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.gitignore vendored
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@ -1,9 +1,9 @@
# macOS-related files
# IToddler files
.DS_Store
.AppleDouble
.LSOverride
# Windows-related files
# Windows cancer
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
@ -15,42 +15,19 @@ ehthumbs_vista.db
/traceback.txt
/errors.txt
/log.txt
log.txt
errors.txt
traceback.txt
#Vim swap files
.sw?
*~
*.bak
#save files & cache files
/game/saves/
/game/saves/*
/game/cache/*
/game/cache
saves
tmp
cache
env
#binary files
*.rpyc
*.rpyb
*.rpymc
*.pyc
*.pyo
#Vim (best text editor) swap files
.sw?
#cache files
/game/cache/*
#save files
/game/saves/*
#binary files
*.rpyc
*.rpymc
#backups
*.bak
#android
.android.json

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@ -2,6 +2,7 @@
<h1>Contributing</h1>
<p>Find an issue and start working. Creating issues is very helpful. Simply emailing patches/updated versions of the script works too. <b>All PRs/Contributions to the main code should go to the patch branch and NOT master as to leave master a stable branch</b>. All contributions belong to you, but are licensed under the GNU AGPL v3 and are adherent to the GPL-Exception in the root of the project file.</p>
<p>It should be noted that any non-contributor sourced assets for the game MUST be under some form of free licensing that is <a href=https://creativecommons.org/share-your-work/licensing-considerations/compatible-licenses/>compatable with the CC-BY-SA 4.0 (Listed in this link as BY-SA)</a> for it to be added to the game. This includes audio, images, other bits of code, and other copyrightable assets. Compatable licenses include, but aren't limited to, CC-BY, Public Domain, CC-BY-SA 4.0, CC-BY-SA 3.0, The Free Art license, or any other license that is permissive in how it is used.</p>
<h1>Supported OSes</h1>
<ol>
@ -49,6 +50,7 @@
</ul>
<h2>Special thanks to...</h2>
<p>A random anon on /lit/ saved this project from poor writing after we submitted a beta version of our script. The post goes as follows <b>(minor spoiliers ahead)</b>:</p>
<p>A random anon on /lit/ saved this project from poor writing after we submitted a beta version of our script. The post goes as follows <b>(minor spoilers ahead)</b>:</p>
<p>"Aight you kind of get this is an attention seeking thing. But this is as much of a symptom as the gender thing, not the root cause. Bio says she's neglected by her parents because her brother is perfect and gets everything right. He's a goody two shoes with grades and parents, popular, I'm guessing that other girl is his gf too. Fang's response is to adopt an "I need nobody" attitude, and has basically bought an off the shelf personality and identity to compensate. People like this do not feel like they have agency. They lack self actualization. These "store-bought" identities from ideologies like the LGBTQIAAOMGWTFBBQ people and racebaiters offer only the feeling of validation without the essential step of self. This behavior you can find in (You) baiting on 4channel, which is an attempt to find some semblance of "I exist!" instead of realizing you can't get that affirmation from outside. Fang adopting Tradwife, sticking with high school attitudes, or shooting up the school isn't fixing the problem of her gaining agency. You can fix this by having Anon be there as an example of being a self-actualized person, he shouldn't be there to fuck her or save her. Every choice that's not purely cosmetic should be set up with the intent to help her gain agency. She feels like she's always compared to her brother, never judged on her own merits or personhood, so she substitutes this with an identity that comes with excess baggage. It shouldn't matter if she's goth or bisexual, as long as this comes from within, and not because this will make up for her lack of personhood. This is why tradwife is missing the point a bit, it's substituting colored hair and pronouns for Jesus and prayer. She still does it because its an identity without any real substance of the self behind it. Or maybe I am talking out my ass and all she really did need was a man to fuck the degeneracy out of her. You guys do you</p>
<p>Whoever you are, you changed the writing direction from shitposty, pandering garbage to a genuine story that out preforms what our competators could do. Whoever you are, be proud of your critique and continue to critique. Story makers need vigilant anons like you.</p>
<b>(Of note, we didn't take /lit/anon's word one-to-one about every detail we said. Nuance exists!)</b>

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@ -78,8 +78,7 @@ define gui.text_size = 42
## The size of character names.
define gui.name_text_size = 45
define gui.name_text_thickness = absolute(2.0)
define gui.name_text_outlines = [ (gui.name_text_thickness, gui.name_outline, 0, 0) ]
define gui.name_text_outlines = [ (absolute(1.5), gui.name_outline, 0, 0) ]
## The size of text in the game's user interface.
define gui.interface_text_size = 33
@ -122,9 +121,11 @@ define gui.textbox_yalign = 1.0
## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 395 #350
define gui.name_xpos = 350
define gui.name_ypos = -85
define gui.name_large_xpos = 395
## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.5
@ -446,14 +447,14 @@ init python:
## Font sizes.
gui.text_size = 44
gui.name_text_size = 46
gui.name_text_size = 48
gui.notify_text_size = 38
gui.interface_text_size = 45
gui.button_text_size = 45
gui.label_text_size = 51
## Namebox
gui.name_xpos = 395
gui.name_xpos = 345
gui.name_ypos = -85
## Adjust the location of the textbox.

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@ -1,54 +0,0 @@
The game loads an alternate storyline.rpy, this allows you to control the flow of the game's storytelling
Examples include:
- You want to inject more stuff inbetween chapters, maybe you hate time skip writing
- You want to have more of an after story kind of ordeal, for example expanding Ending 2
- You want to replace the entire story route
You can still call the vanilla game's chapters like the intro (call chapter_1) for example but you might want to either copy the vanilla scripts and mix in your edits to have full control
You will need to learn bit of Ren'Py & bit of actual Python anyways but you don't have to think too hard in learning anything new other than familiarizing with this game's script.rpy's already defined Character objects and images, you can freely ignore most of the UI and so on for the inexperienced but passionate artist and/or writer.
Textbox limitation: ~300 characters / four lines, the maximum in the vanilla game's script is around roughly ~278 and that only barely overflows to four lines, so <200 characters / three lines of text should be fine.
--- Ideal file structure of your mod ---
In the root of the mods folder:
folder_of_your_mod_name
- name_of_storyline.rpy
-> asset_folder
- asset.png
-> script_folder
- script.rpy
name_of_storyline.rpy
```
init python:
# Modding Support variables
# All mod rpy files must have title of their mod (this shows up on a button)
# and finally the label that controls the flow of dialogue
mod_menu_access += [{
'Name': "Mod Name",
'Label': "mod_storyline"
}];
image template_sample = Image("mods/folder_of_your_mod_name/asset_folder/asset.png")
label mod_storyline:
call chapter_1_new
```
script_folder/script.rpy
```
label chapter_1_new:
show template_sample at scenter
"Sample Text"
hide template_sample
play music 'audio/OST/Those Other Two Weirdos.ogg'
show anon neutral flip at aright with dissolve
A "Sample Text"
return
```
The funny thing is I don't even like 'fanfictions' to begin with but this mod support allows these 'fanfictions', ironic.

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@ -1,36 +0,0 @@
label chapter_2_new:
show template_sample at scenter
"Sample Text"
hide template_sample
play music 'audio/OST/Those Other Two Weirdos.ogg'
show anon neutral flip at aright with dissolve
A "Sample Text"
F "Sample Text"
Lucy "Sample Text"
Ro "Sample Text"
St "Sample Text"
N "Sample Text"
Nas "Sample Text"
T "Sample Text"
Attendant "Sample Text"
Sp "Sample Text"
Re "Sample Text"
D "Sample Text"
FM "Sample Text"
FD "Sample Text"
Tsuki "Sample Text"
unknown "Sample Text"
jingo "Sample Text"
MaitD "Sample Text"
Moe "Sample Text"
Vince "Sample Text"
Waitress "Sample Text"
AnonAndFang "Sample Text"
SV "Sample Text"
carl "Sample Text"
Drf "Sample Text"
FRT "Sample Text"
return

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@ -1,15 +0,0 @@
init python:
# Modding Support variables
# All mod rpy files must have title of their mod (this shows up on a button)
# and finally the label that controls the flow of dialogue
mod_menu_access += [{
'Name': "Example Mod Name",
'Label': "storyline_ex"
}];
image template_sample = Image("mods_example/template/img/sample.png")
label storyline_ex:
call chapter_2_new

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@ -23,7 +23,7 @@ define gui.show_name = True
## The version of the game.
define config.version = "Monster-Update-6"
define config.version = "Patchy-patch5.1.1"
## Text that is placed on the game's about screen. Place the text between the
## triple-quotes, and leave a blank line between paragraphs.
@ -47,13 +47,7 @@ define build.name = "SnootGame"
define config.has_sound = True
define config.has_music = True
define config.has_voice = True
define config.play_channel = "uisounds"
##Custom Channels?
init -1 python:
renpy.music.register_channel("uisounds", "ui", loop=False, stop_on_mute=True)
define config.has_voice = False
## To allow the user to play a test sound on the sound or voice channel,
@ -191,11 +185,6 @@ init python:
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
# Do not include mod_examples as part of the build process
build.classify('game/mods_example/**', None)
build.classify('game/mods_example/.**', None)
## To archive files, classify them as 'archive'.
# build.classify('game/**.png', 'archive')

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@ -1,44 +1,23 @@
###Updater Python stuff###
###Updater Python stuff###
init python:
if renpy.variant("pc"): #Don't run this on mobile, not supported
if persistent.updateresult is None:
persistent.updateresult = "No new version is available"
if persistent.autoup is None:
persistent.autoup = False
if persistent.updateWebServer is None:
persistent.updateWebServer = "http://updates.snootgame.xyz/updates.json"
if persistent.updateresult is None:
persistent.updateresult = "No new version is available"
if persistent.autoup is None:
persistent.autoup = False
if persistent.updateWebServer is None:
persistent.updateWebServer = "http://updates.snootgame.xyz/updates.json"
def UpdateCheck():
# WHY YES I ONLY ALLOW PEOPLE USING MY FRAMEWORK TO CHECK FOR AN UPDATE EVERY SIX FUCKING HOURS HOW DID YOU KNOW
# NOPE check_interval=5 (5 SECONDS) FUCK YOU
pendingVersion = updater.UpdateVersion(persistent.updateWebServer, check_interval=5)
if pendingVersion == None or pendingVersion == config.version or "TEST" in pendingVersion:
persistent.updateresult = "No new version is available"
else:
persistent.updateresult = pendingVersion
#idk non-functional dummies for uisounds hackery
#coming soon
def onclick_audio(flag, audio_filename=["audio/ui/uiOptionOff.wav", "audio/ui/uiOptionOff.wav", "audio/ui/uiOptionOff.wav"]):
renpy.play(audio_filename[int(flag)])
def ToggleAutoUpdate():
onclick_audio(persistent.autoup)
preferences.autoup = not preferences.autoup
def ToggleAutoForwardMove():
onclick_audio(persistent.afm_enable)
preferences.afm_enable = not preferences.afm_enable
# def ToggleMuteAll():
# if preferences.all_mute == True:
# renpy.play("audio/ui/uiOptionOff.wav")
# else:
# renpy.play("audio/ui/uiOptionOn.wav")
# preferences.all_mute = not preferences.all_mute
def UpdateCheck():
# WHY YES I ONLY ALLOW PEOPLE USING MY FRAMEWORK TO CHECK FOR AN UPDATE EVERY SIX FUCKING HOURS HOW DID YOU KNOW
# NOPE check_interval=5 (5 SECONDS) FUCK YOU
pendingVersion = updater.UpdateVersion(persistent.updateWebServer, check_interval=5)
if pendingVersion == None or pendingVersion == config.version or "TEST" in pendingVersion:
persistent.updateresult = "No new version is available"
else:
persistent.updateresult = pendingVersion
def ToggleAutoUpdate():
persistent.autoup = not persistent.autoup
################################################################################
## Initialization
@ -68,7 +47,6 @@ style gui_text:
style button:
properties gui.button_properties("button")
# activate_sound "audio/ui/uiClick.wav"
style button_text is gui_text:
properties gui.text_properties("button")
@ -144,7 +122,7 @@ screen say(who, what):
id "window"
if who is not None:
background Image("gui/textbox_long.png", xalign=0.5, yalign=1.0)
background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
window:
id "namebox"
style "namebox"
@ -154,6 +132,7 @@ screen say(who, what):
text what id "what"
## If there's a side image, display it above the text. Do not display on the
## phone variant - there's no room.
if not renpy.variant("small"):
@ -187,6 +166,9 @@ style namebox:
xpos gui.name_xpos
ypos gui.name_ypos
style namebox_large is namebox:
xpos gui.name_large_xpos
style say_label:
properties gui.text_properties("name", accent=True)
xalign gui.name_xalign
@ -271,7 +253,6 @@ style choice_vbox:
style choice_button is default:
properties gui.button_properties("choice_button")
activate_sound "audio/ui/uiRollover.wav"
style choice_button_text is default:
properties gui.button_text_properties("choice_button")
@ -287,10 +268,6 @@ screen quick_button(filename, label, function):
xmaximum 80
ymaximum 72
action function
if 'Return' in label or 'Back' in label or 'Menu' in label:
activate_sound "audio/ui/uiBack.wav"
else:
activate_sound "audio/ui/uiClick.wav"
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 xanchor 0.5 size 22 style "quick_button_text"
@ -306,21 +283,22 @@ screen quick_menu():
## Ensure this appears on top of other screens.
zorder 100
if quick_menu:
window:
xpos 1.45
ypos 0.977
vbox:
style_prefix "quick"
xalign -0.005
yalign 0.010
window:
background "gui/namebox.png"
xpos 1.45
ypos 0.977
grid 1 4:
style_prefix "quick"
xalign -0.005
yalign 0.010
use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
[
[ "Skip", Skip() ],
[ "Save", ShowMenu('save') ],
[ "Auto", Preference("auto-forward", "toggle") ],
[ "Load", ShowMenu('load') ]
] )
use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \
[ \
[ "Skip", Skip() ], \
[ "Save", ShowMenu('save') ], \
[ "Auto", Preference("auto-forward", "toggle") ], \
[ "Load", ShowMenu('load') ] \
] )
screen score_menu():
zorder 100
@ -376,22 +354,22 @@ screen navigation():
spacing gui.navigation_spacing
textbutton _("History") activate_sound "audio/ui/uiClick.wav" action ShowMenu("history")
textbutton _("Save") activate_sound "audio/ui/uiClick.wav" action ShowMenu("save")
textbutton _("Load") activate_sound "audio/ui/uiClick.wav" action ShowMenu("load")
textbutton _("Delete") activate_sound "audio/ui/uiClick.wav" action ShowMenu("delete")
textbutton _("Options") activate_sound "audio/ui/uiClick.wav" action ShowMenu("preferences")
textbutton _("History") action ShowMenu("history")
textbutton _("Save") action ShowMenu("save")
textbutton _("Load") action ShowMenu("load")
textbutton _("Delete") action ShowMenu("delete")
textbutton _("Options") action ShowMenu("preferences")
#textbutton _("Extras") action ShowMenu("extras")
textbutton _("Return") activate_sound "audio/ui/uiBack.wav" action Return()
textbutton _("Return") action Return()
if _in_replay:
textbutton _("End Replay") activate_sound "audio/ui/uiBack.wav" action EndReplay(confirm=True)
textbutton _("End Replay") action EndReplay(confirm=True)
elif not main_menu:
textbutton _("Main Menu") activate_sound "audio/ui/uiBack.wav" action MainMenu()
textbutton _("Main Menu") action MainMenu()
#textbutton _("Debug Score Card") action ShowMenu("score_menu")
#if renpy.variant("pc"):
@ -424,12 +402,8 @@ screen main_menu_button(filename, label, function):
xmaximum 500
ymaximum 129
action function
if 'Back' in label or 'Return' in label or 'Quit' in label or 'Main Menu' in label:
activate_sound "audio/ui/uiBack.wav"
else:
activate_sound "audio/ui/uiClick.wav"
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 xanchor 0.5
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
@ -462,17 +436,16 @@ screen main_menu():
else:
add "gui/snootgame.png"
vbox:
spacing 10
spacing 25
xpos 1885
ypos 1130
yalign 0.9
use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[
[ "Start", Start() ],
[ "Mods", ShowMenu("mod_menu") ],
[ "Load", ShowMenu("load") ],
[ "Options", ShowMenu("preferences") ],
[ \
[ "Start", Start() ], \
[ "Load", ShowMenu("load") ], \
[ "Options", ShowMenu("preferences") ], \
[ "Extras", ShowMenu("extras") ], \
[ "Quit", Quit(confirm=not main_menu) ]
[ "Quit", Quit(confirm=not main_menu) ] \
] )
on "show" action renpy.start_predict_screen("cg_gallery")
@ -707,12 +680,10 @@ screen updates():
label _("Update Checker:")
label _("{color=#FFFFFF}{size=32}[persistent.updateresult!t]{/size}{/color}")
textbutton _("{size=36}Check for Update\n{/size}") activate_sound "audio/ui/uiClick.wav" action [Notify("Checking for update..."), Function(UpdateCheck)]
textbutton _("{size=36}Check for Update\n{/size}") action [Notify("Checking for update..."), Function(UpdateCheck)]
label _("Updater:")
label _("{color=#FFFFFF}{size=32}Server URL (click to edit):{/size}{/color}")
default input_on = False
button:
key_events True
@ -727,9 +698,10 @@ screen updates():
action ToggleScreenVariable('input_on')
style_prefix "quick"
if persistent.updateresult != "No new version is available":
textbutton _("{size=36}Update Now!\n{/size}") activate_sound "audio/ui/uiNotification.wav" action [updater.Update(persistent.updateWebServer, force=False)]
textbutton _("{size=36}Update Now!\n{/size}") action updater.Update(persistent.updateWebServer, force=False)
else:
textbutton _("{size=36}Update Now!\n{/size}") activate_sound "audio/ui/uiFail.wav" action [Notify("Nothing to update to!")]
textbutton _("{size=36}Update Now!\n{/size}") action Notify("Nothing to update to!")
use extrasnavigation
## Load and Save screens #######################################################
@ -824,19 +796,19 @@ screen file_slots(title, flag=False):
spacing gui.page_spacing
textbutton _("<") activate_sound "audio/ui/uiRollover.wav" action FilePagePrevious()
textbutton _("<") action FilePagePrevious()
if config.has_autosave:
textbutton _("{#auto_page}A") activate_sound "audio/ui/uiClick.wav" action FilePage("auto")
textbutton _("{#auto_page}A") action FilePage("auto")
if config.has_quicksave:
textbutton _("{#quick_page}Q") activate_sound "audio/ui/uiClick.wav" action FilePage("quick")
textbutton _("{#quick_page}Q") action FilePage("quick")
## range(1, 10) gives the numbers from 1 to 9.
for page in range(1, 10):
textbutton "[page]" activate_sound "audio/ui/uiClick.wav" action FilePage(page)
textbutton "[page]" action FilePage(page)
textbutton _(">") activate_sound "audio/ui/uiRollover.wav" action FilePageNext()
textbutton _(">") action FilePageNext()
style page_label is gui_label
@ -894,31 +866,32 @@ screen preferences():
vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window") activate_sound "audio/ui/uiOptionOn.wav" action Preference("display", "any window")
textbutton _("Fullscreen") activate_sound "audio/ui/uiOptionOn.wav" action Preference("display", "fullscreen")
textbutton _("Window") action Preference("display", "any window")
textbutton _("Fullscreen") action Preference("display", "fullscreen")
vbox:
style_prefix "radio"
label _("Rollback Side")
textbutton _("Disable") activate_sound "audio/ui/uiOptionOn.wav" action Preference("rollback side", "disable")
textbutton _("Left") activate_sound "audio/ui/uiOptionOn.wav" action Preference("rollback side", "left")
textbutton _("Right") activate_sound "audio/ui/uiOptionOn.wav" action Preference("rollback side", "right")
textbutton _("Disable") action Preference("rollback side", "disable")
textbutton _("Left") action Preference("rollback side", "left")
textbutton _("Right") action Preference("rollback side", "right")
vbox:
style_prefix "check"
label _("Naughty Stuff")
textbutton _("Enable Lewd Images") action [Function(onclick_audio, persistent.lewd), ToggleVariable("persistent.lewd", True, False)]
textbutton _("Enable Lewd Images") action ToggleVariable("persistent.lewd", True, False)
vbox:
style_prefix "check"
label _("Requires Restart")
textbutton _("Enable Forward-Scroll Movement") action [Function(onclick_audio, persistent.scroll), ToggleVariable("persistent.scroll", True, False)]
textbutton _("Enable Forward-Scroll Movement") action ToggleVariable("persistent.scroll", True, False)
vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action [Function(onclick_audio, preferences.skip_unseen), ToggleVariable("preferences.skip_unseen", True, False)]
textbutton _("After Choices") action [Function(onclick_audio, preferences.skip_after_choices), ToggleVariable("preferences.skip_after_choices", True, False)]
textbutton _("Transitions") action [Function(onclick_audio, preferences.transitions), ToggleVariable("preferences.transitions", 0, 2)]
textbutton _("Unseen Text") action Preference("skip", "toggle")
textbutton _("After Choices") action Preference("after choices", "toggle")
textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))
## Additional vboxes of type "radio_pref" or "check_pref" can be
## added here, to add additional creator-defined preferences.
@ -947,12 +920,6 @@ screen preferences():
hbox:
bar value Preference("music volume")
if config.has_music:
label _("UI Sounds Volume")
hbox:
bar value Preference("ui volume")
if config.has_sound:
label _("Sound Volume")
@ -973,7 +940,7 @@ screen preferences():
if config.sample_voice:
textbutton _("Test") action Play("voice", config.sample_voice)
if config.has_music or config.has_sound or config.has_voice or config.has_ui:
if config.has_music or config.has_sound or config.has_voice:
null height gui.pref_spacing
textbutton _("Mute All"):
@ -1177,10 +1144,10 @@ screen extrasnavigation():
use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[
[ "Help", ShowMenu("help") ],
[ "About", ShowMenu("about") ],
[ "Updates", ShowMenu("updates") ],
[ "About", ShowMenu("about") ],
[ "Updates", ShowMenu("updates") ],
[ "Gallery", ShowMenu("cg_gallery_0") ],
[ "Return", ShowMenu("main_menu") ]
[ "Return", ShowMenu("main_menu") ]
] )
## Help screen #################################################################
@ -1251,7 +1218,7 @@ screen keyboard_help():
hbox:
label _("Escape")
text _("Accesses the game menu. Also escapes the Gallery.")
text _("Accesses the game menu.")
hbox:
label _("Ctrl")
@ -1294,7 +1261,7 @@ screen mouse_help():
hbox:
label _("Right Click")
text _("Accesses the game menu. Also escapes the Gallery.")
text _("Accesses the game menu.")
hbox:
label _("Mouse Wheel Up\nClick Rollback Side")
@ -1395,8 +1362,8 @@ screen confirm(message, yes_action, no_action):
xalign 0.5
spacing 150
textbutton _("Yes") activate_sound "audio/ui/uiClick.wav" action yes_action
textbutton _("No") activate_sound "audio/ui/uiBack.wav" action no_action
textbutton _("Yes") action yes_action
textbutton _("No") action no_action
## Right-click and escape answer "no".
key "game_menu" action no_action
@ -1654,8 +1621,8 @@ style pref_vbox:
screen quick_button(filename, label, function):
variant "small"
button:
xmaximum 124
ymaximum 124
xmaximum 180
ymaximum 100
action function
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1.75
@ -1666,7 +1633,6 @@ screen quick_menu():
zorder 100
if quick_menu:
hbox:
spacing 28
style_prefix "quick"
xalign 0.5
yalign 0.975
@ -1678,28 +1644,6 @@ screen quick_menu():
[ "Menu", ShowMenu() ] \
] )
screen extrasnavigation(): #Updates are removed (not even supported by Ren'Py)
variant "small"
vbox:
xpos 1940
yalign 0.03
if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
vbox:
spacing 25
xpos 1885
yalign 0.9
use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[
[ "Help", ShowMenu("help") ],
[ "About", ShowMenu("about") ],
[ "Gallery", ShowMenu("cg_gallery_0") ],
[ "Return", ShowMenu("main_menu") ]
] )
style radio_button:
variant "small"
foreground "gui/phone/button/radio_[prefix_]foreground.png"

View File

@ -13,26 +13,19 @@
#Why yes all my code was formerly in one massive file called "script" thats 28k lines long, how could you tell?
#Licensed under the GNU AGPL v3, for more information check snootgame.xyz or the LICENSE file that should have came with this work.
init -1 python:
# Modding Support variables
# All mod rpy files must run a small init python script
mod_dir = "mods/";
mod_menu_access = [];
init python:
import random
import webbrowser
#function for insult layers
def showCG():
files = ["text1", "text2", "text3", "text4", "text5", "text6", "text7", "text8", "text9"]
import random
import webbrowser
#function for insult layers
def showCG():
files = ["text0", "text1", "text2", "text3", "text4", "text5", "text6", "text7", "text8", "text9"]
length = len(files)
picked = random.randint(0,length - 1)
fileName = files[picked]
renpy.show(fileName, at_list=[randPosition])
if persistent.scroll == True:
if persistent.scroll == True:
config.keymap['dismiss'].append('mousedown_4')
transform randPosition:
alpha 0.0
xalign random.uniform(0.2,0.8)
@ -87,35 +80,38 @@ transform randPosition:
# attribute guitar:
# "guitar.webp"
#Raw Image & kwargs for long textboxes
define long_textbox_img = Image("gui/textbox_long.png", xalign=0.5, yalign=1.0)
define long_textbox = { "window_background": long_textbox_img, 'namebox_style': "namebox_large" }
#Characters
define A = Character ('Anon',color="#36E12D", who_outlines=[(gui.name_text_thickness, '#0C300A')]) # Light Green
define F = Character ('Fang',color="#B4D4CE", who_outlines=[(gui.name_text_thickness, '#0F3930')]) # Light Cyan
define Lucy = Character ('Lucy',color="#B4D4CE", who_outlines=[(gui.name_text_thickness, '#0F3930')]) # Light Cyan
define Ro = Character ('Rosa',color="#FE712B", who_outlines=[(gui.name_text_thickness, '#54230F')]) # Red-Orange
define St = Character ('Stella',color="#D5FFAE", who_outlines=[(gui.name_text_thickness, '#294211')]) # Light Green
define N = Character ('Naomi',color="#FDD2C1", who_outlines=[(gui.name_text_thickness, '#462628')]) # Peach
define Nas = Character ('Naser',color="#FFB561", who_outlines=[(gui.name_text_thickness, '#512322')]) # Orange
define T = Character ('Trish',color="#B675E6", who_outlines=[(gui.name_text_thickness, '#3A0C5D')]) # Purple
define Attendant = Character ('Attendant',color="#5BF0F8", who_outlines=[(gui.name_text_thickness, '#121C68')]) # Aqua
define Sp = Character ('Spears',color="#C7C7C7", who_outlines=[(gui.name_text_thickness, '#272727')]) # Light Grey
define Re = Character ('Reed',color="#ED4C5B", who_outlines=[(gui.name_text_thickness, '#421014')]) # Bright Red
define D = Character ('Driver',color="#FFECBC", who_outlines=[(gui.name_text_thickness, '#563010')]) # Yellow-Orange
define FM = Character ("Fang's Mom",color="#FFD8F6", who_outlines=[(gui.name_text_thickness, '#521947')]) # Bright Pink
define FD = Character ("Fang's Dad",color="#D8A09A", who_outlines=[(gui.name_text_thickness, '#461B1F')]) # Desaturated Orange
define Tsuki = Character ('Mr. Tsuki',color="#A7F2A2", who_outlines=[(gui.name_text_thickness, '#471054')]) # Pear Green
define unknown = Character ('(???)',color="#FFF", who_outlines=[(gui.name_text_thickness, '#000')]) # White
define jingo = Character ('Mr. Jingo',color="#CD8283", who_outlines=[(gui.name_text_thickness, '#0F0D49')]) # Desaturated Red
define MaitD = Character ('Maitre D',color="#AF9EFF", who_outlines=[(gui.name_text_thickness, '#241630')]) # Cobalt Blue
define Moe = Character('Moe',color="#A5BEED", who_outlines=[(gui.name_text_thickness, '#1F253B')]) # Desaturated Blue
define Vince = Character ('Vince',color="#FFECBC", who_outlines=[(gui.name_text_thickness, '#563010')]) # Yellow-Orange
define Waitress = Character ('Waitress',color="#F691C8", who_outlines=[(gui.name_text_thickness, '#512040')]) # Pink
define A = Character ('Anon',color="#36E12D", who_outlines=[(1, '#0C300A')]) # Light Green
define F = Character ('Fang',color="#B4D4CE", who_outlines=[(1, '#112D27')]) # Light Cyan
define Lucy = Character ('Lucy',color="#B4D4CE", who_outlines=[(1, '#112D27')]) # Light Cyan
define Ro = Character ('Rosa',color="#FE712B", who_outlines=[(1, '#3D1809')]) # Red-Orange
define St = Character ('Stella',color="#D2FFAA", who_outlines=[(1, '#203011')]) # Light Green
define N = Character ('Naomi',color="#F8B9A0", who_outlines=[(1, '#291A1B')]) # Peach
define Nas = Character ('Naser',color="#F89E38", who_outlines=[(1, '#2D2D2D')]) # Orange
define T = Character ('Trish',color="#B675E6", who_outlines=[(1, '#1F0632')]) # Purple
define Attendant = Character ('Attendant',color="#8A0036", who_outlines=[(1, '#FFFFFF')]) # Maroon
define Sp = Character ('Spears',color="#C4C3C3", who_outlines=[(1, '#272727')]) # Light Grey
define Re = Character ('Reed',color="#ED4C5B", who_outlines=[(1, '#361013')]) # Bright Red
define D = Character ('Driver',color="#FFC63A", who_outlines=[(1, '#4D280A')]) # Yellow-Orange
define FM = Character ('Fangs Mom',color="#FFD8F6", who_outlines=[(1, '#361730')]) # Bright Pink
define FD = Character ('Fangs Dad',color="#D8A09A", who_outlines=[(1, '#190E0F')]) # Desaturated Orange
define Tsuki = Character ('Mr. Tsuki',color="#A7F2A2", who_outlines=[(1, '#320E3B')]) # Pear Green
define unknown = Character ('(???)',color="#000000", who_outlines=[(1, '#FFFFFF')]) # Black
define jingo = Character ('Mr. Jingo',color="#CD8283", who_outlines=[(1, '#0F0D49')]) # Desaturated Red
define MaitD = Character ('Maitre D',color="#241630", who_outlines=[(1, '#241630')]) # Cobalt Blue
define Moe = Character('Moe',color="#A5BEED", who_outlines=[(1, '#342210')]) # Desaturated Blue
define Vince = Character ('Vince',color="#FFC63A", who_outlines=[(1, '#4D280A')]) # Yellow-Orange
define Waitress = Character ('Waitress',color="#F691C8", who_outlines=[(1, '#402E3A')]) # Pink
#long TB chars
define AnonAndFang = Character('Anon and Fang',color="72DFA8", who_outlines=[(gui.name_text_thickness, '#113623')]) # Cyan
define SV = Character ('Street Vendor',color="#F8E120", who_outlines=[(gui.name_text_thickness, '#58260C')]) # Yellow
define carl = Character ('Mr. Carldewskii',color="#EECB99", who_outlines=[(gui.name_text_thickness, '#082337')]) #Puke Orange
define Drf = Character ('Dr. Fernsworth',color="#DCEEF5", who_outlines=[(gui.name_text_thickness, '#253354')]) #Yellow-Orange
define FRT = Character ('Fang Reed & Trish',color="#DCBBF7", who_outlines=[(gui.name_text_thickness, '#191C78')]) #Light Purple
define AnonAndFang = Character('Anon and Fang',color="72DFA8", who_outlines=[(1, '#113623')], **long_textbox) # Cyan
define SV = Character ('Street Vendor',color="#F8E120", who_outlines=[(1, '#361504')], **long_textbox) # Yellow
define carl = Character ('Mr. Carldewskii',color="#E19E40", who_outlines=[(1, '#03223B')], **long_textbox) # Puke Orange
define Drf = Character ('Dr. Fernsworth',color="#253354", who_outlines=[(1, '#334573')], **long_textbox) # Royal Blue
define FRT = Character ('Fang Reed & Trish',color="#4963A5", who_outlines=[(1, '#FFFFFF')], **long_textbox) # Cold Blue
#Extra image translations
#siloettes
@ -305,7 +301,7 @@ label splashscreen:
UpdateCheck()
if persistent.updateresult != "No new version is available":
updater.update(persistent.updateWebServer, force=True)
stop sound
return

View File

@ -520,7 +520,7 @@ label chapter_14D:
show fang d happy with dissolve
"We chuckle together."
play music "audio/OST/Amberlight Brilliance D ending.ogg" fadein 1.0
play music "audio/OST/Amberlight Brilliance.ogg" fadein 1.0
A "Hey, Lucy…"
"I keep my eyes on the stars, even when Lucy turns to look at me."

View File

@ -158,17 +158,17 @@ screen cg_gallery(flag, __yoffset = 0, origin = 'CG'):
textbutton _(cp['name']) text_color gui.selected_color text_xalign 0.5
else:
if cp['eval'] is None:
textbutton _(cp['name']) activate_sound "audio/ui/uiClick.wav" action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5
textbutton _(cp['name']) action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5
elif eval(cp['eval']):
textbutton _(cp['name']) activate_sound "audio/ui/uiClick.wav" action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5
textbutton _(cp['name']) action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5
else:
textbutton _(cp['name']) text_xalign 0.5
textbutton _("Return") activate_sound "audio/ui/uiBack.wav" action ShowMenu('main_menu') text_xalign 0.5
textbutton _("Return") action ShowMenu('main_menu') text_xalign 0.5
if _in_replay:
textbutton _("End Replay") activate_sound "audio/ui/uiBack.wav" action EndReplay(confirm=True)
textbutton _("End Replay") action EndReplay(confirm=True)
elif not main_menu:
textbutton _("Main Menu") activate_sound "audio/ui/uiBack.wav" action MainMenu()
textbutton _("Main Menu") action MainMenu()
transform:
zoom 0.95
@ -248,7 +248,6 @@ screen view_image(item, _origin, zoom = zoom_arr.index(1.0), flag='a'):
tag menu
key "game_menu" action _origin
key "button_alternate" action _origin
# mousewheel & insert+delete
if (ALLOW_ZOOM):
@ -274,20 +273,13 @@ screen view_image(item, _origin, zoom = zoom_arr.index(1.0), flag='a'):
#Reuse quick buttons, Ren'Py handles touch input lazy, it doesn't have
#double finger pinch zoom, it translates taps as mouse events - have to use
#buttons
hbox:
style_prefix "quick"
xalign 0.5
yalign 0.975
if (ALLOW_ZOOM) and renpy.variant("small"):
if (ALLOW_ZOOM) and renpy.variant("small"):
hbox:
style_prefix "quick"
xalign 0.5
yalign 0.975
use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
[
[ "+", zoom_a_f ],
[ "-", zoom_b_f ],
[ "Return", zoom_b_f ]
[ "-", zoom_b_f ]
] )
elif renpy.variant("small"):
use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
[
[ "Return", _origin ]
] )

View File

@ -1,73 +0,0 @@
# Mod Menu screen ############################################################
##
## Handles jumping to the mods scripts
## Could be more lean but if this is going to one of last time I touch the UI,
## then fine by me
##
#similar to quick_button funcs
screen mod_menu_button(filename, label, function):
button:
xmaximum 600
ymaximum 129
action function
if 'Back' in label or 'Return' in label or 'Quit' in label or 'Main Menu' in label:
activate_sound "audio/ui/uiBack.wav"
else:
activate_sound "audio/ui/uiClick.wav"
fixed:
add filename xalign 0.5 yalign 0.5 zoom 0.9
text label xalign 0.5 yalign 0.5 xanchor 0.5 size 34
# arr is [{
# 'Name': string (name that appears on the button)
# 'Label': string (jump label)
# }, { .. } ]
# Reuse the same image string and keep things 'neat'.
screen mod_menu_buttons(filename, arr):
for x in arr:
use mod_menu_button(filename, x['Name'], Start(x['Label']))
screen mod_menu():
tag menu
style_prefix "main_menu"
add gui.main_menu_background
frame:
xsize 420
yfill True
background "gui/overlay/main_menu.png"
#side_yfill True
vbox:
xpos 1940
yalign 0.03
if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
viewport:
# this could be better but its ok for now
xpos 1885-540
xmaximum 540
ymaximum 0.8
ypos 200
yinitial 0
scrollbars "vertical"
mousewheel True
draggable True
pagekeys True
vbox:
#xpos 1885
spacing 18
#yalign 0.98
#buttons are messed up but that's ok
use mod_menu_button("gui/button/menubuttons/template_idle.png", "Return", ShowMenu("main_menu"))
if len(mod_menu_access) is not 0:
use mod_menu_buttons("gui/button/menubuttons/template_idle.png", mod_menu_access )
else:
use mod_menu_button("gui/button/menubuttons/template_idle.png", "You have no mods", None)

View File

@ -58,4 +58,4 @@ label ending:
if tradwife:
scene c10 with fade
pause 20
return
return