeans", ["#8027bfff"])
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default lun_top_casual_sweater = DollCloth("luna", ("upper body", "shirts"), "top", "casual_sweater", ["#382088ff", "#382088ff"])
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default lun_accessory_lionhead = DollCloth("luna", ("misc", "accessory"), "accessory", "lionhead", ["#000000ff"], zorder=300)
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default lun_accessory_lionhead = DollCloth("luna", ("misc", "accessory"), "accessory", "lionhead", None)
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default lun_outfit_casual= DollOutfit([lun_hair_base, lun_panties_base1, lun_bra_base1, lun_bottom_casual_jeans, lun_top_casual_sweater], unlocked=True)
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default lun_outfit_lion_event = DollOutfit([lun_panties_base1, lun_bra_base1, lun_accessory_lionhead, lun_bottom_casual_jeans, lun_top_casual_sweater], hidden=True)
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@ -20,7 +20,7 @@ init python:
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def generate_hash(self):
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bodyparts_hash = str([x[0]._hash for x in self.char.states.values() if istype(x[0], DollBodypart) and x[2]])
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salt = str( [self.char.name + self.char.pose, str(self.hue.__hash__()), bodyparts_hash])
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salt = str( [self.char.name, self.char.pose, str(self.hue.__hash__()), bodyparts_hash])
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return hash(salt)
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@functools.cache
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@ -169,7 +169,6 @@ init python:
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print(f"Missing textures:\n{self.__repr__()}")
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return Text(f"TexErr\n{{color=#00ffff}}{{size=-6}}ID:{self.id}{{/size}}{{/color}}", color="#ff0000")
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sprites.extend(self.char.body.build_image(self.char.body._hash, matrix=matrix))
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sprites.sort(key=itemgetter(2))
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wmax, hmax = self.sizes
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@ -100,9 +100,10 @@ init python:
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def build_image(self, hash):
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from itertools import chain
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# Note: Bodyparts are a part of 'self.states' now.
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sprites = list(chain.from_iterable(
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(self.body.build_image(self.body._hash),
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self.face.build_image(self.face._hash),
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(self.face.build_image(self.face._hash),
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self.cum.build_image(self.cum._hash),
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*(x[0].build_image(x[0]._hash) for x in self.states.values() if x[0] and x[2]))
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))
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@ -430,7 +431,10 @@ init python:
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def set_face(self, *args, **kwargs):
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self.face.set_face(*args, **kwargs)
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[x[0].is_stale() for x in self.states.values() if istype(x[0], DollMakeup) and x[2]]
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for i in self.states.values():
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if istype(i[0], DollMakeup):
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i[0].is_stale()
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self.cum.is_stale()
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def get_face(self):
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@ -447,7 +451,10 @@ init python:
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"""Takes integer between 0 - 359, rotates the character body colour by given amount."""
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self.body.set_hue(arg)
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[x[0].is_stale() for x in self.states.values() if x[0] and x[2]]
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for i in self.states.values():
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if i[0]:
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i[0].is_stale()
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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@ -472,7 +479,10 @@ init python:
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self.body.is_stale()
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self.face.is_stale()
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self.cum.is_stale()
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[x[0].is_stale() for x in self.states.values() if x[0] and x[2]]
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for i in self.states.values():
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if i[0]:
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i[0].is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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@ -361,34 +361,46 @@ label cheats:
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"-Permanent body alteration-":
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label .alteration:
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$ _curr_breast_type = hermione.body.body["breasts"][0]
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$ _curr_ass_type = hermione.body.body["backside"][0] or "normal"
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# Note: itertools.cycle breaks Ren'py so we have to rely on a good 'ol if statement
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# *Sigh* I wish we had match statement in python 2 :(
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#
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# Years later: Python 3 switch cases are finally here, but are not usable in renpy. :(
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default _curr_breast_type = 0
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default _curr_ass_type = 0
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menu:
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"Hermione Breasts ([_curr_breast_type])" (icon="interface/icons/small/hermione.webp"):
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if _curr_breast_type == "normal":
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$ hermione.set_body(breasts="big1")
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elif _curr_breast_type == "big1":
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$ hermione.set_body(breasts="big2")
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elif _curr_breast_type == "big2":
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$ hermione.set_body(breasts="big3")
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else:
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$ hermione.set_body(breasts="normal")
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python:
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if _curr_breast_type == 0:
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hermione.equip(her_chest_breasts1)
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_curr_breast_type = 1
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elif _curr_breast_type == 1:
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hermione.equip(her_chest_breasts2)
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_curr_breast_type = 2
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elif _curr_breast_type == 2:
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hermione.equip(her_chest_breasts3)
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_curr_breast_type = 3
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elif _curr_breast_type == 3:
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hermione.unequip("chest")
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_curr_breast_type = 0
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jump cheats.alteration
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"Hermione Ass ([_curr_ass_type])" (icon="interface/icons/small/hermione.webp"):
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if _curr_ass_type == "normal":
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$ hermione.set_body(backside="big1")
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elif _curr_ass_type == "big1":
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$ hermione.set_body(backside="big2")
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elif _curr_ass_type == "big2":
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$ hermione.set_body(backside="big3")
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else:
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$ hermione.set_body(backside=None) # This is intended.
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python:
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if _curr_ass_type == 0:
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hermione.equip(her_hips_ass1)
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_curr_ass_type = 1
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elif _curr_ass_type == 1:
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hermione.equip(her_hips_ass2)
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_curr_ass_type = 2
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elif _curr_ass_type == 2:
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hermione.equip(her_hips_ass3)
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_curr_ass_type = 3
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elif _curr_ass_type == 3:
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hermione.unequip("hips")
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_curr_ass_type = 0
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jump cheats.alteration
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@ -41,7 +41,7 @@ screen clothing_unlock(item):
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if isinstance(item, DollCloth):
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add item.icon align (0.5, 0.5) zoom 0.5
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elif isinstance(item, DollOutfit):
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add item.get_image() align (0.5, 0.0) yoffset -50 zoom 0.4
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add item.image align (0.5, 0.0) yoffset -50 zoom 0.4
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screen invisible_button(action=NullAction(), keysym=None, alternate=None):
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