label end_luna_event: call lun_chibi("hide") hide luna_main with d3 pause.5 call update_luna $ states.last_girl = states.active_girl $ states.active_girl = None $ states.lun.busy = True $ luna.wear("all") call music_block jump main_room_menu label update_luna: # Chibi Update $ luna_chibi.update() $ luna_chibi.position(flip=False) $ luna.xzoom = 1 hide screen luna_cloth_pile return define character.luna_say = Character("name_luna_genie", show_icon="luna", dynamic=True) init python: def lun(what, mouth=None, eyes=None, eyebrows=None, pupils=None, cheeks=None, tears=None, emote=None, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, **kwargs): def show(): luna.show() 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 redraw = False tag = luna.tag layer = luna.layer if xpos is not None or ypos is not None: xpos = sprite_pos.get("x").get(xpos, luna.pos[0]) ypos = sprite_pos.get("y").get(ypos, luna.pos[1]) luna.pos = (xpos, ypos) redraw = True head_only = luna.pos[1] == sprite_pos.get("y").get("head") if any(face.values()): luna.set_face(**face) redraw = True if temp_face: last_face = luna.get_face() d = dict(zip(temp_face[::2], temp_face[1::2])) luna.set_face(**d) redraw = True if emote: luna.set_emote(emote) redraw = True if animation != False: luna.animation = animation redraw = True if flip != None: luna.xzoom = -1 if flip else 1 redraw = True if redraw: show() if what: character.luna_say(what, **kwargs) # Reshow sprite if any changes have been made if temp_face: luna.set_face(**last_face) show() if head_only: luna.hide()