* Added dynamic cum layering based on clothing and facial states w/ backwards compatibility * Fixed layers zordering * Refactored default layer dicts * Fixed repr class name in DollClothDynamic * Added back and front zorder modifiers to cum layers * Fixed cum layers not updating on call * Fixed skin layers fighting for zorder with the body
482 lines
18 KiB
Plaintext
482 lines
18 KiB
Plaintext
init python:
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import asyncio
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class Doll(DollMethods):
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# 0 - 50 = Skin Layers
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# 51 - 100 = Face Layers
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# 101 - 300+ = Clothes Layers
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clothing_layers = {
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"buttplug": -11,
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"makeup": 111, # multislot
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"accessory": 121, # multislot
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"piercing": 131, # multislot
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"tattoo": 141, # multislot
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"pubes": 151,
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"stockings": 161,
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"panties": 171,
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"garterbelt": 181,
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"bottom": 191,
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"bra": 201,
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"top": 211,
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"gloves": 221,
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"robe": 231,
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"neckwear": 241,
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"hair": 251,
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"earrings": 261,
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"glasses": 271,
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"headgear": 281
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}
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face_layers = {
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"tears": 75,
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"eyebrows": 70,
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"pupils": 65,
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"eyes": 60,
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"mouth": 55,
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"cheeks": 51
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}
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def __init__(self, name):
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self.wardrobe = {}
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self.wardrobe_list = []
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self.blacklist = []
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self.outfits = []
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self.name = name
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self.clothes = {k: [None, v, True] for k, v in self.clothing_layers.items()}
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self.face = DollFace(self)
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self.body = DollBody(self)
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self.cum = DollCum(self)
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self.pose = ""
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self.emote = Null()
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self._hash = None
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# Image properties
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self.zorder = 15
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self.layer = "screens"
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self.animation = None
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self.tag = get_character_tag(name)
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# Transform properties
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self.pos = (0, 0)
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self.zoom = 0.5
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self.xzoom = 1
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self.align = (0.5, 1.0)
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def generate_hash(self):
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salt = str( [self.name, self.pose, str(self.body._hash), str(self.face._hash), str(self.cum._hash), str([x[0]._hash for x in self.clothes.values() if x[0] and x[2]])] )
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return hash(salt)
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def show(self):
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if renpy.get_screen(("wardrobe", "animatedCG", "studio")):
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return
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base_transform = doll_transform(self.pos, self.zoom, self.xzoom)
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animation = self.animation
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at_list = [base_transform]
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if animation:
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at_list.append(animation)
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renpy.show(name=self.tag, at_list=at_list, layer=self.layer, what=self.image, zorder=self.zorder)
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def hide(self):
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renpy.hide(name=self.tag, layer=self.layer)
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@functools.cache
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def build_image(self, hash):
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from itertools import chain
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sprites = list(chain.from_iterable(
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(self.body.build_image(self.body._hash),
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self.face.build_image(self.face._hash),
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self.cum.build_image(self.cum._hash),
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*(x[0].build_image(x[0]._hash) for x in self.clothes.values() if x[0] and x[2]))
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))
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masks = [sprites.pop(sprites.index(x)) for x in sprites if x[0] == "mask"]
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sprites.sort(key=itemgetter(2))
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masks.sort(key=itemgetter(2))
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back_sprites = [x[1] for x in sprites if x[2] < 0]
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#Apply alpha mask
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for m in masks:
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_, mask, mask_zorder = m
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for i, s in enumerate(sprites):
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_, sprite, sprite_zorder = s
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if i < 1 or mask_zorder > sprite_zorder:
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continue
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masked = AlphaMask(Fixed(*(x[1] for x in sprites[:i]), fit_first=True), mask)
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sprites = sprites[i:]
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sprites.insert(0, (None, masked, mask_zorder))
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break
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sprites = back_sprites + [x[1] for x in sprites]
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return Fixed(*sprites, fit_first=True)
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@property
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def image(self):
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if not renpy.is_skipping() and self.is_stale():
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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return self.build_image(self._hash)
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def equip(self, obj, remove_old=True):
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"""Takes DollCloth or DollOutfit object to equip."""
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if isinstance(obj, DollCloth):
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self._equip_cloth(obj)
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elif isinstance(obj, DollOutfit):
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if remove_old:
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self.unequip("all")
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for cloth in obj.group:
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self._equip_cloth(cloth.parent, color=cloth.color)
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elif isinstance(obj, (list, tuple)):
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for cloth in obj:
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self._equip_cloth(cloth)
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self.rebuild_blacklist()
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update_chibi(self.name)
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self.cum.is_stale()
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def _equip_cloth(self, cloth, color=None):
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if cloth.type in self.multislots:
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for i in range(100):
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multitype = cloth.type + str(i)
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if multitype not in self.clothes or self.clothes[multitype][0] is None:
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zorder = self.clothes[cloth.type][1]
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self.clothes[multitype] = [cloth, zorder, True]
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break
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else:
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zorder = self.clothes[cloth.type][1]
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self.clothes[cloth.type] = [cloth, zorder, True]
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if self.is_blacklisted(cloth.type):
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self.unequip(*self.get_blacklister(cloth.type))
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if cloth.blacklist:
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self.unequip(*cloth.blacklist)
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for tracking in self.get_trackers_list(cloth.type):
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tracking.is_stale()
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if color:
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cloth.set_color(color)
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cloth.is_stale()
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def unequip(self, *args):
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"""Takes argument(s) containing string cloth type(s) to unequip."""
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if "all" in args:
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for k, v in self.clothes.items():
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if not k in self.blacklist_unequip:
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v[0], v[2] = None, True
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else:
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for arg in args:
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if isinstance(arg, DollCloth):
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if arg.type in self.multislots:
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slot = next((k for k, v in self.clothes.items() if v[0] == arg), None)
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if not slot:
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continue
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self.clothes[slot][0] = None
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else:
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self.clothes[arg.type][0] = None
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else:
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if arg in self.multislots:
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for k, v in self.clothes.items():
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if not k in self.blacklist_unequip and any((x in k) for x in self.multislots):
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v[0], v[2] = None, True
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else:
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if not arg in self.blacklist_unequip:
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self.clothes[arg][0] = None
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self.rebuild_blacklist()
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update_chibi(self.name)
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self.cum.is_stale()
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def get_equipped(self, type):
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"""Takes argument containing string cloth type. Returns equipped object for cloth type."""
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return self.clothes[type][0]
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def get_equipped_item(self, items):
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"""Returns first equipped item from a list or None."""
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for i in items:
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if self.is_equipped_item(i):
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return i
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return None
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def strip(self, *args):
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"""Takes argument(s) containing string cloth type(s) to temporarily displace (hide)."""
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if "all" in args:
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for k, v in self.clothes.items():
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if not k.startswith(self.blacklist_toggles):
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v[2] = False
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else:
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for arg in args:
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if arg in self.multislots:
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for k, v in self.clothes.items():
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if k.startswith(arg):
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v[2] = False
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else:
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self.clothes[arg][2] = False
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update_chibi(self.name)
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def wear(self, *args):
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"""Takes argument(s) containing string cloth type(s) to put on (unhide)."""
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if "all" in args:
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if self.is_worn("all"):
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return
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for v in self.clothes.values():
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v[2] = True
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else:
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for arg in args:
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if arg in self.multislots:
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for k, v in self.clothes.items():
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if k.startswith(arg):
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v[2] = True
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else:
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self.clothes[arg][2] = True
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update_chibi(self.name)
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def is_equipped(self, *args):
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"""Takes argument containing string cloth type. Returns True if slot is occupied, False otherwise."""
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for arg in args:
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if arg in self.multislots:
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return any(bool(v[0]) for k, v in self.clothes.items() if k.startswith(arg))
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else:
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if not self.clothes[arg][0]:
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return False
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return True
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def is_any_equipped(self, *args):
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"""Takes arguments containing string cloth types. Returns True if ANY of them is equipped, False otherwise."""
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if "clothes" in args:
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for k, v in self.clothes.items():
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if not k.startswith(self.blacklist_toggles):
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if self.is_equipped(k):
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return True
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else:
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for arg in args:
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if self.is_equipped(arg):
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return True
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return False
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def is_equipped_item(self, item):
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"""Takes DollCloth object or list of objects. Returns True if item is equipped, False otherwise."""
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if item.is_multislot():
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return bool(next((k for k, v in self.clothes.items() if v[0] == item), False))
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return self.get_equipped(item.type) == item
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def is_worn(self, *args):
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"""Takes argument(s) containing string cloth type(s). Returns True if worn, False otherwise."""
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if "all" in args:
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for v in self.clothes.values():
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if not v[2]:
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return False
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else:
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for arg in args:
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if arg in self.multislots:
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return any( (v[0] and v[2]) for k, v in self.clothes.items() if k.startswith(arg))
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else:
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if not self.clothes[arg][0] or not self.clothes[arg][2]:
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return False
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return True
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def is_any_worn(self, *args):
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"""Takes arguments containing string cloth types. Returns True if ANY of them is worn, False otherwise."""
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if "clothes" in args:
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for k, v in self.clothes.items():
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if not k.startswith(self.blacklist_toggles):
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if self.is_worn(k):
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return True
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else:
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for arg in args:
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if self.is_worn(arg):
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return True
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return False
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def set_face(self, *args, **kwargs):
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self.face.set_face(*args, **kwargs)
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[x[0].is_stale() for x in self.clothes.values() if isinstance(x[0], DollMakeup) and x[2]]
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self.cum.is_stale()
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def get_face(self):
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"""Returns a dictionary containing currently set facial expressions. Used in character studio."""
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return self.face._face
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# def set_body(self, **kwargs):
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# OBSOLETE! the code in scripts needs to be changed
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# """Takes keyword argument(s) with the string name of body part file(s)."""
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# if self.body.set_body(**kwargs):
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# self.rebuild_image()
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def set_body_hue(self, arg):
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"""Takes integer between 0 - 359, rotates the character body colour by given amount."""
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self.body.set_hue(arg)
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[x[0].is_stale() for x in self.clothes.values() if x[0] and x[2]]
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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# def set_body_zorder(self, **kwargs):
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# OBSOLETE! the code in scripts needs to be changed
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# """Takes keyword argument(s) with the name(s) of body part(s) and integer value(s)"""
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# if self.body.set_zorder(**kwargs):
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# self.rebuild_image()
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def set_cum(self, *args, **kwargs):
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"""Takes keyword argument(s) containing string name(s) of cum layers to apply or None."""
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self.cum.set_cum(*args, **kwargs)
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def set_pose(self, pose):
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pose = "" if pose is None else os.path.join("poses", pose)
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self.pose = pose
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self.body.is_stale()
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self.face.is_stale()
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self.cum.is_stale()
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[x[0].is_stale() for x in self.clothes.values() if x[0] and x[2]]
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def rebuild_blacklist(self):
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blacklist = []
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for v in self.clothes.values():
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if v[0]:
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blacklist.extend(v[0].blacklist)
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self.blacklist = list(set(blacklist))
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def is_blacklisted(self, type):
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"""Takes string cloth type. Returns True if cloth type is blacklisted."""
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return True if type in self.blacklist else False
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def get_blacklister(self, type):
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"""Takes string cloth type. Returns a list of clothing types that report incompatibility."""
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return [x[0].type for x in self.clothes.values() if x[0] and type in x[0].blacklist]
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def get_trackers_list(self, type):
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"""Takes string cloth type. Returns a list of clothing types that report incompatibility."""
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return [x[0] for x in self.clothes.values() if isinstance(x[0], DollClothDynamic) and type == x[0].tracking]
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def create_outfit(self, temp=False):
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"""Creates a copy of the current character clothes and stores it."""
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return DollOutfit([x[0] for x in self.clothes.values() if x[0]], True, temp=temp)
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def import_outfit(self, path, fromfile=True):
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"""Imports outfit from .png file or clipboard text."""
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# Grab data
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if fromfile:
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try:
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imported = image_payload.decode(path)
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except:
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if image_payload._file:
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image_payload._file.close()
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renpy.notify("Import failed: Corrupted file.")
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return None
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else:
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imported = get_clipboard()
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# Evaluate data
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if imported:
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try:
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imported = make_revertable(evaluate(imported))
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except:
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renpy.notify("Import failed: Corrupted outfit data.")
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renpy.block_rollback()
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return None
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group = []
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for i, x in enumerate(imported):
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if i == 0 and not x == self.name:
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renpy.notify("Import failed: Wrong character.")
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return None
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for o in self.wardrobe_list:
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if x[0] == o.id:
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if not o.unlocked and not game.cheats:
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renpy.notify("Import failed: You don't own these items. Buy them first.")
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return None
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x[0] = o.clone()
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x[0].set_color(x[1])
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group.append(x[0])
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if group:
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renpy.notify("Import successful!")
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return DollOutfit(group, True)
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renpy.notify("Import failed: Unknown error.")
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return None
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def get_schedule(self):
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"""Returns a list of outfits available for current time of day and weather conditions."""
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schedule = []
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for o in self.outfits:
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if o.unlocked and o.schedule["day" if game.daytime else "night"]:
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if game.weather == "overcast" and o.schedule["cloudy"]:
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schedule.append(o)
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elif game.weather in {"storm", "rain"} and o.schedule["rainy"]:
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schedule.append(o)
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elif game.weather in {"snow", "blizzard"} and o.schedule["snowy"]:
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schedule.append(o)
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elif game.weather in {"clear", "cloudy"} and not (o.schedule["cloudy"] or o.schedule["rainy"] or o.schedule["snowy"]):
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schedule.append(o)
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return schedule
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def equip_random_outfit(self):
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"""Equips random outfit based on Outfits Schedule."""
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schedule = self.get_schedule()
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if schedule:
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self.equip(renpy.random.choice(schedule))
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def set_emote(self, emote):
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if not emote and not isinstance(emote, Null):
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self.emote = Null()
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return
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if self.pose:
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path = "characters/{}/poses/{}/emote/{}.webp".format(self.name, self.pose, emote)
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else:
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path = "characters/{}/emote/{}.webp".format(self.name, emote)
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self.emote = Image(path)
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self.is_stale()
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