WTS/game/scripts/characters/hermione/events/clothing.rpy

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label hermione_summon_setup:
# Reset doll state
$ hermione.wear("all")
$ hermione.set_cum(None)
$ hermione.animation = None
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#
# TODO: Remove obsolete variables and fix the code after clothes have been added.
#
# if game.weather == "clear":
# if states.her.tier >= 3 and game.daytime and not hg_muggle_hot_ITEM.unlocked:
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# $ hg_muggle_hot_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ hermione_wear_stockings = True
# $ h_top = "top_frilled_1"
# $ h_bottom = "pants_jeans_short"
# $ h_stockings = "stockings_cute"
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "(Wow! Look at her!)" ("angry", xpos="far_left", ypos="head")
# gen "That's quite a sexy outfit, [name_hermione_genie]!" ("grin", xpos="far_left", ypos="head")
# if states.her.level < 11:
# her "*Ehm*... Thank you, [name_genie_hermione]." ("soft", "base", "base", "R")
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# her "I normally don't wear something like this." ("open", "base", "base", "mid")
# her "(Showing so much cleavage...)" ("disgust", "narrow", "worried", "down", cheeks="blush")
# her "But the weather is just too hot today." ("base", "base", "base", "R")
# gen "You should wear this more often!" ("grin", xpos="far_left", ypos="head")
# else:
# her "Thank you, [name_genie_hermione]." ("base", "narrow", "base", "mid_soft")
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# else:
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_muggle_hot_ITEM)
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# if game.weather == "overcast":
# #One time event.
# if not hg_accs_wool_g_ITEM.unlocked:
# $ hg_accs_wool_g_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ hermione_wear_neckwear = True
# $ hermione_wear_gloves = True
# $ hermione_wear_stockings = True
# $ h_neckwear = "scarf_striped_g"
# $ h_gloves = "gloves_wool_1"
# $ h_stockings = "stockings_striped_1"
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "..." ("base", xpos="far_left", ypos="head")
# gen "[name_hermione_genie]..." ("base", xpos="far_left", ypos="head")
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# gen "What's with all these clothes you are wearing?" ("base", xpos="far_left", ypos="head")
# her "It's a bit cold outside, [name_genie_hermione]... and my..." ("soft", "base", "base", "R", cheeks="blush")
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# if states.her.level < 11:
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# her "I better not mention it..." ("disgust", "narrow", "worried", "down", cheeks="blush")
# elif states.her.level < 18:
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# her "{size=-5}People can see my... my nipples...{/size}" ("disgust", "narrow", "worried", "down", cheeks="blush")
# else:
# her "I can't have my nipples poking out all the time, [name_genie_hermione]! It's distracting!" ("annoyed", "narrow", "angry", "R")
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# her "" ("soft", "base", "base", "mid")
# pause.2
# gen "Alright... It looks cute on you." ("base", xpos="far_left", ypos="head")
# gen "You can keep it on for now." ("base", xpos="far_left", ypos="head")
# her "Thank you, [name_genie_hermione]." ("base", "base", "base", "mid")
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# $ h_request_wear_top = True
# $ h_request_wear_bottom = True
# $ h_request_wear_neckwear = True
# $ h_request_wear_gloves = True
# $ h_request_wear_stockings = True
# else:
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_accs_wool_g_ITEM)
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# # Raining
# if game.weather == "rain":
# if states.her.tier >= 2 and not hg_muggle_rainy_ITEM.unlocked:
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# $ hg_muggle_rainy_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ hermione_wet_clothes = True
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ h_top = "top_sweater_1"
# $ h_bottom = "pants_jeans_long"
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("disgust", "narrow", "worried", "down", xpos="base", ypos="base")
# call ctc
# gen "Damn girl. You look drenched..." ("base", xpos="far_left", ypos="head")
# her "I'm sorry, [name_genie_hermione], but... It's raining cats and dogs out there!" ("open", "base", "base", "mid")
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# her "I couldn't find my robe so I just put on a sweater and some jeans..." ("open", "base", "base", "R")
# her "I hope you don't mind my uniform not being up for standards. I didn't want it to get wet." ("disgust", "narrow", "worried", "down")
# gen "It's fine, [name_hermione_genie]." ("base", xpos="far_left", ypos="head")
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# gen "Besides, I wouldn't mind seeing you in jeans more often!" ("grin", xpos="far_left", ypos="head")
# her "Thank you, [name_genie_hermione]." ("normal", "base", "base", "R")
# $ states.her.mood -= 10
# if states.her.mood < 0:
# $ states.her.mood = 0
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# else:
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_muggle_rainy_ITEM)
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# # Robe
# else:
# $ hermione_wear_robe = True
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
# if states.her.mood > 1:
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# her "" ("annoyed", "base", "base", "R", xpos="base", ypos="base")
# else:
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# if not h_request_wear_robe:
# pause.5 #Shows Hermione with robe for a bit.
# # Snow
# if game.weather in ("snow", "blizzard"):
# if states.her.tier >= 2 and not hg_muggle_cold_ITEM.unlocked:
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# $ hg_muggle_cold_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ h_request_wear_stockings = True
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ hermione_wear_stockings = True
# $ h_top = "top_pullover_1"
# $ h_stockings = "stockings_pantyhose"
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "New outfit?" ("base", xpos="far_left", ypos="head")
# her "Yes, [name_genie_hermione]. I brought it with me from home. It's a bit too cold for just my normal uniform..." ("open", "base", "base", "R")
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# her "Do you like it?" ("soft", "base", "base", "mid")
# gen "I do, [name_hermione_genie]. It's cute." ("grin", xpos="far_left", ypos="head")
# $ states.her.mood -= 10
# if states.her.mood < 0:
# $ states.her.mood = 0
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# else:
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_muggle_cold_ITEM)
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# elif states.her.tier >= 3 and not hg_muggle_cold_sexy_ITEM.unlocked:
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# $ hg_muggle_cold_sexy_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ h_request_wear_stockings = True
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ hermione_wear_stockings = True
# $ h_top = "top_pullover_2"
# $ h_stockings = "stockings_pantyhose"
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "That's quite the cute outfit, [name_hermione_genie]." ("base", xpos="far_left", ypos="head")
# her "Thank you, [name_genie_hermione]. I made some changes to the old one..." ("open", "base", "base", "R")
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# her "Do you like it?" ("soft", "base", "base", "mid")
# gen "Very much so, [name_hermione_genie]. I love the breast window." ("grin", xpos="far_left", ypos="head")
# $ states.her.mood -= 10
# if states.her.mood < 0:
# $ states.her.mood = 0
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# else:
# call update_her_uniform
# play sound "sounds/door.ogg"
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# call her_chibi("stand","mid","base")
# with d3
# play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_muggle_cold_sexy_ITEM)
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if states.her.wardrobe_scheduling:
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$ hermione.equip_random_outfit()
if not config.developer and not tutorial_is_done("schedule") and states.her.wardrobe_unlocked:
play sound "sounds/door.ogg"
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call her_chibi("stand","mid","base")
with d3
play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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her "Hello, [name_genie_hermione]." ("open", "base", "base", "R", xpos="base", ypos="base", trans=d3)
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her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
pause 1.0
gen "You changed your clothes again..." ("base", xpos="far_left", ypos="head")
call tutorial("schedule")
menu:
"Leave Outfits Scheduling turned {b}ON{/b}?"
"-Yes-":
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"Outfits scheduling remains turned {b}ON{/b}."
"-No-":
$ states.her.wardrobe_scheduling = False
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$ tonks_outfits_schedule = False
$ states.cho.wardrobe_scheduling = False
$ states.ast.wardrobe_scheduling = False
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$ luna_outfits_schedule = False
# Susan
"Outfit scheduling turned {b}Off{/b}."
$ hermione.equip(her_outfit_default)
with fade
return
play sound "sounds/door.ogg"
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call her_chibi("stand","mid","base")
with d3
#Hermione greeting.
play music "music/Chipper Doodle v2.ogg" fadein 1 if_changed
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if states.her.mood > 0:
if 5 > states.her.mood >= 1:
her "Yes, [name_genie_hermione]?" ("soft", "base", "worried", "mid", xpos="base", ypos="base", trans=d3)
elif 10 > states.her.mood >= 5:
her "*sigh*... Yes, [name_genie_hermione]?" ("annoyed", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
elif 20 > states.her.mood >= 10:
her "What is it, [name_genie_hermione]?" ("open", "closed", "annoyed", "mid", xpos="base", ypos="base", trans=d3)
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her "" ("upset", "base", "annoyed", "mid")
elif 30 > states.her.mood >= 20:
her "What do you want, \"[name_genie_hermione]\"?" ("upset", "squint", "angry", "R", xpos="base", ypos="base", trans=d3)
elif 40 > states.her.mood >= 30:
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her "*Hmph*..." ("normal", "squint", "angry", "R", xpos="base", ypos="base", trans=d3)
elif 50 > states.her.mood >= 40:
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her "*Tsk*" ("angry", "base", "angry", "R", xpos="base", ypos="base", trans=d3)
elif states.her.mood >= 50:
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her "I have nothing to tell you, sir!" ("mad", "narrow", "angry", "L", xpos="base", ypos="base", trans=d3)
call describe_mood("Hermione", states.her.mood)
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call tutorial("moodngifts")
else:
if game.daytime:
her "Good morning, [name_genie_hermione]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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else:
her "Good evening, [name_genie_hermione]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
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return