WTS/game/scripts/characters/cho/common.rpy
LoafyLemon 3d73d8c00d Bug fixes
* Fixed regression in sprites positioning method
* Fixed missing paperwork unlock when using quick start
* Removed redundant align attribute from doll class
2023-05-02 21:14:38 +01:00

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