forked from SilverStudioGames/WTS
LoafyLemon
b28a3e250d
* Added get_character_scheduling function * Removed update_interface_color calls (Redundant) * Redesigned variable naming convention to simplify assignment and lookup * Removed counter_class (Superseded) * Removed DynamicDisplayable CG implementation (Superseded)
64 lines
1.8 KiB
Plaintext
64 lines
1.8 KiB
Plaintext
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label end_hooch_event:
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hide hooch_main
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with d3
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pause.5
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$ hooch.xzoom = 1
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$ states.last_girl = states.active_girl
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$ states.active_girl = None
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$ hooch_busy = True
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$ hooch.wear("all")
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$ hooch.set_cum(None)
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call music_block
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jump main_room_menu
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define character.hooch_say = Character("name_hooch_genie", show_icon="hooch", dynamic=True)
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init python:
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def hoo(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):
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redraw = False
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tag = hooch.tag
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layer = hooch.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 = sprite_pos.get("x").get(xpos, xpos) or hooch.pos[0]
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ypos = sprite_pos.get("y").get(ypos, ypos) or hooch.pos[1]
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hooch.pos = (xpos, ypos)
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redraw = True
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head_only = hooch.pos[1] == sprite_pos.get("y").get("head")
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if any((mouth, eyes, eyebrows, pupils, cheeks, tears)):
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hooch.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears)
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redraw = True
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hooch.set_emote(emote)
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if animation != False:
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hooch.animation = animation
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redraw = True
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if flip != None:
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hooch.xzoom = -1 if flip else 1
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redraw = True
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if redraw:
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hooch.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.hooch_say(what, **kwargs)
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if head_only:
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hooch.hide()
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