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 show(): renpy.store.cho.show(force=True) if not renpy.in_rollback(): renpy.with_statement(trans or renpy.store.d2) face = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears} temp_face = renpy.game.context().temporary_attributes redraw = False tag = renpy.store.cho.tag layer = renpy.store.cho.layer 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) redraw = True head_only = renpy.store.cho.pos[1] == renpy.store.sprite_pos.get("y").get("head") if any(face.values()): renpy.store.cho.set_face(**face) redraw = True if temp_face: last_face = renpy.store.cho.get_face() d = dict(zip(temp_face[::2], temp_face[1::2])) renpy.store.cho.set_face(**d) redraw = True if emote: renpy.store.cho.set_emote(emote) redraw = True if animation != False: renpy.store.cho.animation = animation redraw = True if flip is not None: renpy.store.cho.xzoom = -1 if flip else 1 redraw = True if redraw: show() if what: cho_say(what, **kwargs) if temp_face: renpy.store.cho.set_face(**last_face) if head_only: renpy.store.cho.hide()