* Added DollBodypart class to allow more extensive modding support for characters, along with dedicates layers for breasts, hips and so on... * Added more bangs into DollClothDynamic, allowing tracking of singular objects and the ability to chainload the IDs * Added get_character_body global method * Added istype global method * Improved caching, layering for dynamic clothes * Improved hashing for Doll instances * Improved readability and improved internal naming convention for Doll-type classes * Removed dedicated buttplug slot (superseded by multislot reimplementation) * Fixed clothing supplied skin layer issues with zorders * Fixed DollClothDynamic __repr__ lack of quotes * Fixed Hermione's open_wide_tongue mouth * Fixed Hermione's tattoos missing images * Fixed Cho's 'goodbye' after-summon skit using wrong number of expressions
220 lines
7.1 KiB
Plaintext
220 lines
7.1 KiB
Plaintext
init -1 python:
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# Import commonly used python modules
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import time
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import datetime
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import math
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import random
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import pygame
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import colorsys
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import fnmatch
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import posixpath
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import re
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import string
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from bisect import bisect
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from operator import itemgetter
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from operator import add as _add
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from collections import OrderedDict
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get_volume_preference = renpy.game.preferences.get_volume
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def num_to_word(n, readable=True):
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"""Transcript numbers (integers) into readable words."""
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n = int(n)
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units = ("","one","two","three","four","five","six","seven","eight","nine")
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teens = ("","eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen","eighteen","nineteen")
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tens = ("","ten","twenty","thirty","forty","fifty","sixty","seventy","eighty","ninety")
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thousands = ("","thousand","million","billion","trillion","quadrillion","quintillion","sextillion","septillion","octillion","nonillion","decillion","undecillion","duodecillion","tredecillion","quattuordecillion","sexdecillion","septendecillion","octodecillion","novemdecillion","vigintillion")
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output = []
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if n == 0:
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output.append("zero")
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else:
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s = str(n)
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groups = (len(s)+2)//3
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s = s.zfill(groups*3)
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for i in range(0, groups*3, 3):
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h,t,u = int(s[i]), int(s[i+1]), int(s[i+2])
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g = groups-(i//3+1)
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if h > 0:
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output.append(units[h]+" hundred")
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if t > 1:
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if u > 0:
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output.append(tens[t]+"-"+units[u])
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else:
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output.append(tens[t])
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elif t == 1:
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if u > 0:
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output.append(teens[u])
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else:
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output.append(tens[t])
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else:
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if u > 0:
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output.append(units[u])
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if g > 0 and (h+t+u) > 0:
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if i == (groups*3)-6:
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output.append(thousands[g]+" and")
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else:
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output.append(thousands[g]+",")
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if readable:
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output = " ".join(output)
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return output
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def clamp(n, smallest, largest):
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return max(smallest, min(n, largest))
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def white_tint(image):
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return Transform( image, matrixcolor=TintMatrix((1.1, 1.1, 1.1)) )
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def gray_tint(image):
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return Transform( image, matrixcolor=SaturationMatrix(0.0) )
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def yellow_tint(image):
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return Transform( image, matrixcolor=TintMatrix((1.2, 1.1, 0.7)) )
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def image_hover(image, brightness=0.12):
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"""Returns slightly brighter image used during hover events"""
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return Transform( image, matrixcolor=BrightnessMatrix(brightness) )
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def image_alpha(image, alpha=0.5):
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"""Returns an image with changed alpha 0 - fully transparent 1 - fully visible"""
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return Transform( image, matrixcolor=OpacityMatrix(alpha) )
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def set_clipboard(txt):
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txt = str(txt)
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pygame.scrap.put(pygame.scrap.SCRAP_TEXT, txt.encode("utf-8"))
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def get_clipboard():
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clipboard = pygame.scrap.get(pygame.scrap.SCRAP_TEXT)
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if clipboard:
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return clipboard
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return None
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def evaluate(txt):
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return __import__('ast').literal_eval(txt)
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def reset_variables(*args):
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"""Resets the given variables to their default values."""
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# Refer to renpy.ast.Default.set_default for implementation details
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defaults_set = renpy.store._defaults_set
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changed_set = renpy.store.__dict__.ever_been_changed
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for arg in args:
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if arg in defaults_set:
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if arg in changed_set:
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defaults_set.remove(arg)
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changed_set.remove(arg)
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elif config.developer:
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raise Exception("The variable `{}` was not previously set with a default value.".format(arg))
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renpy.execute_default_statement(False)
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def disable_game_menu():
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setattr(renpy.store, "_game_menu_screen", None)
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def enable_game_menu():
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setattr(renpy.store, "_game_menu_screen", "save_screen")
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def make_revertable(obj):
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if isinstance(obj, _list):
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return [make_revertable(x) for x in obj]
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elif isinstance(obj, _dict):
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return dict([(make_revertable(k), make_revertable(v)) for (k,v) in obj.items()])
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else:
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return obj
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def is_integer(s):
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def zero(s):
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return (len(s) > 1 and s.startswith("0"))
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s = str(s)
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if s and s[0] in ("-", "+"):
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return (not zero(s[1:]) and s[1:].isdigit())
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return (not zero(s) and s.isdigit())
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def timeit(func, loops=10000, args=(), kwargs={}):
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start = time.time()
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for i in range(loops):
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func(*args, **kwargs)
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end = time.time()
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print(f"The task has taken {end-start} seconds to finish")
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def list_swap_values(l, val1, val2):
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"""Mutates the original list."""
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l[val1], l[val2] = l[val2], l[val1]
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def natsort_key(s, pattern=re.compile("([0-9]+)")):
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return [int(t) if t.isdigit() else t.lower() for t in pattern.split(str(s))]
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def tts(s):
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renpy.display.tts.tts(str(s))
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def is_in_lead(house):
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if isinstance(house, str):
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house = getattr(renpy.store, house)
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return (house == max(gryffindor, slytherin, ravenclaw, hufflepuff))
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def play_potion_return(who):
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if game.daytime:
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return
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for i in inventory.get_instances_of_type("potion"):
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if not who in i.usable_on:
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continue
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if not i.in_progress[who]:
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continue
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i.ret(who)
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def strip(s):
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# We need a custom strip implementation because we cannot tell
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# if the raw argument isn't encapsulated in double, or triple quotes
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if s.startswith(('"', "'")) and s.endswith(('"', "'")):
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return s[1:-1]
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return s
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def matches(s1, s2, filter=" "):
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return s1.replace(filter, "") == s2.replace(filter, "")
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def istype(inst, clss):
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if not isinstance(clss, (list, tuple, set)):
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clss = (clss,)
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return type(inst) in clss
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class IntLike(python_object):
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# Does not support rollback
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def __init__(self, callable):
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self._callable = callable
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def __call__(self):
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return self._callable()
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def __repr__(self):
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return repr(self())
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def __add__(self, value):
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raise Exception("IntLike does not support add")
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def __eq__(self, value):
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return self._callable() == value
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def __gt__(self, value):
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return self._callable() > value
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def __lt__(self, value):
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return self._callable() < value
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def __ge__(self, value):
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return self.__gt__(value) or self.__eq__(value)
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def __le__(self, value):
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return self.__lt__(value) or self.__eq__(value)
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def __len__(self):
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return len(self._callable())
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