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) $ hooch.set_face(tears=False, cheeks=False) 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 update_face(face_attrs): """Update Hooch's face with provided attributes.""" if any(face_attrs.values()): hooch.set_face(**face_attrs) return True return False def update_position(xpos, ypos): """Update Hooch's position based on xpos and ypos.""" 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) return True return False def handle_temp_attributes(temp_face): """Handle temporary face attributes.""" if temp_face: last_face = hooch.get_face() temp_data = dict(zip(temp_face[::2], temp_face[1::2])) hooch.set_face(**temp_data) return last_face return None def show_hooch(redraw, head_only): """Show or hide Hooch depending on the state.""" if redraw and not head_only: hooch.show(force=True) renpy.with_statement({"dolls": trans or d1}) elif head_only: hooch.hide() def reset_attributes(last_face): """Reset temporary face attributes.""" if last_face: hooch.set_face(**last_face) # If no visual changes, just make Hooch speak if not any((mouth, eyes, eyebrows, pupils, cheeks, tears, emote, xpos, ypos, flip, trans, animation)): character.hooch_say(what, **kwargs) return # Handle position update redraw = update_position(xpos, ypos) # Handle emote, animation, and flipping if emote: hooch.set_emote(emote) redraw = True if animation: hooch.animation = animation redraw = True if flip is not None: hooch.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 = hooch.pos[1] == sprite_pos.get("y", {}).get("head") show_hooch(redraw, head_only) # Handle dialog and doll positioning if what: side_doll = None if head_only: xpos = sprite_pos.get("x", {}).get("right_corner", 0) - 25 if hooch.xzoom == 1 else sprite_pos.get("x", {}).get("left_corner", 0) + 25 ypos = hooch.pos[1] side_doll = At(hooch.image, doll_transform((xpos, ypos), hooch.zoom, hooch.xzoom)) character.hooch_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)