label hermione_summon_setup: $ random_number = renpy.random.randint(1, 10) # Reset doll state $ hermione.wear("all") $ hermione.set_cum(None) $ hermione.animation = None # # TODO: Remove obsolete variables and fix the code after clothes have been added. # # if game.weather == "clear": # if her_tier >= 3 and game.daytime and not hg_muggle_hot_ITEM.unlocked: # $ hg_muggle_hot_ITEM.unlocked = True # if not persistent.game_complete: # $ hermione_door_event_happened = True #Hermione won't greet you again. # $ hermione_wear_neckwear = False # $ hermione_wear_gloves = False # $ hermione_wear_stockings = True # $ h_top = "top_frilled_1" # $ h_bottom = "pants_jeans_short" # $ h_stockings = "stockings_cute" # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # call ctc # gen "(Wow! Look at her!)" ("angry", xpos="far_left", ypos="head") # gen "That's quite a sexy outfit, [hermione_name]!" ("grin", xpos="far_left", ypos="head") # if her_whoring < 11: # her "*Ehm*... Thank you, [genie_name]." ("soft", "base", "base", "R") # her "I normally don't wear something like this." ("open", "base", "base", "mid") # her "(Showing so much cleavage...)" ("disgust", "narrow", "worried", "down", cheeks="blush") # her "But the weather is just too hot today." ("base", "base", "base", "R") # gen "You should wear this more often!" ("grin", xpos="far_left", ypos="head") # else: # her "Thank you, [genie_name]." ("base", "narrow", "base", "mid_soft") # else: # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # #Unlocks rewards. # call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_hot_ITEM) # if game.weather == "overcast": # #One time event. # if not hg_accs_wool_g_ITEM.unlocked: # $ hg_accs_wool_g_ITEM.unlocked = True # if not persistent.game_complete: # $ hermione_door_event_happened = True #Hermione won't greet you again. # $ hermione_wear_neckwear = True # $ hermione_wear_gloves = True # $ hermione_wear_stockings = True # $ h_neckwear = "scarf_striped_g" # $ h_gloves = "gloves_wool_1" # $ h_stockings = "stockings_striped_1" # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # call ctc # gen "..." ("base", xpos="far_left", ypos="head") # gen "[hermione_name]..." ("base", xpos="far_left", ypos="head") # gen "What's with all these clothes you are wearing?" ("base", xpos="far_left", ypos="head") # her "It's a bit cold outside, [genie_name]... and my..." ("soft", "base", "base", "R", cheeks="blush") # if her_whoring < 11: # her "I better not mention it..." ("disgust", "narrow", "worried", "down", cheeks="blush") # elif her_whoring < 18: # her "{size=-5}People can see my... my nipples...{/size}" ("disgust", "narrow", "worried", "down", cheeks="blush") # else: # her "I can't have my nipples poking out all the time, [genie_name]! It's distracting!" ("annoyed", "narrow", "angry", "R") # her "" ("soft", "base", "base", "mid") # pause.2 # gen "Alright... It looks cute on you." ("base", xpos="far_left", ypos="head") # gen "You can keep it on for now." ("base", xpos="far_left", ypos="head") # her "Thank you, [genie_name]." ("base", "base", "base", "mid") # $ h_request_wear_top = True # $ h_request_wear_bottom = True # $ h_request_wear_neckwear = True # $ h_request_wear_gloves = True # $ h_request_wear_stockings = True # else: # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # #Unlocks rewards. # call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_accs_wool_g_ITEM) # # Raining # if game.weather == "rain": # if her_tier >= 2 and not hg_muggle_rainy_ITEM.unlocked: # $ hg_muggle_rainy_ITEM.unlocked = True # if not persistent.game_complete: # $ hermione_door_event_happened = True #Hermione won't greet you again. # $ hermione_wet_clothes = True # $ hermione_wear_neckwear = False # $ hermione_wear_gloves = False # $ h_top = "top_sweater_1" # $ h_bottom = "pants_jeans_long" # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("disgust", "narrow", "worried", "down", xpos="base", ypos="base") # call ctc # gen "Damn girl. You look drenched..." ("base", xpos="far_left", ypos="head") # her "I'm sorry, [genie_name], but... It's raining cats and dogs out there!" ("open", "base", "base", "mid") # her "I couldn't find my robe so I just put on a sweater and some jeans..." ("open", "base", "base", "R") # her "I hope you don't mind my uniform not being up for standards. I didn't want it to get wet." ("disgust", "narrow", "worried", "down") # gen "It's fine, [hermione_name]." ("base", xpos="far_left", ypos="head") # gen "Besides, I wouldn't mind seeing you in jeans more often!" ("grin", xpos="far_left", ypos="head") # her "Thank you, [genie_name]." ("normal", "base", "base", "R") # $ her_mood -= 10 # if her_mood < 0: # $ her_mood = 0 # else: # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # #Unlocks rewards. # call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_rainy_ITEM) # # Robe # else: # $ hermione_wear_robe = True # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # if her_mood > 1: # her "" ("annoyed", "base", "base", "R", xpos="base", ypos="base") # else: # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # if not h_request_wear_robe: # pause.5 #Shows Hermione with robe for a bit. # # Snow # if game.weather in ("snow", "blizzard"): # if her_tier >= 2 and not hg_muggle_cold_ITEM.unlocked: # $ hg_muggle_cold_ITEM.unlocked = True # if not persistent.game_complete: # $ hermione_door_event_happened = True #Hermione won't greet you again. # $ h_request_wear_stockings = True # $ hermione_wear_neckwear = False # $ hermione_wear_gloves = False # $ hermione_wear_stockings = True # $ h_top = "top_pullover_1" # $ h_stockings = "stockings_pantyhose" # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # call ctc # gen "New outfit?" ("base", xpos="far_left", ypos="head") # her "Yes, [genie_name]. I brought it with me from home. It's a bit too cold for just my normal uniform..." ("open", "base", "base", "R") # her "Do you like it?" ("soft", "base", "base", "mid") # gen "I do, [hermione_name]. It's cute." ("grin", xpos="far_left", ypos="head") # $ her_mood -= 10 # if her_mood < 0: # $ her_mood = 0 # else: # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # #Unlocks rewards. # call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_cold_ITEM) # elif her_tier >= 3 and not hg_muggle_cold_sexy_ITEM.unlocked: # $ hg_muggle_cold_sexy_ITEM.unlocked = True # if not persistent.game_complete: # $ hermione_door_event_happened = True #Hermione won't greet you again. # $ h_request_wear_stockings = True # $ hermione_wear_neckwear = False # $ hermione_wear_gloves = False # $ hermione_wear_stockings = True # $ h_top = "top_pullover_2" # $ h_stockings = "stockings_pantyhose" # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # call ctc # gen "That's quite the cute outfit, [hermione_name]." ("base", xpos="far_left", ypos="head") # her "Thank you, [genie_name]. I made some changes to the old one..." ("open", "base", "base", "R") # her "Do you like it?" ("soft", "base", "base", "mid") # gen "Very much so, [hermione_name]. I love the breast window." ("grin", xpos="far_left", ypos="head") # $ her_mood -= 10 # if her_mood < 0: # $ her_mood = 0 # else: # call update_her_uniform # call play_sound("door") # call her_chibi("stand","mid","base") # with d3 # call play_music("hermione") # her "" ("base", "base", "base", "mid", xpos="base", ypos="base") # #Unlocks rewards. # call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_cold_sexy_ITEM) if hermione_outfits_schedule: $ hermione.equip_random_outfit() if not config.developer and not tutorial_is_done("schedule") and hermione_wardrobe_unlocked: call play_sound("door") call her_chibi("stand","mid","base") with d3 call play_music("hermione") her "Hello, [genie_name]." ("open", "base", "base", "R", xpos="base", ypos="base", trans=d3) her "" ("base", "base", "base", "mid", xpos="base", ypos="base") pause 1.0 gen "You changed your clothes again..." ("base", xpos="far_left", ypos="head") call tutorial("schedule") menu: "Leave Outfits Scheduling turned {b}ON{/b}?" "-Yes-": "Outfits scheduling remains turned {b}ON{/b}." "-No-": $ hermione_outfits_schedule = False $ tonks_outfits_schedule = False $ cho_outfits_schedule = False $ astoria_outfits_schedule = False $ luna_outfits_schedule = False # Susan "Outfit scheduling turned {b}Off{/b}." $ hermione.equip(her_outfit_default) with fade return call play_sound("door") call her_chibi("stand","mid","base") with d3 #Hermione greeting. call play_music("hermione") if her_mood > 0: if 5 > her_mood >= 1: her "Yes, [genie_name]?" ("soft", "base", "worried", "mid", xpos="base", ypos="base", trans=d3) elif 10 > her_mood >= 5: her "*sigh*... Yes, [genie_name]?" ("annoyed", "base", "base", "mid", xpos="base", ypos="base", trans=d3) elif 20 > her_mood >= 10: her "What is it, [genie_name]?" ("open", "closed", "annoyed", "mid", xpos="base", ypos="base", trans=d3) her "" ("upset", "base", "annoyed", "mid") elif 30 > her_mood >= 20: her "What do you want, \"[genie_name]\"?" ("upset", "squint", "angry", "R", xpos="base", ypos="base", trans=d3) elif 40 > her_mood >= 30: her "*Hmph*..." ("normal", "squint", "angry", "R", xpos="base", ypos="base", trans=d3) elif 50 > her_mood >= 40: her "*Tsk*" ("angry", "base", "angry", "R", xpos="base", ypos="base", trans=d3) elif her_mood >= 50: her "I have nothing to tell you, sir!" ("mad", "narrow", "angry", "L", xpos="base", ypos="base", trans=d3) call describe_mood(_("Hermione"), her_mood) call tutorial("moodngifts") else: if game.daytime: her "Good morning, [genie_name]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) else: her "Good evening, [genie_name]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3) return