WTS/game/scripts/characters/hermione/events/clothing.rpy
2022-05-17 00:48:22 +01:00

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label hermione_summon_setup:
$ random_number = renpy.random.randint(1, 10)
# Reset doll state
$ hermione.wear("all")
$ hermione.set_cum(None)
$ hermione.animation = []
#
# TODO: Remove obsolete variables and fix the code after clothes have been added.
#
# if game.weather == "clear":
# if her_tier >= 3 and game.daytime and not hg_muggle_hot_ITEM.unlocked:
# $ hg_muggle_hot_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ hermione_wear_stockings = True
# $ h_top = "top_frilled_1"
# $ h_bottom = "pants_jeans_short"
# $ h_stockings = "stockings_cute"
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "(Wow! Look at her!)" ("angry", xpos="far_left", ypos="head")
# gen "That's quite a sexy outfit, [hermione_name]!" ("grin", xpos="far_left", ypos="head")
# if her_whoring < 11:
# her "*Ehm*... Thank you, [genie_name]." ("soft", "base", "base", "R")
# her "I normally don't wear something like this." ("open", "base", "base", "mid")
# her "(Showing so much cleavage...)" ("disgust", "narrow", "worried", "down", cheeks="blush")
# her "But the weather is just too hot today." ("base", "base", "base", "R")
# gen "You should wear this more often!" ("grin", xpos="far_left", ypos="head")
# else:
# her "Thank you, [genie_name]." ("base", "narrow", "base", "mid_soft")
# else:
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_hot_ITEM)
# if game.weather == "overcast":
# #One time event.
# if not hg_accs_wool_g_ITEM.unlocked:
# $ hg_accs_wool_g_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ hermione_wear_neckwear = True
# $ hermione_wear_gloves = True
# $ hermione_wear_stockings = True
# $ h_neckwear = "scarf_striped_g"
# $ h_gloves = "gloves_wool_1"
# $ h_stockings = "stockings_striped_1"
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "..." ("base", xpos="far_left", ypos="head")
# gen "[hermione_name]..." ("base", xpos="far_left", ypos="head")
# gen "What's with all these clothes you are wearing?" ("base", xpos="far_left", ypos="head")
# her "It's a bit cold outside, [genie_name]... and my..." ("soft", "base", "base", "R", cheeks="blush")
# if her_whoring < 11:
# her "I better not mention it..." ("disgust", "narrow", "worried", "down", cheeks="blush")
# elif her_whoring < 18:
# her "{size=-5}People can see my... my nipples...{/size}" ("disgust", "narrow", "worried", "down", cheeks="blush")
# else:
# her "I can't have my nipples poking out all the time, [genie_name]! It's distracting!" ("annoyed", "narrow", "angry", "R")
# her "" ("soft", "base", "base", "mid")
# pause.2
# gen "Alright... It looks cute on you." ("base", xpos="far_left", ypos="head")
# gen "You can keep it on for now." ("base", xpos="far_left", ypos="head")
# her "Thank you, [genie_name]." ("base", "base", "base", "mid")
# $ h_request_wear_top = True
# $ h_request_wear_bottom = True
# $ h_request_wear_neckwear = True
# $ h_request_wear_gloves = True
# $ h_request_wear_stockings = True
# else:
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_accs_wool_g_ITEM)
# # Raining
# if game.weather == "rain":
# if her_tier >= 2 and not hg_muggle_rainy_ITEM.unlocked:
# $ hg_muggle_rainy_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ hermione_wet_clothes = True
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ h_top = "top_sweater_1"
# $ h_bottom = "pants_jeans_long"
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("disgust", "narrow", "worried", "down", xpos="base", ypos="base")
# call ctc
# gen "Damn girl. You look drenched..." ("base", xpos="far_left", ypos="head")
# her "I'm sorry, [genie_name], but... It's raining cats and dogs out there!" ("open", "base", "base", "mid")
# her "I couldn't find my robe so I just put on a sweater and some jeans..." ("open", "base", "base", "R")
# her "I hope you don't mind my uniform not being up for standards. I didn't want it to get wet." ("disgust", "narrow", "worried", "down")
# gen "It's fine, [hermione_name]." ("base", xpos="far_left", ypos="head")
# gen "Besides, I wouldn't mind seeing you in jeans more often!" ("grin", xpos="far_left", ypos="head")
# her "Thank you, [genie_name]." ("normal", "base", "base", "R")
# $ her_mood -= 10
# if her_mood < 0:
# $ her_mood = 0
# else:
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_rainy_ITEM)
# # Robe
# else:
# $ hermione_wear_robe = True
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# if her_mood > 1:
# her "" ("annoyed", "base", "base", "R", xpos="base", ypos="base")
# else:
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# if not h_request_wear_robe:
# pause.5 #Shows Hermione with robe for a bit.
# # Snow
# if game.weather in ("snow", "blizzard"):
# if her_tier >= 2 and not hg_muggle_cold_ITEM.unlocked:
# $ hg_muggle_cold_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ h_request_wear_stockings = True
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ hermione_wear_stockings = True
# $ h_top = "top_pullover_1"
# $ h_stockings = "stockings_pantyhose"
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "New outfit?" ("base", xpos="far_left", ypos="head")
# her "Yes, [genie_name]. I brought it with me from home. It's a bit too cold for just my normal uniform..." ("open", "base", "base", "R")
# her "Do you like it?" ("soft", "base", "base", "mid")
# gen "I do, [hermione_name]. It's cute." ("grin", xpos="far_left", ypos="head")
# $ her_mood -= 10
# if her_mood < 0:
# $ her_mood = 0
# else:
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_cold_ITEM)
# elif her_tier >= 3 and not hg_muggle_cold_sexy_ITEM.unlocked:
# $ hg_muggle_cold_sexy_ITEM.unlocked = True
# if not persistent.game_complete:
# $ hermione_door_event_happened = True #Hermione won't greet you again.
# $ h_request_wear_stockings = True
# $ hermione_wear_neckwear = False
# $ hermione_wear_gloves = False
# $ hermione_wear_stockings = True
# $ h_top = "top_pullover_2"
# $ h_stockings = "stockings_pantyhose"
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# call ctc
# gen "That's quite the cute outfit, [hermione_name]." ("base", xpos="far_left", ypos="head")
# her "Thank you, [genie_name]. I made some changes to the old one..." ("open", "base", "base", "R")
# her "Do you like it?" ("soft", "base", "base", "mid")
# gen "Very much so, [hermione_name]. I love the breast window." ("grin", xpos="far_left", ypos="head")
# $ her_mood -= 10
# if her_mood < 0:
# $ her_mood = 0
# else:
# call update_her_uniform
# call play_sound("door")
# call her_chibi("stand","mid","base")
# with d3
# call play_music("hermione")
# her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
# #Unlocks rewards.
# call unlock_clothing(text = ">New clothing items for Hermione have been unlocked!", item = hg_muggle_cold_sexy_ITEM)
if hermione_outfits_schedule:
$ hermione.equip_random_outfit()
if not config.developer and not tutorial_is_done("schedule") and hermione_wardrobe_unlocked:
call play_sound("door")
call her_chibi("stand","mid","base")
with d3
call play_music("hermione")
her "Hello, [genie_name]." ("open", "base", "base", "R", xpos="base", ypos="base", trans=d3)
her "" ("base", "base", "base", "mid", xpos="base", ypos="base")
pause 1.0
gen "You changed your clothes again..." ("base", xpos="far_left", ypos="head")
call tutorial("schedule")
menu:
"Leave Outfits Scheduling turned {b}ON{/b}?"
"Yes":
"Outfits scheduling remains turned {b}ON{/b}."
"No":
$ hermione_outfits_schedule = False
$ tonks_outfits_schedule = False
$ cho_outfits_schedule = False
$ astoria_outfits_schedule = False
$ luna_outfits_schedule = False
# Susan
"Outfit scheduling turned {b}Off{/b}."
$ hermione.equip(her_outfit_default)
with fade
return
call play_sound("door")
call her_chibi("stand","mid","base")
with d3
#Hermione greeting.
call play_music("hermione")
if her_mood > 0:
if 5 > her_mood >= 1:
her "Yes, [genie_name]?" ("soft", "base", "worried", "mid", xpos="base", ypos="base", trans=d3)
elif 10 > her_mood >= 5:
her "*sigh*... Yes, [genie_name]?" ("annoyed", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
elif 20 > her_mood >= 10:
her "What is it, [genie_name]?" ("open", "closed", "annoyed", "mid", xpos="base", ypos="base", trans=d3)
her "" ("upset", "base", "annoyed", "mid")
elif 30 > her_mood >= 20:
her "What do you want, \"[genie_name]\"?" ("upset", "squint", "angry", "R", xpos="base", ypos="base", trans=d3)
elif 40 > her_mood >= 30:
her "*Hmph*..." ("normal", "squint", "angry", "R", xpos="base", ypos="base", trans=d3)
elif 50 > her_mood >= 40:
her "*Tsk*" ("angry", "base", "angry", "R", xpos="base", ypos="base", trans=d3)
elif her_mood >= 50:
her "I have nothing to tell you, sir!" ("mad", "narrow", "angry", "L", xpos="base", ypos="base", trans=d3)
call describe_mood("Hermione", her_mood)
call tutorial("moodngifts")
else:
if game.daytime:
her "Good morning, [genie_name]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
else:
her "Good evening, [genie_name]." ("base", "base", "base", "mid", xpos="base", ypos="base", trans=d3)
return