init -1 python: def __check_exists(key): if not key in states.dolls: raise KeyError("{!r} character is undefined.".format(key)) def get_character_progression(key): __check_exists(key) return getattr(states, key[:3]).level def get_character_scheduling(key): __check_exists(key) return getattr(states, key[:3]).wardrobe_scheduling def get_character_requirement(key, type): __check_exists(key) return getattr(renpy.store, key[:3]+"_requirements").get(type, 0) def get_character_response(key, type): __check_exists(key) return getattr(renpy.store, key[:3]+"_responses").get(type) def get_character_object(key): __check_exists(key) return getattr(store, key) def get_character_outfit(key, type="default"): __check_exists(key) return getattr(store, "{}_outfit_{}".format(key[:3], type)) def get_character_body(key, type="default"): __check_exists(key) return getattr(store, "{}_body_{}".format(key[:3], type)) def get_character_outfit_req(key, item): __check_exists(key) if not isinstance(item, DollOutfit): raise TypeError("{!r} is not a DollOutfit instance.".format(item)) req = ["{}: {}".format(i.type, i.level) for i in item.group] has_bra = any(i.type == "bra" for i in item.group) has_panties = any(i.type == "panties" for i in item.group) if not has_bra: req += ["NO BRA: {}".format(get_character_requirement(key, "unequip bra"))] if not has_panties: req += ["NO PANTIES: {}".format(get_character_requirement(key, "unequip panties"))] print("\n".join(req)) def get_character_tag(key): __check_exists(key) return "{}_main".format(key) def get_character_sayer(key): __check_exists(key) return getattr(store, key[:3]) def get_character_gift_label(key): __check_exists(key) return "give_{}_gift".format(key[:3]) def get_character_potion_check_label(key): __check_exists(key) return "{}_potion_check".format(key[:3]) def get_character_potion_check(key): __check_exists(key) return getattr(store, "{}_potion_check".format(key[:3])) def get_character_unlock(key): __check_exists(key) return getattr(states, key[:3]).unlocked def get_character_gifted(key): __check_exists(key) return getattr(states, key[:3]).gifted def get_character_mood(key): __check_exists(key) return getattr(states, key[:3]).mood def get_outfit_score(outfit): """Returns outfit 'lewdness' score""" score = 0 for i in outfit.group: score += i.level//2 if not outfit.has_type("bra"): score += 3 if not outfit.has_type("top"): score += 6 if not outfit.has_type("panties"): score += 6 if not outfit.has_type("bottom"): score += 12 if not outfit.has_type("top"): score += 4 if not outfit.has_type("bottom"): score += 4 # if outfit.has_type("buttplug"): # score += 9 if outfit.has_type("makeup"): score += 1 if outfit.has_type("tattoo"): score += 2 if outfit.has_type("piercing"): score += 3 return score def mouse_slap(): """Causes the mouse to be moved away from current position and displays a smoke effect""" renpy.play('sounds/slap.ogg') renpy.stop_predict_screen("gfx_effect") x, y = renpy.get_mouse_pos() xx = x+random.randint(-100, 100) yy = y+random.randint(-100, 100) renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=xx, target_y=yy, img="smoke", xanchor=0.1, yanchor=0.7, zoom=0.2, duration=0.15) renpy.set_mouse_pos(xx, yy, duration=0.1) def mouse_headpat(): """Causes the mouse to be moved away from current position and displays a heart effect""" renpy.play('sounds/slap_03.ogg') renpy.stop_predict_screen("gfx_effect") x, y = renpy.get_mouse_pos() xx, yy = x, y-15 img = At(Text("*pat*", size=16, color="#000000CC", outlines=[(1, "#FFFFFFCC", 0, 0)]), random_rotation) renpy.hide_screen("gfx_effect") renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=xx, target_y=yy, img=img, xanchor=0.5, yanchor=0.65, zoom=1.0, timer=0.35) def mouse_heart(): """Causes the mouse to be moved away from current position and displays a heart effect""" renpy.play('sounds/kiss.ogg') renpy.stop_predict_screen("gfx_effect") x, y = renpy.get_mouse_pos() renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=x, target_y=y, img="love_heart", xanchor=0.45, yanchor=0.65, zoom=0.2, timer=0.45) def wardrobe_fail_hint(value): """Displays required whoring/friendship/affection level.""" word_list = {"tonks": "friendship", "astoria": "affection", "susan": "confidence", "luna": "corruption", "cho": "recklessness", "hermione": "whoring"} word = word_list.get(states.active_girl, "whoring") if game.cheats or game.difficulty <= 2: renpy.show_screen("blktone") renpy.with_statement(d3) renpy.say(None, "{size=+6}> Try again at "+word+" level {color=#7a0000}"+str(value)+"{/color}.{/size}") renpy.hide_screen("blktone") renpy.with_statement(d3) return def list_outfit_files(): @functools.cache def build_button(rp): style = "wardrobe_button" child = Fixed(Transform(rp, xsize=96, fit="contain", yalign=1.0, yoffset=-6), Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6), xysize=(96, 168)) action = Return(["import", rp]) hover_foreground = "#ffffff80" return Button(child=child, action=action, hover_foreground=hover_foreground, style=style) path = f"{config.gamedir}/outfits/" if not os.path.exists(path): os.makedirs(path) files = [] for f in os.listdir(path): fp = os.path.join(path, f) rp = os.path.relpath(fp, config.gamedir) if os.path.isfile(os.path.join(path, f)) and f.endswith(".png"): files.append(build_button(rp)) return files