label end_hooch_event: hide hooch_main with d3 pause.5 $ hooch.xzoom = 1 $ states.last_girl = states.active_girl $ states.active_girl = None $ states.hoo.busy = True $ hooch.wear("all") $ hooch.set_cum(None) call music_block jump main_room_menu define character.hooch_say = Character("name_hooch_genie", show_icon="hooch", dynamic=True) init python: def hoo(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(): hooch.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 = hooch.tag layer = hooch.layer if xpos is not None or ypos is not None: xpos = hooch.pos[0] if xpos is None else sprite_pos.get("x").get(xpos, xpos) ypos = hooch.pos[1] if ypos is None else sprite_pos.get("y").get(ypos, ypos) hooch.pos = (xpos, ypos) redraw = True head_only = hooch.pos[1] == sprite_pos.get("y").get("head") if any(face.values()): hooch.set_face(**face) redraw = True if temp_face: last_face = hooch.get_face() d = dict(zip(temp_face[::2], temp_face[1::2])) hooch.set_face(**d) redraw = True if emote: hooch.set_emote(emote) redraw = True if animation != False: hooch.animation = animation redraw = True if flip != None: hooch.xzoom = -1 if flip else 1 redraw = True if redraw: show() if what: character.hooch_say(what, **kwargs) if temp_face: hooch.set_face(**last_face) if head_only: hooch.hide()