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calls (Redundant) * Redesigned variable naming convention to simplify assignment and lookup * Removed counter_class (Superseded) * Removed DynamicDisplayable CG implementation (Superseded)
119 lines
3.6 KiB
Plaintext
119 lines
3.6 KiB
Plaintext
define cho_face = {
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"mouth": {
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"neutral": ["base","normal","annoyed"],
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"happy": ["base", "smile"],
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"naughty": ["base","quiver","horny","soft"],
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"horny": ["horny","soft"],
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"annoyed": ["annoyed"],
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"disgusted": ["disgust","upset"],
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"angry": ["angry","clench","mad","upset"]
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},
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"eyes": {
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"neutral": ["base","base","closed"],
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"happy": ["base","base","happyCl"],
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"naughty": ["narrow"],
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"horny": ["narrow"],
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"annoyed": ["narrow","narrow","closed"],
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"disgusted": ["base","narrow"],
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"angry": ["narrow"]
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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","raised","worried"],
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"horny": ["base","raised"],
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"annoyed": ["angry"],
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"disgusted": ["base","raised","worried"],
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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","L","R"],
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"naughty": ["mid","L","R","down","up"],
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"horny": ["mid","L","R","down","up"],
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"annoyed": ["mid","L","R","downR"],
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"disgusted": ["mid","down"],
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"angry": ["mid"]
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}
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}
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label update_cho:
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# Chibi Update
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$ cho_chibi.update()
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$ cho_chibi.position(flip=False)
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$ cho.xzoom = 1
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hide screen cho_cloth_pile
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return
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label end_cho_event:
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call cho_chibi("hide")
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hide cho_main
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with d3
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pause.5
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call update_cho
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$ states.last_girl = states.active_girl
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$ states.active_girl = None
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$ states.cho.busy = True
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$ cho.wear("all")
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$ cho.set_cum(None)
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call music_block
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jump main_room_menu
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define character.cho_say = Character("name_cho_genie", show_icon="cho", dynamic=True)
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init python in character:
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# Cho's name is short, therefore it needs to be initialised in character scope,
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# otherwise we won't be able to use the same name for both Doll and Character calls.
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def cho(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 = renpy.store.cho.tag
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layer = renpy.store.cho.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 = renpy.store.cho.pos[0] if xpos == None else renpy.store.sprite_pos.get("x").get(xpos, xpos)
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ypos = renpy.store.cho.pos[1] if ypos == None else renpy.store.sprite_pos.get("y").get(ypos, ypos)
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renpy.store.cho.pos = (xpos, ypos)
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redraw = True
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head_only = renpy.store.cho.pos[1] == renpy.store.sprite_pos.get("y").get("head")
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if any((mouth, eyes, eyebrows, pupils, cheeks, tears)):
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renpy.store.cho.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears)
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redraw = True
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renpy.store.cho.set_emote(emote)
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if animation != False:
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renpy.store.cho.animation = animation
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redraw = True
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if flip != None:
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renpy.store.cho.xzoom = -1 if flip else 1
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redraw = True
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if redraw:
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renpy.store.cho.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(renpy.store.d2)
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if what:
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cho_say(what, **kwargs)
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if head_only:
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renpy.store.cho.hide()
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