label update_snape: $ snape_flip = 1 return define character.snape_say = Character(_("Severus Snape"), show_icon="snape") init python: def sna(what, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, wand=False, **kwargs): global snape_xpos, snape_ypos, snape_face, snape_animation, snape_zorder, snape_flip, snape_zoom redraw = False tag = "snape_main" layer = "screens" #showing = renpy.showing(name=tag, layer=layer) if xpos != None or ypos != None: xpos = snape_xpos if xpos == None else sprite_pos.get("x").get(xpos, xpos) ypos = snape_ypos if ypos == None else sprite_pos.get("y").get(ypos, ypos) snape_xpos = xpos snape_ypos = ypos redraw = True head_ypos = sprite_pos.get("y").get("head") head_only = snape_ypos == head_ypos # The easiest way to fix image positions for Snape is to use offsets. # It's not ideal, but it's better than having to change all calls manually. if snape_ypos in ("head", head_ypos): xoffset = -25 yoffset = 150 else: xoffset = -50 yoffset = 0 if face: snape_face = face redraw = True if animation != False: snape_animation = animation redraw = True if flip != None: snape_flip = -1 if flip else 1 redraw = True if redraw: base_transform = doll_transform((snape_xpos + xoffset, snape_ypos + yoffset), snape_zoom, snape_flip) sprite = Image("characters/snape/main/"+snape_face+".webp") if wand: sprite = Fixed(sprite, "characters/snape/main/wand.webp") at_list = [base_transform] if animation: at_list.append(snape_animation) renpy.show(name=tag, at_list=at_list, layer=layer, what=sprite, zorder=snape_zorder) if not renpy.in_rollback(): if trans: renpy.with_statement(trans) else: renpy.with_statement(d2) if what: character.snape_say(what, **kwargs) if head_only: renpy.hide(name=tag, layer=layer)