label end_susan_event: call sus_chibi("hide") hide susan_main with d3 pause.5 call update_susan $ states.last_girl = states.active_girl $ states.active_girl = None $ states.sus.busy = True $ susan.wear("all") $ susan.set_cum(None) $ susan.set_face(tears=False, cheeks=False) call music_block jump main_room_menu label update_susan: # Chibi Update $ susan_chibi.update() $ susan_chibi.position(flip=False) $ susan.xzoom = 1 hide screen susan_cloth_pile return define character.susan_say = Character("name_susan_genie", show_icon="susan", dynamic=True) init python: def sus(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(): susan.show() 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 = susan.tag layer = susan.layer if xpos is not None or ypos is not None: xpos = susan.pos[0] if xpos is None else sprite_pos.get("x").get(xpos, xpos) ypos = susan.pos[1] if ypos is None else sprite_pos.get("y").get(ypos, ypos) susan.pos = (xpos, ypos) redraw = True head_only = susan.pos[1] == sprite_pos.get("y").get("head") if any(face.values()): susan.set_face(**face) redraw = True if temp_face: last_face = susan.get_face() d = dict(zip(temp_face[::2], temp_face[1::2])) susan.set_face(**d) redraw = True if emote: susan.set_emote(emote) redraw = True if animation != False: susan.animation = animation redraw = True if flip != None: susan.xzoom = -1 if flip else 1 redraw = True if redraw: show() if what: character.susan_say(what, **kwargs) if temp_face: susan.set_face(**last_face) if head_only: susan.hide()