WTS/game/scripts/wardrobe/functions.rpy

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init -1 python:
def __check_exists(key):
if not key in states.dolls:
raise KeyError(f"{key!r} character is undefined.")
def get_character_progression(key):
__check_exists(key)
return getattr(states, key[:3]).level
def get_character_scheduling(key):
__check_exists(key)
return getattr(states, key[:3]).wardrobe_scheduling
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def get_character_requirement(key, typ):
__check_exists(key)
return getattr(renpy.store, key[:3]+"_requirements").get(typ, 0)
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def get_character_response(key, typ):
__check_exists(key)
return getattr(renpy.store, key[:3]+"_responses").get(typ)
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def get_character_object(key):
__check_exists(key)
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return getattr(store, key)
def get_character_outfit(key, typ="default"):
__check_exists(key)
return getattr(store, f"{key[:3]}_outfit_{typ}")
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def get_character_body(key, typ="default"):
__check_exists(key)
return getattr(store, f"{key[:3]}_body_{typ}")
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def get_character_outfit_req(key, item):
__check_exists(key)
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if not isinstance(item, DollOutfit):
raise TypeError(f"{item!r} is not a DollOutfit instance.")
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req = [f"{i.type}: {i.level}" for i in item.group]
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has_bra = any(i.type == "bra" for i in item.group)
has_panties = any(i.type == "panties" for i in item.group)
if not has_bra:
req.append(f'NO BRA: {get_character_requirement(key, "unequip bra")}')
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if not has_panties:
req.append(f'NO PANTIES: {get_character_requirement(key, "unequip panties")}')
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print("\n".join(req))
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def get_character_tag(key):
__check_exists(key)
return f"{key}_main"
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def get_character_sayer(key):
__check_exists(key)
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return getattr(store, key[:3])
def get_character_gift_label(key):
__check_exists(key)
return f"give_{key[:3]}_gift"
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def get_character_potion_check_label(key):
__check_exists(key)
return f"{key[:3]}_potion_check"
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def get_character_potion_check(key):
__check_exists(key)
return getattr(store, f"{key[:3]}_potion_check")
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def get_character_unlock(key):
__check_exists(key)
return getattr(states, key[:3]).unlocked
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def get_character_gifted(key):
__check_exists(key)
return getattr(states, key[:3]).gifted
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def get_character_mood(key):
__check_exists(key)
return getattr(states, key[:3]).mood
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def get_outfit_score(outfit):
"""Returns outfit 'lewdness' score"""
score = 0
for i in outfit.group:
score += i.level//2
if not outfit.has_type("bra"):
score += 3
if not outfit.has_type("top"):
score += 6
if not outfit.has_type("panties"):
score += 6
if not outfit.has_type("bottom"):
score += 12
if not outfit.has_type("top"):
score += 4
if not outfit.has_type("bottom"):
score += 4
# if outfit.has_type("buttplug"):
# score += 9
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if outfit.has_type("makeup"):
score += 1
if outfit.has_type("tattoo"):
score += 2
if outfit.has_type("piercing"):
score += 3
return score
def mouse_slap():
"""Causes the mouse to be moved away from current position and displays a smoke effect"""
renpy.play('sounds/slap.ogg')
renpy.stop_predict_screen("gfx_effect")
x, y = renpy.get_mouse_pos()
xx = x+random.randint(-100, 100)
yy = y+random.randint(-100, 100)
renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=xx, target_y=yy, img="smoke", xanchor=0.1, yanchor=0.7, zoom=0.2, duration=0.15)
renpy.set_mouse_pos(xx, yy, duration=0.1)
def mouse_headpat():
"""Causes the mouse to be moved away from current position and displays a heart effect"""
renpy.play('sounds/slap_03.ogg')
renpy.stop_predict_screen("gfx_effect")
x, y = renpy.get_mouse_pos()
xx, yy = x, y-15
img = At(Text("*pat*", size=16, color="#000000CC", outlines=[(1, "#FFFFFFCC", 0, 0)]), random_rotation)
renpy.hide_screen("gfx_effect")
renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=xx, target_y=yy, img=img, xanchor=0.5, yanchor=0.65, zoom=1.0, timer=0.35)
def mouse_heart():
"""Causes the mouse to be moved away from current position and displays a heart effect"""
renpy.play('sounds/kiss.ogg')
renpy.stop_predict_screen("gfx_effect")
x, y = renpy.get_mouse_pos()
renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=x, target_y=y, img="love_heart", xanchor=0.45, yanchor=0.65, zoom=0.2, timer=0.45)
def wardrobe_fail_hint(value):
"""Displays required whoring/friendship/affection level."""
word_list = {"tonks": "friendship", "astoria": "affection", "susan": "confidence", "luna": "corruption", "cho": "recklessness", "hermione": "whoring"}
word = word_list.get(states.active_girl, "whoring")
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if game.cheats or game.difficulty <= 2:
renpy.show_screen("blktone")
renpy.with_statement(d3)
renpy.say(None, "{size=+6}> Try again at "+word+" level {color=#7a0000}"+str(value)+"{/color}.{/size}")
renpy.hide_screen("blktone")
renpy.with_statement(d3)
return
def list_outfit_files():
@functools.cache
def build_button(rp):
style = "wardrobe_button"
child = Fixed(Transform(rp, xsize=96, fit="contain", yalign=1.0, yoffset=-6), Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6), xysize=(96, 168))
action = Return(["import", rp])
hover_foreground = "#ffffff80"
return Button(child=child, action=action, hover_foreground=hover_foreground, style=style)
path = f"{config.gamedir}/outfits/"
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if not os.path.exists(path):
os.makedirs(path)
files = []
for f in os.listdir(path):
fp = os.path.join(path, f)
rp = os.path.relpath(fp, config.gamedir)
if os.path.isfile(os.path.join(path, f)) and f.endswith(".png"):
files.append(build_button(rp))
return files