Add quick buttons & indent the script
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game/audio/ui/uiBack.wav
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game/audio/ui/uiBack.wav
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game/audio/ui/uiClick.wav
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game/audio/ui/uiClick.wav
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game/audio/ui/uiFail.wav
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game/audio/ui/uiFail.wav
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game/audio/ui/uiNotification.wav
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game/audio/ui/uiNotification.wav
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game/audio/ui/uiOptionOff.wav
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game/audio/ui/uiOptionOff.wav
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game/audio/ui/uiOptionOn.wav
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game/audio/ui/uiOptionOn.wav
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game/audio/ui/uiRollover.wav
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game/audio/ui/uiRollover.wav
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@ -49,7 +49,7 @@ define gui.hover_muted_color = u'#7a003d'
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## The colors used for dialogue and menu choice text.
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define gui.text_color = '#ffffff'
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define gui.interface_text_color = '#00000000'
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define gui.interface_text_color = '#fff'
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define gui.text_color_outline = '#000'
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@ -196,8 +196,10 @@ define gui.confirm_button_text_xalign = 0.5
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define gui.page_button_borders = Borders(15, 6, 15, 6)
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define gui.quick_button_borders = Borders(15, 6, 15, 0)
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define gui.quick_button_text_color_outline = "#000"
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define gui.quick_button_text_outlines = [ (absolute(1.0), gui.quick_button_text_color_outline, 0, 0) ]
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define gui.quick_button_text_size = 21
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define gui.quick_button_text_idle_color = gui.idle_small_color
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define gui.quick_button_text_idle_color = "#fff"
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define gui.quick_button_text_selected_color = gui.accent_color
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## You can also add your own customizations, by adding properly-named variables.
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game/gui/button/uioptionbuttons/template_hover.png
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game/gui/button/uioptionbuttons/template_hover.png
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game/gui/button/uioptionbuttons/template_idle.png
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game/gui/button/uioptionbuttons/template_idle.png
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@ -98,6 +98,8 @@ style frame:
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screen say(who, what):
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style_prefix "say"
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use quick_menu
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window:
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id "window"
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@ -238,8 +240,47 @@ style choice_button_text is default:
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## The quick menu is displayed in-game to provide easy access to the out-of-game
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## menus.
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screen quick_button(filename, label, function):
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button:
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xsize 71
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ysize 71
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action function
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if 'Return' in label or 'Back' in label or 'Menu' in label:
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activate_sound "audio/ui/uiBack.wav"
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else:
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activate_sound "audio/ui/uiClick.wav"
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fixed:
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add filename xalign 0.5 yalign 0.5 zoom 1
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text label xalign 0.5 yalign 0.5 xanchor 0.5 size 22 style "quick_button_text"
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# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
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# Reuse the same image string and keep things 'neat'.
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screen quick_buttons(filename, label_functions):
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for l_f in label_functions:
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use quick_button(filename, l_f[0], l_f[1])
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image pink_button = im.MatrixColor("gui/button/uioptionbuttons/template_idle.png", im.matrix.hue(50))
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screen quick_menu():
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## Ensure this appears on top of other screens.
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zorder 100
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if quick_menu:
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window:
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xpos 1.45
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ypos 1.012
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vbox:
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style_prefix "quick"
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spacing 1
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use quick_buttons("pink_button",
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[
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[ "Skip", Skip() ],
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[ "Auto", Preference("auto-forward", "toggle") ],
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[ "Back", Rollback() ]
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] )
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screen quick_old_menu():
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## Ensure this appears on top of other screens.
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zorder 100
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@ -1,3 +1,5 @@
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init python:
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renpy.music.register_channel("ambient","sfx",True,tight=True)
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config.default_text_cps = 50
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@ -8,10 +10,12 @@ init python:
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return choices
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label splashscreen:
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python:
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#play sound "audio/bongos.ogg"
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$ renpy.movie_cutscene("images/Cavemanon_logo.webm")
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renpy.movie_cutscene("images/Cavemanon_logo.webm")
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#stop sound
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jump start
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config.overlay_screens.append("quick_menu")
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Start()
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init -1 python:
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kwargs = {'who_xpos': 60,'who_ypos': 36}
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@ -29,6 +33,7 @@ menu:
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"No thank you":
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"No Saucy bits Activated..."
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$ lewd = False
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return
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"Yeah":
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"Saucy bits Activated..."
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@ -754,6 +759,7 @@ python:
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('Keep going', 'going')]
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#narrator("", interact=False)
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renpy.jump(renpy.display_menu(randomize_choices(choices)))
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label skip:
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pause .5
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@ -1156,7 +1162,6 @@ $ persistent.b_end = True
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jump playAgain
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label Neutral:
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"Driving home, I think back to today’s events."
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@ -1388,7 +1393,6 @@ $ persistent.n_end = True
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jump playAgain
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label Good:
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"On the way home, I stop by the ice cream place as promised."
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@ -1748,7 +1752,6 @@ else:
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label bonusend:
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pause 1
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play music 'audio/love_theme_simple.ogg' fadein 1
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