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calls (Redundant) * Redesigned variable naming convention to simplify assignment and lookup * Removed counter_class (Superseded) * Removed DynamicDisplayable CG implementation (Superseded)
118 lines
3.2 KiB
Plaintext
118 lines
3.2 KiB
Plaintext
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# TODO: Replace values according to Luna's expressions list
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define lun_face = {
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"mouth": {
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"neutral": ["base","open"],
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"happy": ["base","grin"],
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"naughty": ["soft","base"],
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"horny": ["horny","base"],
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"annoyed": ["upset","annoyed"],
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"disgusted": ["disgust","upset"],
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"angry": ["clench","mad","upset"]
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},
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"eyes": {
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"neutral": ["base"],
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"happy": ["happyCl"],
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"naughty": ["narrow"],
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"horny": ["narrow"],
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"annoyed": ["narrow","base"],
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"disgusted": ["base"],
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"angry": ["base"]
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},
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"eyebrows": {
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"neutral": ["base"],
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"happy": ["base","raised"],
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"naughty": ["base","raised"],
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"horny": ["base","raised"],
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"annoyed": ["annoyed"],
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"disgusted": ["raised","worried"],
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"angry": ["angry"]
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},
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"pupils": {
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"neutral": ["mid"],
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"happy": ["mid"],
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"naughty": ["mid","up","downR"],
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"horny": ["mid","stare","down"],
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"annoyed": ["mid","downR","R"],
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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 end_luna_event:
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call lun_chibi("hide")
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hide luna_main
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with d3
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pause.5
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call update_luna
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$ states.last_girl = states.active_girl
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$ states.active_girl = None
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$ luna_busy = True
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$ luna.wear("all")
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call music_block
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jump main_room_menu
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label update_luna:
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# Chibi Update
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$ luna_chibi.update()
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$ luna_chibi.position(flip=False)
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$ luna.xzoom = 1
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hide screen luna_cloth_pile
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return
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define character.luna_say = Character("name_luna_genie", show_icon="luna", dynamic=True)
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init python:
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def lun(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 = luna.tag
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layer = luna.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 = luna.pos[0] if xpos == None else sprite_pos.get("x").get(xpos, xpos)
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ypos = luna.pos[1] if ypos == None else sprite_pos.get("y").get(ypos, ypos)
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luna.pos = (xpos, ypos)
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redraw = True
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head_only = luna.pos[1] == sprite_pos.get("y").get("head")
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if any((mouth, eyes, eyebrows, pupils, cheeks, tears)):
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luna.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears)
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redraw = True
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luna.set_emote(emote)
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if animation != False:
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luna.animation = animation
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redraw = True
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if flip != None:
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luna.xzoom = -1 if flip else 1
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redraw = True
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if redraw:
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luna.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.luna_say(what, **kwargs)
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if head_only:
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luna.hide()
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