label end_hooch_event: hide hooch_main with d3 pause.5 $ hooch.xzoom = 1 $ active_girl = None $ hooch_busy = True $ hooch.wear("all") $ hooch.set_cum(None) call music_block jump main_room_menu define character.hooch_say = Character("hooch_name", show_icon="hooch", dynamic=True) init python: def hoo(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 = hooch.tag layer = hooch.layer #showing = renpy.showing(name=tag, layer=layer) if xpos != None or ypos != None: xpos = sprite_pos.get("x").get(xpos, xpos) or hooch.pos[0] ypos = sprite_pos.get("y").get(ypos, ypos) or hooch.pos[1] hooch.pos = (xpos, ypos) redraw = True head_only = hooch.pos[1] == sprite_pos.get("y").get("head") if any((mouth, eyes, eyebrows, pupils, cheeks, tears)): hooch.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears) redraw = True hooch.set_emote(emote) if animation != False: hooch.animation = animation redraw = True if flip != None: hooch.xzoom = -1 if flip else 1 redraw = True if redraw: hooch.show() if not renpy.in_rollback(): if trans: renpy.with_statement(trans) else: renpy.with_statement(d2) if what: character.hooch_say(what, **kwargs) if head_only: hooch.hide()