label update_cho: # Chibi Update $ cho_chibi.update() $ cho_chibi.position(flip=False) $ cho.xzoom = 1 hide screen cho_cloth_pile return label end_cho_event: call cho_chibi("hide") hide cho_main with d3 pause.5 call update_cho $ states.last_girl = states.active_girl $ states.active_girl = None $ states.cho.busy = True $ cho.wear("all") $ cho.set_cum(None) $ cho.set_face(tears=False, cheeks=False) call music_block jump main_room_menu define character.cho_say = Character("name_cho_genie", show_icon="cho", dynamic=True) init python in character: # Cho's name is short, therefore it needs to be initialised in character scope, # otherwise we won't be able to use the same name for both Doll and Character calls. def cho(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 update_face(face_attrs): """Update Cho's face with provided attributes.""" if any(face_attrs.values()): renpy.store.cho.set_face(**face_attrs) return True return False def update_position(xpos, ypos): """Update Cho's position based on xpos and ypos.""" if xpos is not None or ypos is not None: xpos = renpy.store.cho.pos[0] if xpos is None else renpy.store.sprite_pos.get("x", {}).get(xpos, xpos) ypos = renpy.store.cho.pos[1] if ypos is None else renpy.store.sprite_pos.get("y", {}).get(ypos, ypos) renpy.store.cho.pos = (xpos, ypos) return True return False def handle_temp_attributes(temp_face): """Handle temporary face attributes.""" if temp_face: last_face = renpy.store.cho.get_face() temp_data = dict(zip(temp_face[::2], temp_face[1::2])) renpy.store.cho.set_face(**temp_data) return last_face return None def show_cho(redraw, head_only): """Show or hide Cho depending on the state.""" if redraw and not head_only: renpy.store.cho.show(force=True) renpy.with_statement({"dolls": trans or renpy.store.d1}) elif head_only: renpy.store.cho.hide() def reset_attributes(last_face): """Reset temporary face attributes.""" if last_face: renpy.store.cho.set_face(**last_face) # Determine name prefix and suffix name_prefix = f'Cho {{size=-20}}"' if renpy.store.name_cho_genie != "Cho" else "" name_suffix = '"{/size}' if name_prefix else "" # If no visual changes, just make Cho speak if not any((mouth, eyes, eyebrows, pupils, cheeks, tears, emote, xpos, ypos, flip, trans, animation)): renpy.store.character.cho_say(what, who_prefix=name_prefix, who_suffix=name_suffix, **kwargs) return # Handle position update redraw = update_position(xpos, ypos) # Handle emote, animation, and flipping if emote: renpy.store.cho.set_emote(emote) redraw = True if animation: renpy.store.cho.animation = animation redraw = True if flip is not None: renpy.store.cho.xzoom = -1 if flip else 1 redraw = True # Handle face update and temporary attributes face_attrs = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears} redraw = redraw or update_face(face_attrs) temp_face = renpy.game.context().temporary_attributes last_face = handle_temp_attributes(temp_face) redraw = redraw or bool(temp_face) # Handle display logic head_only = renpy.store.cho.pos[1] == renpy.store.sprite_pos.get("y", {}).get("head") show_cho(redraw, head_only) # Handle dialog and doll positioning if what: side_doll = None if head_only: xpos = renpy.store.sprite_pos.get("x", {}).get("right_corner", 0) - 25 if renpy.store.cho.xzoom == 1 else renpy.store.sprite_pos.get("x", {}).get("left_corner", 0) + 25 ypos = renpy.store.cho.pos[1] side_doll = renpy.store.At(renpy.store.cho.image, renpy.store.doll_transform((xpos, ypos), renpy.store.cho.zoom, renpy.store.cho.xzoom)) renpy.store.character.cho_say(what, who_prefix=name_prefix, who_suffix=name_suffix, show_side_doll=side_doll, **kwargs) # Reset face if modified temporarily reset_attributes(last_face)