WTS/game/scripts/characters/hooch/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* Removed counter_class (Superseded)
* Removed DynamicDisplayable CG implementation (Superseded)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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label end_hooch_event:
hide hooch_main
with d3
pause.5
$ hooch.xzoom = 1
$ states.last_girl = states.active_girl
$ states.active_girl = None
$ hooch_busy = True
$ hooch.wear("all")
$ hooch.set_cum(None)
call music_block
jump main_room_menu
define character.hooch_say = Character("name_hooch_genie", show_icon="hooch", dynamic=True)
init python:
def hoo(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 = hooch.tag
layer = hooch.layer
#showing = renpy.showing(name=tag, layer=layer)
if xpos != None or ypos != None:
xpos = sprite_pos.get("x").get(xpos, xpos) or hooch.pos[0]
ypos = sprite_pos.get("y").get(ypos, ypos) or hooch.pos[1]
hooch.pos = (xpos, ypos)
redraw = True
head_only = hooch.pos[1] == sprite_pos.get("y").get("head")
if any((mouth, eyes, eyebrows, pupils, cheeks, tears)):
hooch.set_face(mouth=mouth, eyes=eyes, eyebrows=eyebrows, pupils=pupils, cheeks=cheeks, tears=tears)
redraw = True
hooch.set_emote(emote)
if animation != False:
hooch.animation = animation
redraw = True
if flip != None:
hooch.xzoom = -1 if flip else 1
redraw = True
if redraw:
hooch.show()
if not renpy.in_rollback():
if trans:
renpy.with_statement(trans)
else:
renpy.with_statement(d2)
if what:
character.hooch_say(what, **kwargs)
if head_only:
hooch.hide()