define cho_face = { "mouth": { "neutral": ["base","normal","annoyed"], "happy": ["base", "smile"], "naughty": ["base","quiver","horny","soft"], "horny": ["horny","soft"], "annoyed": ["annoyed"], "disgusted": ["disgust","upset"], "angry": ["angry","clench","mad","upset"] }, "eyes": { "neutral": ["base","base","closed"], "happy": ["base","base","happyCl"], "naughty": ["narrow"], "horny": ["narrow"], "annoyed": ["narrow","narrow","closed"], "disgusted": ["base","narrow"], "angry": ["narrow"] }, "eyebrows": { "neutral": ["base"], "happy": ["base"], "naughty": ["base","raised","worried"], "horny": ["base","raised"], "annoyed": ["angry"], "disgusted": ["base","raised","worried"], "angry": ["angry"] }, "pupils": { "neutral": ["mid","L","R"], "happy": ["mid","L","R"], "naughty": ["mid","L","R","down","up"], "horny": ["mid","L","R","down","up"], "annoyed": ["mid","L","R","downR"], "disgusted": ["mid","down"], "angry": ["mid"] } } label update_cho: # Chibi Update $ cho_chibi.update() $ cho_chibi.position(flip=False) $ cho.xzoom = 1 hide screen cho_cloth_pile return label end_cho_event: call cho_chibi("hide") hide cho_main with d3 pause.5 call update_cho $ active_girl = None $ cho_busy = True $ cho.wear("all") $ cho.set_cum(None) $ renpy.stop_predict(cho.get_image()) $ renpy.stop_predict("characters/cho/face/*.webp") call music_block jump main_room_menu define character.cho_say = Character("cho_name", show_icon="cho", dynamic=True) init python in character: # Cho's name is short, therefore it needs to be initialised in character scope, # otherwise we won't be able to use the same name for both Doll and Character calls. def cho(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 = renpy.store.cho.tag layer = renpy.store.cho.layer #showing = renpy.showing(name=tag, layer=layer) if xpos != None or ypos != None: xpos = renpy.store.cho.pos[0] if xpos == None else renpy.store.sprite_pos.get("x").get(xpos, xpos) ypos = renpy.store.cho.pos[1] if ypos == None else renpy.store.sprite_pos.get("y").get(ypos, ypos) renpy.store.cho.pos = (xpos, ypos) redraw = True head_only = renpy.store.cho.pos[1] == renpy.store.sprite_pos.get("y").get("head") if any((mouth, eyes, eyebrows, pupils, cheeks, tears)): renpy.store.cho.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears) redraw = True renpy.store.cho.set_emote(emote) if animation != False: if isinstance(animation, list): renpy.store.cho.animation = animation else: renpy.store.cho.animation = [animation] redraw = True if flip != None: renpy.store.cho.xzoom = -1 if flip else 1 redraw = True if redraw: renpy.store.cho.show() if not renpy.in_rollback(): if trans: renpy.with_statement(trans) else: renpy.with_statement(renpy.store.d2) if what: cho_say(what, **kwargs) if head_only: renpy.store.cho.hide()