WTS/game/scripts/characters/hermione/common.rpy
LoafyLemon a5d78748d7 Refactor say functions, Bug fixes
* 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.
2024-09-26 16:58:42 +01:00

163 lines
6.2 KiB
Plaintext

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