LoafyLemon
a5d78748d7
* Refactored say functions to be more clear and easier to maintain * Fixed Tonks' hair colour not updating after the temporary change * Fixed character sprites being displayed above CGs when they shouldn't.
163 lines
6.2 KiB
Plaintext
163 lines
6.2 KiB
Plaintext
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label update_hermione:
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$ hermione_chibi.update()
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$ hermione.xzoom = 1
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return
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label end_hermione_event:
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call her_chibi("hide")
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hide hermione_main
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with d3
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pause.5
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call update_hermione
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$ states.last_girl = states.active_girl
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$ states.active_girl = None
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$ states.her.busy = True
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$ hermione.wear("all")
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$ hermione.set_cum(None)
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$ hermione.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.hermione_say = Character("name_hermione_genie", show_icon="hermione", dynamic=True)
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init python:
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def her(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,
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animation=False, **kwargs):
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def update_face(face_attrs):
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"""Update Hermione's face with provided attributes."""
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if any(face_attrs.values()):
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hermione.set_face(**face_attrs)
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return True
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return False
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def update_position(xpos, ypos):
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"""Update Hermione's position based on xpos and ypos."""
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if xpos is not None or ypos is not None:
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xpos = hermione.pos[0] if xpos is None else sprite_pos.get("x", {}).get(xpos, xpos)
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ypos = hermione.pos[1] if ypos is None else sprite_pos.get("y", {}).get(ypos, ypos)
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hermione.pos = (xpos, ypos)
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return True
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return False
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def handle_temp_attributes(temp_face):
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"""Handle temporary face attributes."""
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if temp_face:
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last_face = hermione.get_face()
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temp_data = dict(zip(temp_face[::2], temp_face[1::2]))
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hermione.set_face(**temp_data)
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return last_face
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return None
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def show_hermione(redraw, head_only):
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"""Show or hide Hermione depending on the state."""
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if redraw and not head_only:
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hermione.show(force=True)
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renpy.with_statement({"dolls": trans or d1})
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elif head_only:
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hermione.hide()
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def reset_attributes(last_face):
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"""Reset temporary face attributes."""
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if last_face:
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hermione.set_face(**last_face)
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# Determine name prefix and suffix
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name_prefix = f'Hermione {{size=-20}}"' if name_hermione_genie != "Hermione" else ""
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name_suffix = '"{/size}' if name_prefix else ""
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# If no visual changes, just make Hermione speak
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if not any((mouth, eyes, eyebrows, pupils, cheeks, tears, emote, xpos, ypos, flip, trans, animation)):
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character.hermione_say(what, who_prefix=name_prefix, who_suffix=name_suffix, **kwargs)
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return
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# Handle position update
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redraw = update_position(xpos, ypos)
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# Handle emote, animation, and flipping
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if emote:
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hermione.set_emote(emote)
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redraw = True
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if animation:
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hermione.animation = animation
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redraw = True
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if flip is not None:
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hermione.xzoom = -1 if flip else 1
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redraw = True
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# Handle face update and temporary attributes
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face_attrs = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears}
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redraw = redraw or update_face(face_attrs)
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temp_face = renpy.game.context().temporary_attributes
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last_face = handle_temp_attributes(temp_face)
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redraw = redraw or bool(temp_face)
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# Handle display logic
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head_only = hermione.pos[1] == sprite_pos.get("y", {}).get("head")
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show_hermione(redraw, head_only)
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# Handle dialog and doll positioning
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if what:
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side_doll = None
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if head_only:
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xpos = sprite_pos.get("x", {}).get("right_corner", 0) - 25 if hermione.xzoom == 1 else sprite_pos.get("x", {}).get("left_corner", 0) + 25
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ypos = hermione.pos[1]
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side_doll = At(hermione.image, doll_transform((xpos, ypos), hermione.zoom, hermione.xzoom))
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character.hermione_say(what, who_prefix=name_prefix, who_suffix=name_suffix, show_side_doll=side_doll, **kwargs)
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# Reset face if modified temporarily
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reset_attributes(last_face)
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label too_much:
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stop music fadeout 2.0
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her "[name_genie_hermione]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
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her "How could you ask for such a thing!?"
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her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
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call her_walk(action="leave")
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random:
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gen "(*Hmm*... I guess it was a little too soon for that.)" ("base", xpos="far_left", ypos="head")
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gen "(Did I say something wrong...?)" ("base", xpos="far_left", ypos="head")
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gen "(Welp, was worth a shot I guess.)" ("base", xpos="far_left", ypos="head")
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gen "(Perhaps I should rethink my approach...)" ("base", xpos="far_left", ypos="head")
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gen "(Judging by her reaction she's not yet ready for it...)" ("base", xpos="far_left", ypos="head")
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$ states.her.mood += 6
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jump end_hermione_event
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label too_much_public:
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stop music fadeout 2.0
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her "[name_genie_hermione]??!" ("shock", "wide", "base", "stare",xpos="mid",trans=fade)
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her "How could you ask for such a thing!?"
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her "People would take me for a whore, I cannot let it happen!"
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her "I think I better leave." ("angry", "happyCl", "worried", "mid",emote="sweat")
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call her_walk(action="leave")
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random:
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gen "(*Hmm*... Maybe I should start with some easier tasks to lower her reputation first.)" ("base", xpos="far_left", ypos="head")
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gen "(I guess she still cares too much about her precious reputation.)" ("base", xpos="far_left", ypos="head")
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gen "(Silly girl still doesn't understand that her *reputation* isn't as important as she thinks.)" ("base", xpos="far_left", ypos="head")
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gen "(Did I ask too much of her...?)" ("base", xpos="far_left", ypos="head")
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gen "(She doesn't seem to be ready for this just yet.)" ("base", xpos="far_left", ypos="head")
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$ states.her.mood += 6
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jump end_hermione_event
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