label update_hermione: $ hermione_chibi.update() $ hermione.xzoom = 1 return label end_hermione_event: call her_chibi("hide") hide hermione_main with d3 pause.5 call update_hermione $ states.last_girl = states.active_girl $ states.active_girl = None $ states.her.busy = True $ hermione.wear("all") $ hermione.set_cum(None) $ hermione.set_face(tears=False, cheeks=False) call music_block jump main_room_menu define character.hermione_say = Character("name_hermione_genie", show_icon="hermione", dynamic=True) init python: def her(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(): hermione.show(force=True) 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 = hermione.tag layer = hermione.layer if xpos is not None or ypos is not None: xpos = hermione.pos[0] if xpos is None else sprite_pos.get("x").get(xpos, xpos) ypos = hermione.pos[1] if ypos is None else sprite_pos.get("y").get(ypos, ypos) hermione.pos = (xpos, ypos) redraw = True head_only = hermione.pos[1] == sprite_pos.get("y").get("head") if any(face.values()): hermione.set_face(**face) redraw = True if temp_face: last_face = hermione.get_face() d = dict(zip(temp_face[::2], temp_face[1::2])) hermione.set_face(**d) redraw = True if emote: hermione.set_emote(emote) redraw = True if animation != False: hermione.animation = animation redraw = True if flip is not None: hermione.xzoom = -1 if flip else 1 redraw = True if redraw: show() # Figure out nickname if name_hermione_genie != "Hermione": name_prefix = "Hermione {size=-20}\"" name_suffix = "\"{/size}" else: name_prefix = "" name_suffix = "" if what: character.hermione_say(what, who_prefix=name_prefix, who_suffix=name_suffix, **kwargs) if temp_face: hermione.set_face(**last_face) if head_only: hermione.hide() label too_much: stop music fadeout 2.0 her "[name_genie_hermione]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade) her "How could you ask for such a thing!?" her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat") call her_walk(action="leave") random: gen "(*Hmm*... I guess it was a little too soon for that.)" ("base", xpos="far_left", ypos="head") gen "(Did I say something wrong...?)" ("base", xpos="far_left", ypos="head") gen "(Welp, was worth a shot I guess.)" ("base", xpos="far_left", ypos="head") gen "(Perhaps I should rethink my approach...)" ("base", xpos="far_left", ypos="head") gen "(Judging by her reaction she's not yet ready for it...)" ("base", xpos="far_left", ypos="head") $ states.her.mood += 6 jump end_hermione_event label too_much_public: stop music fadeout 2.0 her "[name_genie_hermione]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade) her "How could you ask for such a thing!?" her "People would take me for a whore, I cannot let it happen!" her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat") call her_walk(action="leave") random: gen "(*Hmm*... Maybe I should start with some easier tasks to lower her reputation first.)" ("base", xpos="far_left", ypos="head") gen "(I guess she still cares too much about her precious reputation.)" ("base", xpos="far_left", ypos="head") gen "(Silly girl still doesn't understand that her *reputation* isn't as important as she thinks.)" ("base", xpos="far_left", ypos="head") gen "(Did I ask too much of her...?)" ("base", xpos="far_left", ypos="head") gen "(She doesn't seem to be ready for this just yet.)" ("base", xpos="far_left", ypos="head") $ states.her.mood += 6 jump end_hermione_event