LoafyLemon
2f136986e2
* Fixed character cheeks and tears layers being stuck in both gameplay and character studio * Fixed missing reset properties during end event labels * Improved updater hint for potential edge cases
92 lines
2.7 KiB
Plaintext
92 lines
2.7 KiB
Plaintext
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label update_cho:
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# Chibi Update
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$ cho_chibi.update()
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$ cho_chibi.position(flip=False)
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$ cho.xzoom = 1
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hide screen cho_cloth_pile
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return
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label end_cho_event:
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call cho_chibi("hide")
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hide cho_main
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with d3
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pause.5
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call update_cho
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$ states.last_girl = states.active_girl
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$ states.active_girl = None
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$ states.cho.busy = True
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$ cho.wear("all")
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$ cho.set_cum(None)
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$ cho.set_face(tears=False, cheeks=False)
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call music_block
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jump main_room_menu
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define character.cho_say = Character("name_cho_genie", show_icon="cho", dynamic=True)
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init python in character:
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# Cho's name is short, therefore it needs to be initialised in character scope,
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# otherwise we won't be able to use the same name for both Doll and Character calls.
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def cho(what, mouth=None, eyes=None, eyebrows=None, pupils=None, cheeks=None, tears=None,
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emote=None, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None, animation=False, **kwargs):
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def show():
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renpy.store.cho.show()
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if not renpy.in_rollback():
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renpy.with_statement(trans or renpy.store.d2)
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face = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears}
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temp_face = renpy.game.context().temporary_attributes
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redraw = False
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tag = renpy.store.cho.tag
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layer = renpy.store.cho.layer
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if xpos is not None or ypos is not None:
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xpos = renpy.store.cho.pos[0] if xpos is None else renpy.store.sprite_pos.get("x").get(xpos, xpos)
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ypos = renpy.store.cho.pos[1] if ypos is None else renpy.store.sprite_pos.get("y").get(ypos, ypos)
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renpy.store.cho.pos = (xpos, ypos)
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redraw = True
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head_only = renpy.store.cho.pos[1] == renpy.store.sprite_pos.get("y").get("head")
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if any(face.values()):
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renpy.store.cho.set_face(**face)
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redraw = True
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if temp_face:
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last_face = renpy.store.cho.get_face()
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d = dict(zip(temp_face[::2], temp_face[1::2]))
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renpy.store.cho.set_face(**d)
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redraw = True
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if emote:
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renpy.store.cho.set_emote(emote)
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redraw = True
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if animation != False:
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renpy.store.cho.animation = animation
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redraw = True
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if flip != None:
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renpy.store.cho.xzoom = -1 if flip else 1
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redraw = True
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if redraw:
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show()
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if what:
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cho_say(what, **kwargs)
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if temp_face:
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renpy.store.cho.set_face(**last_face)
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if head_only:
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renpy.store.cho.hide()
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