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

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define her_face = {
"mouth": {
"neutral": ["annoyed","base"],
"happy": ["smile","grin"],
"naughty": ["base","soft"],
"horny": ["base","grin","soft"],
"annoyed": ["annoyed"],
"disgusted": ["disgust","clench","annoyed"],
"angry": ["angry","clench","mad"]
},
"eyes": {
"neutral": ["base"],
"happy": ["base","base","happyCl"],
"naughty": ["narrow","base"],
"horny": ["narrow"],
"annoyed": ["narrow"],
"disgusted": ["narrow"],
"angry": ["narrow","base"]
},
"eyebrows": {
"neutral": ["base"],
"happy": ["base"],
"naughty": ["base"],
"horny": ["base"],
"annoyed": ["worried"],
"disgusted": ["base", "angry"],
"angry": ["angry"]
},
"pupils": {
"neutral": ["mid","L","R"],
"happy": ["mid_soft","L_soft","R_soft"],
"naughty": ["mid_soft"],
"horny": ["mid","L","R","down","up"],
"annoyed": ["mid","R"],
"disgusted": ["down"],
"angry": ["mid"]
}
}
label update_hermione:
$ hermione_chibi.update()
$ hermione.xzoom = 1
return
label end_hermione_event:
call her_chibi("hide")
hide hermione_main
with d3
pause.5
call update_hermione
$ active_girl = None
$ hermione_busy = True
$ hermione.wear("all")
$ hermione.set_cum(None)
call music_block
jump main_room_menu
define character.hermione_say = Character("hermione_name", show_icon="hermione", dynamic=True)
init python:
def her(what, mouth=False, eyes=False, eyebrows=False, pupils=False, cheeks=None, tears=None,
emote=None, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, **kwargs):
redraw = False
tag = hermione.tag
layer = hermione.layer
#showing = renpy.showing(name=tag, layer=layer)
if xpos != None or ypos != None:
xpos = hermione.pos[0] if xpos == None else sprite_pos.get("x").get(xpos, xpos)
ypos = hermione.pos[1] if ypos == None else sprite_pos.get("y").get(ypos, ypos)
hermione.pos = (xpos, ypos)
redraw = True
head_only = hermione.pos[1] == sprite_pos.get("y").get("head")
if any((mouth, eyes, eyebrows, pupils, cheeks, tears)):
hermione.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears)
redraw = True
hermione.set_emote(emote)
if animation != False:
hermione.animation = animation
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redraw = True
if flip != None:
hermione.xzoom = -1 if flip else 1
redraw = True
if redraw:
hermione.show()
if not renpy.in_rollback():
if trans:
renpy.with_statement(trans)
else:
renpy.with_statement(d2)
if what:
character.hermione_say(what, **kwargs)
if head_only:
hermione.hide()
label too_much:
stop music fadeout 2.0
her "[genie_name]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
her "How could you ask for such a thing!?"
her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
call her_walk(action="leave")
$ _responses = [
"(*Hmm*... I guess it was a little too soon for that.)",
"(Did I say something wrong...?)",
"(Welp, was worth a shot I guess.)",
"(Perhaps I should rethink my appraoch...)",
"(Judging by her reaction she's not yet ready for it...)"
]
$ renpy.say(m, renpy.random.choice(_responses))
$ her_mood += 6
jump end_hermione_event
label too_much_public:
stop music fadeout 2.0
her "[genie_name]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
her "How could you ask for such a thing!?"
her "People would take me for a whore, I cannot let it happen!"
her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
call her_walk(action="leave")
$ _responses = [
"(*Hmm*... Maybe I should start with some easier tasks to lower her reputation first.)",
"(I guess she still cares too much about her precious reputation.)",
"(Silly girl still doesn't understand that her *reputation* isn't as important as she thinks.)",
"(Did I ask too much of her...?)",
"(She doesn't seem to be ready for this just yet.)"
]
$ renpy.say(m, renpy.random.choice(_responses))
$ her_mood += 6
jump end_hermione_event