WTS/game/scripts/characters/astoria/common.rpy
LoafyLemon b28a3e250d Refactor variables - Part 1
* Added get_character_scheduling function
* Removed update_interface_color calls (Redundant)
* Redesigned variable naming convention to simplify assignment and lookup
* Removed counter_class (Superseded)
* Removed DynamicDisplayable CG implementation (Superseded)
2023-03-31 23:41:48 +01:00

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define ast_face = {
"mouth": {
"neutral": ["annoyed", "base"],
"happy": ["smile", "grin"],
"naughty": ["grin", "horny"],
"horny": ["grin", "horny"],
"annoyed": ["annoyed"],
"disgusted": ["clench", "annoyed"],
"angry": ["clench","angry"]
},
"eyes": {
"neutral": ["base"],
"happy": ["base"],
"naughty": ["narrow", "base"],
"horny": ["narrow", "base"],
"annoyed": ["narrow"],
"disgusted": ["narrow"],
"angry": ["narrow", "base"]
},
"eyebrows": {
"neutral": ["base"],
"happy": ["base"],
"naughty": ["base"],
"horny": ["base"],
"annoyed": ["worried"],
"disgusted": ["base", "angry"],
"angry": ["angry"]
},
"pupils": {
"neutral": ["mid","L","R"],
"happy": ["mid","L","R"],
"naughty": ["mid","L","R","down"],
"horny": ["mid","L","R","down"],
"annoyed": ["mid","R"],
"disgusted": ["down"],
"angry": ["L"]
}
}
label update_astoria:
$ name_susan_astoria = renpy.random.choice(["Suzy","Cow","Cow Tits","Milk Bag","Slut","Whore","Piggy","Pig","Bessie","Moo Moo"])
$ name_tonks_astoria = renpy.random.choice(["Hag","Old Hag","Punk","Dyke","Lesbo"])
$ name_astoria_tonks = renpy.random.choice(["Cutie","Kitty","Princess","Cupcake","Honey"])
# Chibi Update
$ astoria_chibi.update()
$ astoria_chibi.position(flip=False)
$ astoria.xzoom = 1
hide screen astoria_cloth_pile
return
label end_astoria_event:
call ast_chibi("hide")
hide astoria_main
with d3
pause.5
call update_astoria
$ states.last_girl = states.active_girl
$ states.active_girl = None
$ states.ast.busy = True
$ astoria.wear("all")
call music_block
jump main_room_menu
define character.astoria_say = Character("name_astoria_genie", show_icon="astoria", dynamic=True)
init python:
def ast(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):
redraw = False
tag = astoria.tag
layer = astoria.layer
#showing = renpy.showing(name=tag, layer=layer)
if xpos != None or ypos != None:
xpos = astoria.pos[0] if xpos == None else sprite_pos.get("x").get(xpos, xpos)
ypos = astoria.pos[1] if ypos == None else sprite_pos.get("y").get(ypos, ypos)
astoria.pos = (xpos, ypos)
redraw = True
head_only = astoria.pos[1] == sprite_pos.get("y").get("head")
if any((mouth, eyes, eyebrows, pupils, cheeks, tears)):
astoria.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears)
redraw = True
astoria.set_emote(emote)
if animation != False:
astoria.animation = animation
redraw = True
if flip != None:
astoria.xzoom = -1 if flip else 1
redraw = True
if redraw:
astoria.show()
if not renpy.in_rollback():
if trans:
renpy.with_statement(trans)
else:
renpy.with_statement(d2)
if what:
character.astoria_say(what, **kwargs)
if head_only:
astoria.hide()