label update_astoria: $ name_susan_astoria = renpy.random.choice([_("Suzy"),_("Cow"),_("Cow Tits"),_("Milk Bag"),_("Slut"),_("Whore"),_("Piggy"),_("Pig"),_("Bessie"),_("Moo Moo")]) $ name_tonks_astoria = renpy.random.choice([_("Hag"),_("Old Hag"),_("Punk"),_("Dyke"),_("Lesbo")]) $ name_astoria_tonks = renpy.random.choice([_("Cutie"),_("Kitty"),_("Princess"),_("Cupcake"),_("Honey")]) # Chibi Update $ astoria_chibi.update() $ astoria_chibi.position(flip=False) $ astoria.xzoom = 1 hide screen astoria_cloth_pile return label end_astoria_event: call ast_chibi("hide") hide astoria_main with d3 pause.5 call update_astoria $ states.last_girl = states.active_girl $ states.active_girl = None $ states.ast.busy = True $ astoria.wear("all") $ astoria.set_cum(None) $ astoria.set_face(tears=False, cheeks=False) call music_block jump main_room_menu define character.astoria_say = Character("name_astoria_genie", show_icon="astoria", dynamic=True) init python: def ast(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 update_face(face_attrs): """Update Astoria's face with provided attributes.""" if any(face_attrs.values()): astoria.set_face(**face_attrs) return True return False def update_position(xpos, ypos): """Update Astoria's position based on xpos and ypos.""" if xpos is not None or ypos is not None: xpos = astoria.pos[0] if xpos is None else sprite_pos.get("x", {}).get(xpos, xpos) ypos = astoria.pos[1] if ypos is None else sprite_pos.get("y", {}).get(ypos, ypos) astoria.pos = (xpos, ypos) return True return False def handle_temp_attributes(temp_face): """Handle temporary face attributes.""" if temp_face: last_face = astoria.get_face() temp_data = dict(zip(temp_face[::2], temp_face[1::2])) astoria.set_face(**temp_data) return last_face return None def show_astoria(redraw, head_only): """Show or hide Astoria depending on the state.""" if redraw and not head_only: astoria.show(force=True) renpy.with_statement({"dolls": trans or d1}) elif head_only: astoria.hide() def reset_attributes(last_face): """Reset temporary face attributes.""" if last_face: astoria.set_face(**last_face) # Determine name prefix and suffix name_prefix = f'Astoria {{size=-20}}"' if name_astoria_genie != "Astoria" else "" name_suffix = '"{/size}' if name_prefix else "" # If no visual changes, just make Astoria speak if not any((mouth, eyes, eyebrows, pupils, cheeks, tears, emote, xpos, ypos, flip, trans, animation)): character.astoria_say(what, who_prefix=name_prefix, who_suffix=name_suffix, **kwargs) return # Handle position update redraw = update_position(xpos, ypos) # Handle emote, animation, and flipping if emote: astoria.set_emote(emote) redraw = True if animation: astoria.animation = animation redraw = True if flip is not None: astoria.xzoom = -1 if flip else 1 redraw = True # Handle face update and temporary attributes face_attrs = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears} redraw = redraw or update_face(face_attrs) temp_face = renpy.game.context().temporary_attributes last_face = handle_temp_attributes(temp_face) redraw = redraw or bool(temp_face) # Handle display logic head_only = astoria.pos[1] == sprite_pos.get("y", {}).get("head") show_astoria(redraw, head_only) # Handle dialog and doll positioning if what: side_doll = None if head_only: xpos = sprite_pos.get("x", {}).get("right_corner", 0) - 25 if astoria.xzoom == 1 else sprite_pos.get("x", {}).get("left_corner", 0) + 25 ypos = astoria.pos[1] side_doll = At(astoria.image, doll_transform((xpos, ypos), astoria.zoom, astoria.xzoom)) character.astoria_say(what, who_prefix=name_prefix, who_suffix=name_suffix, show_side_doll=side_doll, **kwargs) # Reset face if modified temporarily reset_attributes(last_face)