WTS/game/scripts/characters/hooch/common.rpy

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label end_hooch_event:
hide hooch_main
with d3
pause.5
$ hooch.xzoom = 1
$ states.last_girl = states.active_girl
$ states.active_girl = None
$ states.hoo.busy = True
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$ hooch.wear("all")
$ hooch.set_cum(None)
$ hooch.set_face(tears=False, cheeks=False)
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call music_block
jump main_room_menu
define character.hooch_say = Character("name_hooch_genie", show_icon="hooch", dynamic=True)
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init python:
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):
def show():
hooch.show(force=True)
if not renpy.in_rollback():
renpy.with_statement(trans or d2)
face = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears}
temp_face = renpy.game.context().temporary_attributes
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redraw = False
tag = hooch.tag
layer = hooch.layer
if xpos is not None or ypos is not None:
xpos = hooch.pos[0] if xpos is None else sprite_pos.get("x").get(xpos, xpos)
ypos = hooch.pos[1] if ypos is None else sprite_pos.get("y").get(ypos, ypos)
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hooch.pos = (xpos, ypos)
redraw = True
head_only = hooch.pos[1] == sprite_pos.get("y").get("head")
if any(face.values()):
hooch.set_face(**face)
redraw = True
if temp_face:
last_face = hooch.get_face()
d = dict(zip(temp_face[::2], temp_face[1::2]))
hooch.set_face(**d)
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redraw = True
if emote:
hooch.set_emote(emote)
redraw = True
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if animation != False:
hooch.animation = animation
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redraw = True
if flip is not None:
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hooch.xzoom = -1 if flip else 1
redraw = True
if redraw:
show()
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if what:
character.hooch_say(what, **kwargs)
if temp_face:
hooch.set_face(**last_face)
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if head_only:
hooch.hide()