13 Commits

69 changed files with 9178 additions and 3740 deletions

59
.gitignore vendored Normal file
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# macOS-related files
.DS_Store
.AppleDouble
.LSOverride
# Windows-related files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
[Dd]esktop.ini
#Textfile cruft
/project.json
/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
/game/*.rpyc
#Vim (best text editor) swap files
.sw?
#binary files
*.rpyc
*.rpymc
#backups
*.bak
#android
.android.json

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{
"files.exclude": {
"**/*.rpyc": true,
"**/*.rpa": true,
"**/*.rpymc": true,
"**/cache/": true
}
}

661
LICENSE Normal file
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GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU Affero General Public License is a free, copyleft license for
software and other kinds of works, specifically designed to ensure
cooperation with the community in the case of network server software.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
our General Public Licenses are intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
Developers that use our General Public Licenses protect your rights
with two steps: (1) assert copyright on the software, and (2) offer
you this License which gives you legal permission to copy, distribute
and/or modify the software.
A secondary benefit of defending all users' freedom is that
improvements made in alternate versions of the program, if they
receive widespread use, become available for other developers to
incorporate. Many developers of free software are heartened and
encouraged by the resulting cooperation. However, in the case of
software used on network servers, this result may fail to come about.
The GNU General Public License permits making a modified version and
letting the public access it on a server without ever releasing its
source code to the public.
The GNU Affero General Public License is designed specifically to
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provide the source code of the modified version running there to the
users of that server. Therefore, public use of a modified version, on
a publicly accessible server, gives the public access to the source
code of the modified version.
An older license, called the Affero General Public License and
published by Affero, was designed to accomplish similar goals. This is
a different license, not a version of the Affero GPL, but Affero has
released a new version of the Affero GPL which permits relicensing under
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The precise terms and conditions for copying, distribution and
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TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU Affero General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
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To "propagate" a work means to do anything with it that, without
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The Corresponding Source for a work in source code form is that
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All rights granted under this License are granted for the term of
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If you convey a covered work, knowingly relying on a patent license,
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available, or (2) arrange to deprive yourself of the benefit of the
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covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
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If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
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work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
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parties who would receive the covered work from you, a discriminatory
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
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covered work so as to satisfy simultaneously your obligations under this
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not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your version
supports such interaction) an opportunity to receive the Corresponding
Source of your version by providing access to the Corresponding Source
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means of facilitating copying of software. This Corresponding Source
shall include the Corresponding Source for any work covered by version 3
of the GNU General Public License that is incorporated pursuant to the
following paragraph.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU General Public License into a single
combined work, and to convey the resulting work. The terms of this
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but the work with which it is combined will remain governed by version
3 of the GNU General Public License.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU Affero General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU Affero General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU Affero General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU Affero General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
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author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.

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I'm sorry, but errors were detected in your script. Please correct the
errors listed below, and try again.
File "game/script.rpy", line 27: expected '=' not found.
define L&C = Character('Lyra/Clodius', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, "#860a0a")], **kwargs)
^
File "game/script.rpy", line 36: expected statement.
Language(None)
^
File "game/script.rpy", line 39: expected statement.
Language("spanish")
^
File "game/script.rpy", line 60: end of line expected.
L "{i}If you tell anyone this stuff they'd sic a spook squad on your ass so fast and turn your ass into gravel and foundation."{/i}
^
File "game/script.rpy", line 741: expected statement.
L&C "Lyra I-/Clodius I-"
^
File "game/script.rpy", line 874: expected statement.
>>
^
File "game/script.rpy", line 1168: end of line expected.
L "{i}I-it's okay, Clodius…"{/i}
^
File "game/script.rpy", line 1170: end of line expected.
L "{i}I said yes earlier, didn't I?"{/i}
^
File "game/script.rpy", line 1172: end of line expected.
L "{i}I like you, too."{/i}
^
File "game/script.rpy", line 1303: end of line expected.
{i}L "It looks like I'm in witness protection whenever I'm on a date with you!"{/i}
^
Ren'Py Version: Ren'Py 8.0.1.22070801
Thu Aug 4 18:44:15 2022

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"""
ATL Text Tags Ren'Py Module
2021 Daniel Westfall <SoDaRa2595@gmail.com>
http://twitter.com/sodara9
I'd appreciate being given credit if you do end up using it! :D Would really
make my day to know I helped some people out!
Really hope this can help the community create some really neat ways to spice
up their dialogue!
http://opensource.org/licenses/mit-license.php
Forum Post: https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=60527&sid=75b4eb1aa5212a33cbfe9b0354e5376b
Github: https://github.com/SoDaRa/Kinetic-Text-Tags
itch.io: https://wattson.itch.io/kinetic-text-tags
"""
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# General Notes:
# I have not tested every transform property and such some may not work as indended
# Most common ones work fine such as pos and offset.
# I can't imagine this being an issue for most of them. However I imagine that
# anchor, xanchor, yanchor, fit and events may not have the indended effect.
# Tranforms used for ATLText must take up time if they repeat
# The following will cause an error:
# transform random_pos(range):
# xpos (random.random() * range)
# ypos (random.random() * range)
# # If there were a pause 0.01 here, it'd be fine. w/o it, renpy flags this as an infinite loop.
# repeat
# Sadly, repeating a section a limited number of times does not work.
# As an example:
# transform text_rotate_3d(time=1.5):
# matrixanchor (0.5,0.5)
# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
# linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,100)
# linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,100)
# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
# repeat 3
# matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
# linear time matrixtransform RotateMatrix(180,0,180) * OffsetMatrix(0,0,50)
# linear time matrixtransform RotateMatrix(360,0,360) * OffsetMatrix(0,0,0)
# The 'repeat 3' will be skipped and instead just fall through into the next section.
# Thus, repeated sections must be included manually. Which sucks but idk a way
# around it right now.
# Thankfully, infinite repeats work without issue.
# Using matrixtransform and zpos is possible. However, standard text is applied on
# the screens layer. Using:
# camera screens:
# perspective True
# Will enable that layer to use the 3D stage.
# HOWEVER!!!
# Doing so will prevent the user from being able to interact with any buttons
# on that layer. Therefore, it is advised that if you want to use the 3D stage
# for text transforms, you have it be handled on a layer.
# Below is an example of how to implement this.
# While making this I frequently had the source code up for things
# Relevant bits to look over were:
# defaultstore.rpy for how At() works
# display/motion.py for how various kinda of movement are handled
# display/transform.py for the TransformState, Tranform and ATLTransform classes
# atl.py for ATLTransformBase class, which handles a lot of functions for ATLTransform
# display/accelerator.pyx for how Tranform handles rendering.
transform bounce:
ease 0.5 yoffset 10 matrixcolor TintMatrix("#f00")
ease 0.5 yoffset -10 matrixcolor TintMatrix("#00f")
repeat
transform bounce_text(yoff):
ease 0.5 ypos yoff
ease 0.5 ypos -yoff
repeat
transform rotate_text(speed):
linear speed rotate 180
linear speed rotate 360
rotate 0
repeat
transform drop_text(letter, time):
contains:
letter
contains:
letter
yoffset 0 alpha 1
easeout_circ time yoffset 50 alpha 0
letter
repeat
transform fade_in_text(time=0.5, distance=20):
alpha 0 xoffset distance
ease time alpha 1 xoffset 0
# Doing the following will help with using 3D stage transforms on say screen text
# Defining the new layer below the screens layer to allow it to go behind anything on the screens layer
# define config.layers = [ 'master', 'transient', 'threeD_text', 'screens', 'overlay' ]
# Tell the character to use our new layer to display the screen.
# define e_3d = Character("Eileen3D", show_layer="threeD_text")
# And before using the character, be sure to do:
# camera threeD_text:
# perspective True
# And the 3D stage things should work.
# You can also make this layer the default for showing the say screen by doing.
# define config.say_layer = "threeD_text"
# Also remember you can override elements of a character for a line, such as with:
# "Here's a narration line with an override to {atl=-0.1, text_rotate_3d}allow for 3D Text.{/atl}" (show_layer="threeD_text")
transform text_rotate_3d(time=1.5):
matrixanchor (0.5,0.5)
matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
linear time matrixtransform RotateMatrix(180,0,0) * OffsetMatrix(0,0,100)
linear time matrixtransform RotateMatrix(360,0,0) * OffsetMatrix(0,0,100)
matrixtransform RotateMatrix(0,0,0) * OffsetMatrix(0,0,100)
repeat
init python:
class ATLText(renpy.Displayable):
def __init__(self, child, transforms, offset=0, hold=False,**kwargs):
super(ATLText, self).__init__(**kwargs)
self.child = At(child, *transforms)
self.offset = offset
self.hold = hold
# If your ATL uses 2+ contains for a character to be used twice, then
# a fixed is made to contain them. During rendering, this can lead
# to a render that is far larger than the actual character's render.
# To combat this, I'm having it check the original Text's render size
# so we can use that instead. This shouldn't have many consequences,
# but if you observe something weird, maybe try removing the below and
# using the child render's size in the render function
child_render = renpy.render(child, 0, 0, 0, 0)
self.width, self.height = child_render.get_size()
# Because of how renpy handles transforms on screens in 7.4.7, we
# have to update the internals of the transform to get the appropriate
# time on it. Otherwise our offset won't have the correct effect.
# If you're using Renpy 7.4.6 or below and this causes issues, you
# can remove this bit.
if config.atl_start_on_show:
renpy.render(self.child, 0, 0, 0, 0)
def render(self, width, height, st, at):
# Apply the time offset.
st = st + self.offset
at = at + self.offset
if self.hold:
st = max(st, 0)
at = max(at, 0)
# Get child render and our output render
child_render = renpy.render(self.child, width, height, st, at)
# self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
# Next section is to figure out the offset applied to the blit
# Get_Placement returns a tuple containing:
# xpos, ypos, xanchor, yanchor, xoffset, yoffset, subpixel
child_pos = self.child.state.get_placement()
# Sometimes the output of get_placement has some None values in there.
# So use this to get safe output.
def none_to_float(param):
if param is None:
return 0.0
return param
child_xpos = none_to_float(child_pos[0]) + none_to_float(child_pos[4])
child_ypos = none_to_float(child_pos[1]) + none_to_float(child_pos[5])
render.blit(child_render, (child_xpos,child_ypos))
renpy.redraw(self, 0)
return render
def visit(self):
return [ self.child ]
# Allows one to use one or more ATL transforms to define a movement for text.
# Arguments are separated by ',' and transform parameters are separated by '~'
# The offset and hold arguments are optional.
# Arguments:
# offset: (float/'#'/'-#') The time offset between two characters (in seconds).
# If #, then it use's the user's cps setting as the offset
# If -#, does the above but treats it as negative.
# See Notes for details on negative offsets
# hold: ('#') Tells the displayable to hold the value at 0 if time is negative.
# Is ignored if offset is positive.
# See Notes on negative offsets for more details.
# transform_name: (string) The name of a defined transform.
# Will throw an error if doesn't exist
# param: (float/string/'#') A parameter for the transform. Must be ordered by position.
# All numbers will be interpreted as floats. Strings should evaluate to a displayable, a global variable OR
# optionally, can be left as '#' in order to use the current character as a displayable parameter.
# (No current support for keyword args)
# Notes:
# - Transforms are applied using an At() displayable and are added in the same order.
#
# - If a negative offset is supplied, we have to be careful of what time
# we supply to the ATL's render function. If we give it a negtive number, it
# will treat that value as it's new 0 seconds. So if we feed it -2 seconds
# to start, then when it reaches -1.8 seconds, it'll treat that as 0.2 seconds.
# This has the effect of syncronizing every letter, which isn't what we want.
#
# - To combat this, if a negative offset is given I instead push the first
# letter forward in time. That way each subsequent character can approach
# zero with the negative offset.
# So, for example, if we have 6 characters and the offset is to be -0.2 seconds,
# then the 1st character will start at 1.0 seconds, 2nd will start at 0.8,
# and so on until the 6th character starts at 0 seconds.
#
# - However, this may not always be the ideal setup for all transforms,
# such as fades. An alternative is then to hold the time at 0 until it becomes
# positive. Which is what the 'hold' argument applies.
# Re-using the example from before, every character starts at 0 seconds,
# The 1st character will start to move immediately, but the 2nd character
# will wait 0.2 seconds before starting. The 3rd waits 0.4, 4th waits 0.6,
# until the 6th character waits 1.0 seconds before starting.
#
# Examples:
# {atl=[offset],[hold],[transform_name]~[param]~...),...}Text{/atl}
# {atl=0.1, rotate_text~0.5, bounce_text~10}Text{/atl}
# {atl=drop_text~#~0.5}Text{/atl}
# {atl=-#,#,fade_in_text~1.0~-100}Text{/atl}
def atl_tag(tag, argument, contents):
new_list = []
# Split the argument into a list of transforms and their parameters
arg_list = argument.split(',')
atl_list = []
time_offset = 0
hold = False
# Check for an offset
# See if we want to use the current cps settings
if arg_list[0] == "#" or arg_list[0] == "-#":
if preferences.text_cps is not 0:
time_offset = (1.0 / preferences.text_cps)
if arg_list[0] == "-#":
time_offset = time_offset * -1.0
arg_list.pop(0)
# Attempt checking if the first parameter is a float.
else:
try:
time_offset = float(arg_list[0])
arg_list.pop(0)
except:
time_offset = 0
if arg_list[0] == "#":
hold = True
arg_list.pop(0)
# Go through the arguments for transforms.
# Returns False if it finds a "#" in the params without text set
# Otherwise returns a list of transforms
def arg_handler(arg_list, text=None):
return_list = []
for arg in arg_list:
if '~' in arg:
txt_param_list = arg.split('~')
arg = txt_param_list[0].strip()
# Remove the name of the transform from the parameters list
txt_param_list.pop(0)
param_list = []
for i in range(len(txt_param_list)):
param = None
txt_param_list[i] = txt_param_list[i].strip()
# If a #, then we'll have to do some special stuff later
if txt_param_list[i] == "#":
if text == None: # If we weren't supplied a way to handle this, return
return False
param_list.append(text)
continue
# Attempt a float
try:
param = float(txt_param_list[i])
except ValueError:
param = None
# Attempt a global variable
if param == None and txt_param_list[i] in globals():
param = globals()[txt_param_list[i]]
# Attempt a displayable
elif param == None:
param = renpy.displayable(txt_param_list[i])
param_list.append(param)
return_list.append(globals()[arg](*param_list))
else:
arg = arg.strip()
return_list.append(globals()[arg])
return return_list
# Setup char_index
char_index = 0
count_back = False # Used to know if we count forwards or backwards
# If offset is negative and we aren't holding time at zero, count
# the number of characters so char_index can count down to 0.
if time_offset < 0 and not hold:
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
char_index += len(text)
# Handles adding images into text. Remove if you don't want this behavior
elif kind == renpy.TEXT_TAG:
if text.find("image") != -1:
char_index += 1
time_offset = time_offset * -1.0
count_back = True
atl_list = arg_handler(arg_list) # Attempt to get a list of atl functions
# Usual kinetic-text-tag text handling
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
char_text = Text(my_style.apply_style(char))
if atl_list == False:
# If we got a false earlier, then we know we want to call
# one of the transforms with the text character as a parameter
# so we generate the atl_list necessary for each character.
new_atl_list = arg_handler(arg_list, char_text)
char_disp = ATLText(char_text, new_atl_list, char_index * time_offset, hold)
else:
char_disp = ATLText(char_text, atl_list, char_index * time_offset, hold)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
if count_back:
char_index -= 1
else:
char_index += 1
elif kind == renpy.TEXT_TAG:
# Handles adding images into text. Remove if you don't want this behavior
if text.find("image") != -1:
tag, _, value = text.partition("=")
my_img = renpy.displayable(value)
if atl_list == False:
new_atl_list = arg_handler(arg_list, my_img)
img_disp = ATLText(my_img, new_atl_list, char_index * time_offset, hold)
else:
img_disp = ATLText(my_img, atl_list, char_index * time_offset, hold)
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
if count_back:
char_index -= 1
else:
char_index += 1
elif not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
config.custom_text_tags["atl"] = atl_tag

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renpy.solid
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################################################################################
## Initialization
################################################################################
## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1920, 1080)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#9933ff'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#888888'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#c184ff'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#8888887f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#3d1466'
define gui.hover_muted_color = '#5b1e99'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#ffffff'
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = 33
## The size of character names.
define gui.name_text_size = 45
## The size of text in the game's user interface.
define gui.interface_text_size = 33
## The size of labels in the game's user interface.
define gui.label_text_size = 36
## The size of text on the notify screen.
define gui.notify_text_size = 24
## The size of the game's title.
define gui.title_text_size = 75
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 278
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
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 = 360
define gui.name_ypos = 0
## 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 = 0.0
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 402
define gui.dialogue_ypos = 75
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 1116
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(6, 6, 6, 6)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(27, 6, 6, 6)
define gui.check_button_borders = Borders(27, 6, 6, 6)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(15, 6, 15, 6)
define gui.quick_button_borders = Borders(15, 6, 15, 0)
define gui.quick_button_text_size = 21
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 1185
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(150, 8, 150, 8)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = "#444444"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 414
define gui.slot_button_height = 309
define gui.slot_button_borders = Borders(15, 15, 15, 15)
define gui.slot_button_text_size = 21
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 384
define config.thumbnail_height = 216
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 60
## The vertical position of the skip indicator.
define gui.skip_ypos = 15
## The vertical position of the notify screen.
define gui.notify_ypos = 68
## The spacing between menu choices.
define gui.choice_spacing = 33
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 6
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 15
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 15
## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames.
define gui.frame_borders = Borders(6, 6, 6, 6)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(60, 60, 60, 60)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(24, 8, 75, 8)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(24, 8, 60, 8)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written screens.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 38
define gui.scrollbar_size = 18
define gui.slider_size = 38
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(6, 6, 6, 6)
define gui.scrollbar_borders = Borders(6, 6, 6, 6)
define gui.slider_borders = Borders(6, 6, 6, 6)
## Vertical borders.
define gui.vbar_borders = Borders(6, 6, 6, 6)
define gui.vscrollbar_borders = Borders(6, 6, 6, 6)
define gui.vslider_borders = Borders(6, 6, 6, 6)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 210
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 233
define gui.history_name_ypos = 0
define gui.history_name_width = 233
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 255
define gui.history_text_ypos = 3
define gui.history_text_width = 1110
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 15, 0, 30)
## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 173
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 15
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 645
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 225
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 675
define gui.nvl_text_ypos = 12
define gui.nvl_text_width = 885
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 360
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 1170
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 675
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(60, 21, 60, 0)
## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = 45
gui.name_text_size = 54
gui.notify_text_size = 38
gui.interface_text_size = 45
gui.button_text_size = 45
gui.label_text_size = 51
## Adjust the location of the textbox.
gui.textbox_height = 360
gui.name_xpos = 120
gui.dialogue_xpos = 135
gui.dialogue_width = 1650
## Change the size and spacing of various things.
gui.slider_size = 54
gui.choice_button_width = 1860
gui.choice_button_text_size = 45
gui.navigation_spacing = 30
gui.pref_button_spacing = 15
gui.history_height = 285
gui.history_text_width = 1035
gui.quick_button_text_size = 30
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = 255
gui.nvl_name_width = 458
gui.nvl_name_xpos = 488
gui.nvl_text_width = 1373
gui.nvl_text_xpos = 518
gui.nvl_text_ypos = 8
gui.nvl_thought_width = 1860
gui.nvl_thought_xpos = 30
gui.nvl_button_width = 1860
gui.nvl_button_xpos = 30
################################################################################
## Initialization
################################################################################
## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1920, 1080)
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = u'#cc0066'
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = u'#888888'
## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = u'#aaaaaa'
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = u'#e066a3'
## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = u'#ffffff'
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = u'#8888887f'
## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = u'#510028'
define gui.hover_muted_color = u'#7a003d'
## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff'
define gui.interface_text_color = '#fff'
define gui.text_color_outline = '#000'
## The outline
define gui.dialogue_text_outlines = [ (absolute(1.0), gui.text_color_outline, 0, 0) ]
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "gui/FallingSky.otf"
## The font used for character names.
define gui.name_text_font = "gui/FallingSky.otf"
## The font used for out-of-game text.
define gui.interface_text_font = "gui/FallingSky.otf"
## The size of normal dialogue text.
define gui.text_size = 42
## The size of character names.
define gui.name_text_size = 45
define gui.name_text_thickness = absolute(2.0)
## The size of text in the game's user interface.
define gui.interface_text_size = 33
## The size of labels in the game's user interface.
define gui.label_text_size = 36
## The size of text on the notify screen.
define gui.notify_text_size = 24
## The size of the game's title.
define gui.title_text_size = 75
define gui.main_menu_text_size = 60
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.
## The height of the textbox containing dialogue.
define gui.textbox_height = 278
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
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_ypos = -85
## 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
## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
#To make the text with the characters align to the normal text, I set this to match up and make it "just werk". It is a horrible, hacky fix, but werks none the less. I hope this fix is so bad that I never get to write gui code ever again.
#It's still bad but it could be legitmately worse
define gui.dialogue_ypos = 20
define gui.dialogue_xpos = 220
define gui.dialogue_width = 1460
## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
define gui.window_yoffset = 0
define gui.input_yoffset = 0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(6, 6, 6, 6)
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(27, 6, 6, 6)
define gui.check_button_borders = Borders(27, 6, 6, 6)
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(15, 6, 15, 6)
define gui.quick_button_borders = Borders(15, 6, 15, 0)
define gui.quick_button_text_color_outline = "#000"
define gui.quick_button_text_outlines = [ (absolute(1.0), gui.quick_button_text_color_outline, 0, 0) ]
define gui.quick_button_text_size = 21
define gui.quick_button_text_idle_color = "#fff"
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = 1185
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(150, 8, 150, 8)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = "#444444"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = 414
define gui.slot_button_height = 309
define gui.slot_button_borders = Borders(15, 15, 15, 15)
define gui.slot_button_text_size = 21
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 384
define config.thumbnail_height = 216
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 60
## The vertical position of the skip indicator.
define gui.skip_ypos = 15
## The vertical position of the notify screen.
define gui.notify_ypos = 68
## The spacing between menu choices.
define gui.choice_spacing = 33
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 6
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 15
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between file page buttons.
define gui.page_spacing = 0
## The spacing between file slots.
define gui.slot_spacing = 15
## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames.
define gui.frame_borders = Borders(6, 6, 6, 6)
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(60, 60, 60, 60)
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(24, 8, 75, 8)
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(24, 8, 60, 8)
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written screens.
## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 38
define gui.scrollbar_size = 18
define gui.slider_size = 38
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(6, 6, 6, 6)
define gui.scrollbar_borders = Borders(6, 6, 6, 6)
define gui.slider_borders = Borders(6, 6, 6, 6)
## Vertical borders.
define gui.vbar_borders = Borders(6, 6, 6, 6)
define gui.vscrollbar_borders = Borders(6, 6, 6, 6)
define gui.vslider_borders = Borders(6, 6, 6, 6)
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 210
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 233
define gui.history_name_ypos = 0
define gui.history_name_width = 233
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 255
define gui.history_text_ypos = 3
define gui.history_text_width = 1110
define gui.history_text_xalign = 0.0
## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 15, 0, 30)
## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 173
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 15
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 645
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 225
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 675
define gui.nvl_text_ypos = 12
define gui.nvl_text_width = 885
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 360
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 1170
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 675
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
# init python:
# ## This increases the size of the quick buttons to make them easier to touch
# ## on tablets and phones.
# if renpy.variant("touch"):
# gui.quick_button_borders = Borders(60, 21, 60, 0)
# ## This changes the size and spacing of various GUI elements to ensure they
# ## are easily visible on phones.
# if renpy.variant("small"):
# ## Font sizes.
# gui.text_size = 45
# gui.name_text_size = 54
# gui.notify_text_size = 38
# gui.interface_text_size = 45
# gui.button_text_size = 45
# gui.label_text_size = 51
# ## Adjust the location of the textbox.
# gui.textbox_height = 360
# gui.name_xpos = 120
# gui.dialogue_xpos = 135
# gui.dialogue_width = 1650
# ## Change the size and spacing of various things.
# gui.slider_size = 54
# gui.choice_button_width = 1860
# gui.choice_button_text_size = 45
# gui.navigation_spacing = 30
# gui.pref_button_spacing = 15
# gui.history_height = 285
# gui.history_text_width = 1035
# gui.quick_button_text_size = 30
# ## File button layout.
# gui.file_slot_cols = 2
# gui.file_slot_rows = 2
# ## NVL-mode.
# gui.nvl_height = 255
# gui.nvl_name_width = 458
# gui.nvl_name_xpos = 488
# gui.nvl_text_width = 1373
# gui.nvl_text_xpos = 518
# gui.nvl_text_ypos = 8
# gui.nvl_thought_width = 1860
# gui.nvl_thought_xpos = 30
# gui.nvl_button_width = 1860
# gui.nvl_button_xpos = 30

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"""
Kinetic Text Tags Ren'Py Module
2021 Daniel Westfall <SoDaRa2595@gmail.com>
http://twitter.com/sodara9
I'd appreciate being given credit if you do end up using it! :D Would really
make my day to know I helped some people out!
Really hope this can help the community create some really neat ways to spice
up their dialogue!
http://opensource.org/licenses/mit-license.php
Github: https://github.com/SoDaRa/Kinetic-Text-Tags
itch.io: https://wattson.itch.io/kinetic-text-tags
Forum Post: https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=60527&sid=75b4eb1aa5212a33cbfe9b0354e5376b
"""
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
### UPDATE ###
# With the new ATL text tag, a handful of effects I've made have become redundant.
# Namely the bounce (bt), fadein (fi) and rotation (rotat) effects.
# However, I'll leave them in here for posterity and in case someone would like
# to reuse some of the code for whatever purpose.
# Plus the bounce and fadein may be faster to type for some. And I'd probably
# break some code if I did. Though feel free to remove them if you find them
# to be clutter.
##### Our preference to disable the chaos text #####
default preferences.chaos_on = False # You can change this to be gui.chaos_text or persistent.chaos_text if you'd prefer.
init python:
import random
import math
# This will maintain what styles we want to apply and help us apply them
class DispTextStyle():
# Notes:
# - "" denotes a style tag. Since it's usually {=user_style} and we partition
# it over the '=', it ends up being an empty string
# - If you want to add your own tags to the list, I recommend adding them
# before the ""
# - Self-closing tags should not be added here and should be handled
# in the text tag function.
custom_tags = ["omega", "bt", "fi", "sc", "rotat", "chaos", "move"]
accepted_tags = ["", "b", "s", "u", "i", "color", "alpha", "font", "size", "outlinecolor", "plain", 'cps']
custom_cancel_tags = ["/" + tag for tag in custom_tags]
cancel_tags = ["/" + tag for tag in accepted_tags]
def __init__(self):
self.tags = {}
# For setting style properties. Returns false if it accepted none of the tags
def add_tags(self, char):
tag, _, value = char.partition("=") # Separate the tag and its info
# Add tag to dictionary if we accept it
if tag in self.accepted_tags or tag in self.custom_tags:
if value == "":
self.tags[tag] = True
else:
self.tags[tag] = value
return True
# Remove mark tag as cleared if should no longer apply it
if tag in self.cancel_tags or tag in self.custom_cancel_tags:
tag = tag.replace("/", "")
self.tags.pop(tag)
return True
return False # If we got any other tag, tell the function to let it pass
# Applies all style properties to the string
def apply_style(self, char):
new_string = ""
# Go through and apply all the tags
new_string += self.start_tags()
# Add the character in the middle
new_string += char
# Now close all the tags we opened
new_string += self.end_tags()
return new_string
# Spits out start tags. Primarily used for SwapText
def start_tags(self):
new_string = ""
# Go through the custom tags
for tag in self.custom_tags:
if tag in self.tags:
if self.tags[tag] == True:
new_string += "{" + tag + "}"
else:
new_string += "{" + tag + "=" +self.tags[tag] + "}"
# Go through the standard tags
for tag in self.accepted_tags:
if tag in self.tags:
if self.tags[tag] == True:
new_string += "{" + tag + "}"
else:
new_string += "{" + tag + "=" +self.tags[tag] + "}"
return new_string
# Spits out ending tags. Primarily used for SwapText
def end_tags(self):
new_string = ""
# The only tags we are required to end are any custom text tags.
# And should also end them in the reverse order they were applied.
reversed_cancels = [tag for tag in self.custom_cancel_tags]
reversed_cancels.reverse()
for tag in reversed_cancels:
temp = tag.replace("/", "")
if temp in self.tags:
new_string += "{" + tag + "}"
return new_string
### TEXT WRAPPER CLASSES ###
# Basic text displacement demonstration
class BounceText(renpy.Displayable):
def __init__(self, child, char_offset, amp=20, period=4.0, speed = 1.0, **kwargs):
# Pass additional properties on to the renpy.Displayable
# constructor.
super(BounceText, self).__init__(**kwargs) # REMEMBER TO RENAME HERE TO YOUR CLASS
# For all of my classes, I assume I am being passed a displayable
# of class Text. If you might not, I recommend going with the default of
# self.child = renpy.displayable(child)
self.child = child
self.amp = amp # The amplitude of the sine wave
self.char_offset = char_offset # The offset into the sine wave
self.period = period # Affects the distance between peaks in the wave.
self.speed = speed # Affects how fast our wave moves as a function of time.
def render(self, width, height, st, at):
# Where the current offset is calculated
# (self.char_offset * -.1) makes it look like the left side is leading
# We use st to allow this to change over time
curr_height = math.sin(self.period*((st * self.speed)+(float(self.char_offset) * -.1))) * float(self.amp)
#### A Transform can be used for several effects ####
# t = Transform(child=self.child, alpha = curr_height)
# Create a render from the child.
# Replace self.child with t to include an alpha or zoom transform
child_render = renpy.render(self.child, width, height, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
# This will position our child's render. Replacing our need for an offset Transform
render.subpixel_blit(child_render, (0, curr_height))
renpy.redraw(self, 0) # This lets it know to redraw this indefinitely
return render
def event(self, ev, x, y, st):
return self.child.event(ev, x, y, st)
def visit(self):
return [ self.child ]
# Simple fade in. Helps show some ideas for timing
# May want to modify to allow it to skip to the end if the user clicks.
# Otherwise plays for the full time given.
class FadeInText(renpy.Displayable):
def __init__(self, child, char_num, fade_time, slide_distance=100, **kwargs):
super(FadeInText, self).__init__(**kwargs)
# The child.
self.child = child
self.fade_time = fade_time
self.display_time = .01
self.slide_distance = slide_distance
# This is to get seconds per character on screen for later
# Allowing this effect to scale with the player's desired text speed
cps = 0.0
if preferences.text_cps is not 0: # Avoid division by 0.0
cps = (1.0 / preferences.text_cps)
self.time_offset = char_num * cps # How long to wait before doing things
def render(self, width, height, st, at):
curr_alpha = 0.0
xoff = 5.0
if st > self.time_offset:
adjust_st = st - self.time_offset # Adjust for time delay
curr_alpha = adjust_st/self.fade_time
xoff = max(self.slide_distance - ((adjust_st/self.fade_time) * self.slide_distance), 0)
# Example of using transform to adjust alpha
t = Transform(child=self.child, alpha = curr_alpha)
child_render = renpy.render(t, width, height, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
render.subpixel_blit(child_render, (xoff, 0))
# Stop redrawing when the animation is finished.
if st <= self.fade_time + self.time_offset:
renpy.redraw(self, 0)
return render
def visit(self):
return [ self.child ]
# Simple random motion effect
class ScareText(renpy.Displayable):
def __init__(self, child, square=2, **kwargs):
super(ScareText, self).__init__(**kwargs)
self.child = child
self.square = square # The size of the square it will wobble within.
# Include more variables if you'd like to have more control over the positioning.
def render(self, width, height, st, at):
# Randomly move the offset of the text's render.
xoff = (random.random()-.5) * float(self.square)
yoff = (random.random()-.5) * float(self.square)
child_render = renpy.render(self.child, width, height, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
render.subpixel_blit(child_render, (xoff, yoff))
renpy.redraw(self, 0)
return render
def visit(self):
return [ self.child ]
# Demonstration of changing text styles on the fly
# Could also predefine some styles and swap between those as well!
# Also for this effect in particular, I ---HIGHLY--- advise building in some way to disable it
# as it can be pretty harsh on the eyes.
# An example of how you can make this a preference option is included below.
class ChaosText(renpy.Displayable):
# Some may want to have this list be more of a global variable than baked into the class.
font_list = ["FOT-PopJoyStd-B.otf", "GrenzeGotisch-VariableFont_wght.ttf", "Pacifico-Regular.ttf", "RobotoSlab-ExtraBold.ttf",\
"RobotoSlab-Medium.ttf", "SyneTactile-Regular.ttf", "TurretRoad-Bold.ttf", "TurretRoad-ExtraBold.ttf", "TurretRoad-ExtraLight.ttf", \
"TurretRoad-Light.ttf", "TurretRoad-Medium.ttf", "TurretRoad-Regular.ttf"]
#Just a list so we can pull any hex value randomly
color_choice = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F"]
def __init__(self, orig_text, **kwargs):
super(ChaosText, self).__init__(**kwargs) #REMEMBER TO RENAME HERE TO YOUR CLASS
# Create our child
self.child = renpy.text.text.Text(orig_text)
self.orig_text = orig_text
self.last_style = None # This will be used for renders if the user wants to stop chaos text
def render(self, width, height, st, at):
if not preferences.chaos_on: # This preference is defined near the top of this file. And can be set in the preferences screen (see line 783-787 in screens.rpy)
if self.last_style is not None: # If this is our first render, then should do that first
# Rest of this is just a repeat of what's below.
self.child.set_text(self.last_style.apply_style(self.orig_text))
child_render = renpy.render(self.child, width, height, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
render.subpixel_blit(child_render, (0, 0))
return render
# We'll create a new text style for this render
new_style = DispTextStyle()
new_color = ""
# Create a random color using hex values
for i in range(0,6):
new_color += renpy.random.choice(self.color_choice)
new_color = "#" + new_color
new_style.add_tags("color=" + str(new_color))
# Random size
rand_size = renpy.random.randint(0,50)
new_style.add_tags("size="+str(rand_size))
# Random font
rand_font = renpy.random.choice(self.font_list)
new_style.add_tags("font="+rand_font)
#Apply our style to our Text child
self.child.set_text(new_style.apply_style(self.orig_text))
# Create a render from the child.
child_render = renpy.render(self.child, width, height, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
render.subpixel_blit(child_render, (0, 0))
renpy.redraw(self,0)
self.last_style = new_style # Save the current style for if the user wishes to turn off the Chaos tag
return render
def visit(self):
return [ self.child ]
# Demonstration of using a Transform on the text and applying rotation
class RotateText(renpy.Displayable):
def __init__(self, child, speed=300, **kwargs):
super(RotateText, self).__init__(**kwargs)
self.child = child
self.speed = speed # The speed of our rotation
def render(self, width, height, st, at):
theta = math.radians(st * float(self.speed))
t = Transform(child=self.child, rotate=st*float(self.speed))
child_render = renpy.render(t, width, height/2, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height/2)
# Problem with using a Transform though is that each character will be padded
# Because the rotation may make it wider or taller depending on the character and angle.
# How best to tackle this though may vary depending on how you'd like to implement it.
render.blit(child_render, (0,0))
renpy.redraw(self, 0)
return render
def visit(self):
return [ self.child ]
# The following is an alternative version of rotate that allows for rotation in the x and y axis
# Functionally equivalent to using a Transform and flipping it using ATL xzoom and yzoom constrained between 0 and 1
# Using a Transform might be better in some cases, but I'll leave this here for anyone who'd prefer to work with angles
# for this kind of effect.
# Other matrix functions of note include
# renpy.display.matrix.perspective(w,h,n,p,f)
# renpy.display.matrix.screen_projection(w,h) < Renpy space to OpenGL viewport
# renpy.display.matrix.texture_projection(w,h) < Renpy space to OpenGL render-to-texture
# You can look up more about them in the renpy\display\matrix_functions.pyx file
# Credit to the FancyText module creator yukinogatari for the idea.
# FancyText module can be found at https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=59587
"""
class RotateText(renpy.Displayable):
def __init__(self, child, speed=100, **kwargs):
super(RotateText, self).__init__(**kwargs)
self.child = child
self.speed = speed # The speed of our rotation
def render(self, width, height, st, at):
angle = st * self.speed
# Which parameter you put the 'angle' into will affect which axis the render rotates on.
# Try moving it around and seeing what happens.
rotation_m = renpy.display.matrix.rotate(angle,0,0)
child_render = renpy.render(self.child, width, height, st, at)
c_width, c_height = child_render.get_size()
# This applies the rotation to our child's render.
child_render.reverse = rotation_m
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
# Math nerds might realize I'm not offsetting the transform.
# While renpy.display.matrix.offset(x,y,z) is a thing, it won't change much
# The real place to apply the offset is in your final blit. Which is what we'll calculate here
# Rotations on x axis
theta2 = math.radians(st * float(self.speed) + 180)
c = math.cos(theta2) + 1.0
xoff = 0
yoff = c * self.height
if yoff > self.height:
yoff = self.height
render.subpixel_blit(child_render, (xoff,yoff))
renpy.redraw(self, 0)
return render
def visit(self):
return [ self.child ]
"""
# Simple text swap effect
# It can be prone to having letters out of place when part of a larger string
# I recommended you pass it the entire line to avoid this issue.
# Can also just define every line it'll need in advance and just tell it which
# ones to swap to to be extra sneaky. Then the text won't be in your script at all!
class SwapText(renpy.Displayable):
def __init__(self, start_tags, text1, text2, end_tags, swap_time, **kwargs):
super(SwapText, self).__init__(**kwargs)
#Style tags we'll need as well as the text
self.start_tags = start_tags
self.text1 = text1
self.text2 = text2
self.end_tags = end_tags
# How long between swapping text
self.s_time = swap_time
# An internal timer to keep track of when to swap
self.timer = 0.0
# Determines if we swap to text1 or text2 next
self.swap_to_1 = False
self.child = Text(start_tags + text1 + end_tags)
self.st = 0.0
def render(self, width, height, st, at):
delta = st - self.st # How long since last update
self.timer += delta
if self.timer > self.s_time:
# If time to swap, determine which one to swap to.
if self.swap_to_1:
self.child.set_text(self.start_tags + self.text1 + self.end_tags)
self.swap_to_1 = False
self.timer = 0.0
else:
self.child.set_text(self.start_tags + self.text2 + self.end_tags)
self.swap_to_1 = True
self.timer = 0.0
child_render = renpy.render(self.child, width, height, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
render.subpixel_blit(child_render, (0,0))
renpy.redraw(self, 0)
self.st = st # So we can check how long since last update
return render
def visit(self):
return [ self.child ]
# An example of text that moves and reacts to the mouse.
# Sidenote: The position the mouse is distorted if the screen is resized.
# I did try to find a way to counteract this, but didn't have much luck.
# Seems to only happen on the x component though. No clue why.
# If anyone can pinpoint the issue, please let me know and I'll be happy to fix it.
class MoveText(renpy.Displayable):
def __init__(self, child, **kwargs):
super(MoveText, self).__init__(**kwargs)
self.affect_distance = 150
self.child = child
self.mouse_pos = (1000,1000)
self.pos = (0,0)
def render(self, width, height, st, at):
child_render = renpy.render(self.child, width, height, st, at)
self.width, self.height = child_render.get_size()
render = renpy.Render(self.width, self.height)
# x and y we get in the event function are relative to the top left corner of the displayable initially.
# So we'll want to update it to reflect the actual position of our text
trans_x = self.mouse_pos[0] - self.pos[0] - (self.width / 2)
trans_y = self.mouse_pos[1] - self.pos[1] - (self.height / 2)
vl = math.hypot(trans_x,trans_y)
xpos, ypos = self.pos
# Can skip calculation if vector length is further than our specified effect distance
if vl < self.affect_distance:
distance = 3.0 * (self.affect_distance-vl) / self.affect_distance
xpos -= distance * trans_x / vl
ypos -= distance * trans_y / vl
self.pos = (xpos, ypos) # Preserve the new pos
# Use our child's position as determined by the event function
render.subpixel_blit(child_render, (xpos, ypos))
renpy.redraw(self, 0)
return render
def event(self, ev, x, y, st):
self.mouse_pos = (x,y)
# Pass the event to our child.
return self.child.event(ev, x, y, st)
def visit(self):
return [ self.child ]
### CUSTOM TAG FUNCTIONS ###
# Letters move in a sine wave.
# Arguments are separated by dashes.
# Arguments:
# 'a': (int) The amplitude (height) of the text's sine wave motion. How high and low it'll go from it's default position in pixels.
# 'p': (float) The period of the wave. Distance between peaks in the wave.
# 's': (float) The speed of the wave. How fast it moves with time.
# Example: {bt=[height]}Text{/bt}
# Example: {bt=h5-p2.0-s0.5}Text{/bt}
# If a lone number is given, it is treated as the amplitude only to ensure backwards compatibility
# Example: {bt=10}Text{/bt}
def bounce_tag(tag, argument, contents):
new_list = [ ] # The list we will be appending our displayables into
amp, period, speed = 20, 4.0, 1.0
if argument == "": # If the argument received is blank, insert a default value
amp = 20
else:
argument = argument.split('-')
if len(argument) == 1 and argument[0][0].isdigit(): # Default behavior to ensure backward compatibility
amp = int(argument[0])
else:
for arg in argument:
if arg[0] == 'a':
amp = int(arg[1:])
elif arg[0] == 'p':
period = float(arg[1:])
elif arg[0] == 's':
speed = float(arg[1:])
char_offset = 0 # Since we want our text to move in a wave,
# we want to let each character know where it is in the wave.
# So they move in harmony. Otherwise they rise and fall all together.
my_style = DispTextStyle() # This will keep track of what tags and styling to add to each letter
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text: # Extract every character from the string
char_text = Text(my_style.apply_style(char)) # Create a Text displayable with our styles applied
char_disp = BounceText(char_text, char_offset, amp=amp, period=period, speed=speed) # Put the Text into the Wrapper
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp)) # Add it back in as a displayable
char_offset += 1
elif kind == renpy.TEXT_TAG:
if text.find("image") != -1:
tag, _, value = text.partition("=")
my_img = renpy.displayable(value)
img_disp = BounceText(my_img, char_offset, amp=amp, period=period, speed=speed)
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
char_offset += 1
elif not my_style.add_tags(text):
new_list.append((kind, text))
# I honestly never got around to testing this. Not often the text
# already has a displayable in it. Let me know if it breaks though.
elif kind == renpy.TEXT_DISPLAYABLE:
char_disp = BounceText(text, char_offset, amp=amp, period=period, speed=speed)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
char_offset += 1
else: # Don't touch any other type of content
new_list.append((kind,text))
return new_list
# Letters will start off to the right & invisible. And will then move left while increasing their opacity. Good for meditation and calm text.
# offset: (int) Offset within the line. Needed to help time start of fade-in with other slow text characters.
# time: (float) How long in seconds the animation lasts.
# distance: (int) How many pixels the fade in occurs across
# Example: {fi=[offset]-[time]-[distance]}Text{/fi}
def fade_in_tag(tag, argument, contents):
new_list = [ ]
my_index, fade_time, slide_distance = 0, 5.0, 100
if argument != "":
argument = argument.split('-')
if len(argument) > 0:
my_index = int(argument[0])
if len(argument) > 1:
fade_time = float(argument[1])
if len(argument) > 2:
slide_distance = int(argument[2])
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
if char == ' ':
new_list.append((renpy.TEXT_TEXT, ' ')) # Skips blank space since looks weird counting it
continue
char_text = Text(my_style.apply_style(char))
char_disp = FadeInText(char_text, my_index, fade_time, slide_distance)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
my_index += 1
elif kind == renpy.TEXT_TAG:
if text.find("image") != -1:
tag, _, value = text.partition("=")
my_img = renpy.displayable(value)
img_disp = FadeInText(my_img, my_index, fade_time, slide_distance)
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
my_index += 1
elif not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
# Letters change position every frame randomly. Good for very angry or quivering dialogue.
# range: (int) Letters are confined to a square around their default location. Range determines length of the sides of that square.
# Higher values will make it very chaotic while smaller values will make it quite minimal.
# Example: {sc=[range]}Text{/sc}
def scare_tag(tag, argument, contents):
new_list = [ ]
if argument == "":
argument = 5
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
char_text = Text(my_style.apply_style(char))
char_disp = ScareText(char_text, argument)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
elif kind == renpy.TEXT_TAG:
if text.find("image") != -1:
tag, _, value = text.partition("=")
my_img = renpy.displayable(value)
img_disp = ScareText(my_img, argument)
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
elif not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
# Letters change their font, color and size every frame.
# Example: {chaos}Text{/chaos}
# Honestly more a demonstration of what can be done than useful in it's own right.
# If you create tags this chaotic, please include a way to turn it off for people with epilepsy.
def chaos_tag(tag, argument, contents):
new_list = [ ]
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
char_disp = ChaosText(my_style.apply_style(char))
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
elif kind == renpy.TEXT_TAG:
if not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
# Letters rotate in place. Good for stylized intros or UI
# Speed: (int) How fast the rotation will be.
# Example: {rotat=[speed]}Text{/rotat}
def rotate_tag(tag, argument, contents):
new_list = [ ]
# Argument here will reprsent the desired speed of the rotation.
if argument == "":
argument = 400
else:
argument = int(argument)
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
char_text = Text(my_style.apply_style(char))
char_disp = RotateText(char_text, argument)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
elif kind == renpy.TEXT_TAG:
if text.find("image") != -1:
tag, _, value = text.partition("=")
my_img = renpy.displayable(value)
img_disp = RotateText(my_img, argument)
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
elif not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
# Causes letters to change between two strings every couple of seconds.
# text1: (String) First set of characters to display. Should be equal to the length of the characters we're replacing
# text2: (String) Second set of characters to display. Should be equal to the length of text1
# swap_time: (int) Length of time between character swap
# Arguments are separated by '@'. Length of strings should not exceed length of text they are replacing.
# Example: {swap=Text@Four@0.5}Text{}
# This is a pretty static way of doing it mostly made to demonstrate the concept.
# Included for others to build upon for their needs.
def swap_tag(tag, argument, contents):
new_list = [ ]
if argument == "":
return contents
text1, _, argument = argument.partition("@")
text2, _, argument = argument.partition("@")
if len(text1) != len(text2):
new_list.append((renpy.TEXT_TEXT, "ERROR!"))
swap_time = float(argument)
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
# This one replaces the whole text rather than extracting over letters
# That way it can take up this whole block with its own Text displayable
char_disp = SwapText(my_style.start_tags(), text1, text2, my_style.end_tags(), swap_time)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
elif kind == renpy.TEXT_TAG:
if not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
# Makes it so the text within moves away from the mouse. More example of what can be done than useful
# Example: {move}Text{/move}
def move_tag(tag, argument, contents):
new_list = [ ]
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
char_text = Text(my_style.apply_style(char))
char_disp = MoveText(char_text)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
elif kind == renpy.TEXT_TAG:
if text.find("image") != -1:
tag, _, value = text.partition("=")
my_img = renpy.displayable(value)
img_disp = MoveText(my_img)
new_list.append((renpy.TEXT_DISPLAYABLE, img_disp))
elif not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
# Some text effects won't allow for a paragraph break if applied to a whole line
# Which can cause your text to just continue straight off the screen.
# To amend this, you can insert the {para} tag.
# This will let the Text displayable holding us know when to wrap.
# Can also use \n in most cases. But leaving this for people who may already be using it
# or for cases where \n doesn't work.
def paragraph_tag(tag, argument):
return [(renpy.TEXT_PARAGRAPH, "")]
# This tag is made to automatically wrap several Classes inside one another
# This is to reduce strain on the render pipeline and memory from nested classes
# Notes:
# GradientText and GlitchText are omitted because they were made after the 1.0 release.
# SwapText and MoveText are omitted for possible issues.
# SwapText because is not included in this due to it replacing whole sections rather than
# individual letters. Would be better to embed an Omega inside a SwapText.
# MoveText because of potential issues of having things like BounceText affect
# affecting the position of the letter visually.
# Would be better to have an event call attached to one of those so it can account
# for the transformations of other tags
# Argument Notes (all tag args accept same arguments as original tag):
# BT: BounceText
# SC: ScareText
# FI: FadeInText
# ROT: RotateText
# CH: ChaosText
# All tag arguments are seperated by @.
# Example: {omega=BT=[bt_arg]@SC=[sc_arg]@FI=[fi_arg1]-[fi_arg2]@ROT=[rot_arg]@CH}Text{/omega}
def omega_tag(tag, argument, contents):
new_list = [ ]
if argument == "": # This tag must have arguments
return contents
# Variable for each of our tags. None if it takes one argument.
# Boolean if 0 or many arguments.
bt_tag = None
sc_tag = None
fi_tag = False
rot_tag = None
chao_tag = False
fi_arg_1 = None
fi_arg_2 = None
args = [ ]
arg_count = argument.count('@') # Count how many partitions we will need to make
for x in range(arg_count): # Extract all the tags and arguments with them
new_arg, _, argument = argument.partition('@')
args.append(new_arg)
args.append(argument)
# Determine what tags we'll need to apply and the arguments associated with them
for arg in args:
tag, _, value = arg.partition('=')
if tag == "BT":
if value is not "":
bt_tag = value
else:
bt_tag = 10
elif tag == "SC":
if value is not "":
bt_tag = value
else:
bt_tag = 5
# Multiargument tag example. Be sure to use different partitions for these
elif tag == "FI":
fi_tag = True
str1, _, str2 = value.partition('-')
fi_arg_1 = int(str1)
fi_arg_2 = float(str2)
elif tag == "ROT":
rot_tag = value
elif tag == "CH":
chao_tag = True
my_style = DispTextStyle()
my_index = 0 # Some Classes will need an index
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
# Apply base Wrappers to letter
if chao_tag:
char_disp = ChaosText(my_style.apply_style(char))
else:
char_disp = Text(my_style.apply_style(char))
# Apply further Wraps
# Be sure to consider if the order will be important to you
if bt_tag is not None:
char_disp = BounceText(char_disp, my_index, bt_tag)
if sc_tag is not None:
char_disp = ScareText(char_disp, sc_tag)
if fi_tag:
char_disp = FadeInText(char_disp, my_index + fi_arg_1, fi_arg_2)
if rot_tag is not None:
char_disp = RotateText(char_disp, rot_tag)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
elif kind == renpy.TEXT_TAG:
if not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
"""
# Template tag function to copy off of.
def TEMPLATE_tag(tag, argument, contents):
new_list = [ ]
if argument == "":
argument = 5
my_style = DispTextStyle()
for kind,text in contents:
if kind == renpy.TEXT_TEXT:
for char in text:
char_text = Text(my_style.apply_style(char))
char_disp = TEMPLATEText(char_text, argument)
new_list.append((renpy.TEXT_DISPLAYABLE, char_disp))
elif kind == renpy.TEXT_TAG:
if not my_style.add_tags(text):
new_list.append((kind, text))
else:
new_list.append((kind,text))
return new_list
"""
# Define our new text tags
config.custom_text_tags["bt"] = bounce_tag
config.custom_text_tags["fi"] = fade_in_tag
config.custom_text_tags["sc"] = scare_tag
config.custom_text_tags["rotat"] = rotate_tag
config.custom_text_tags["chaos"] = chaos_tag
config.custom_text_tags["swap"] = swap_tag
config.custom_text_tags["move"] = move_tag
config.custom_text_tags["omega"] = omega_tag
config.self_closing_custom_text_tags["para"] = paragraph_tag
# Template tag function
#config.custom_text_tags[""] = _tag

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@ -12,7 +12,7 @@
##
## The _() surrounding the string marks it as eligible for translation.
define config.name = _("sexo_space_lady_game")
define config.name = _("A Star in her Eyes")
## Determines if the title given above is shown on the main menu screen. Set
@ -30,6 +30,10 @@ define config.version = "1.0"
## triple-quotes, and leave a blank line between paragraphs.
define gui.about = _p("""
A game made by Cavemanon, an upcoming indie game team comprised of many members from around the world. Currently developing {color=#f1a5d8}Exit 665{/color}, {color=#f1a5d8}I Wani Hug that Gator!{/color}, and more!
You can find out about most recent updates and developments at our {a=https://twitter.com/Cavemanon}twitter{/a}.
""")
@ -37,7 +41,7 @@ define gui.about = _p("""
## distribution. This must be ASCII-only, and must not contain spaces, colons,
## or semicolons.
define build.name = "sexo_space_lady_game"
define build.name = "A_Star_in_her_Eyes"
## Sounds and music ############################################################
@ -48,7 +52,7 @@ define build.name = "sexo_space_lady_game"
define config.has_sound = True
define config.has_music = True
define config.has_voice = True
define config.has_voice = False
## To allow the user to play a test sound on the sound or voice channel,
@ -120,7 +124,7 @@ define config.window_hide_transition = Dissolve(.2)
## Controls the default text speed. The default, 0, is infinite, while any other
## number is the number of characters per second to type out.
default preferences.text_cps = 0
default preferences.text_cps = 50
## The default auto-forward delay. Larger numbers lead to longer waits, with 0
@ -183,6 +187,7 @@ init python:
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
build.classify('**/README.md', None)
## To archive files, classify them as 'archive'.

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game/tl/es/options.rpy Normal file
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@ -0,0 +1,12 @@
# TODO: Translation updated at 2022-12-19 09:17
translate es strings:
# game/options.rpy:15
old "A Star in her Eyes"
new "A Star in her Eyes"
# game/options.rpy:32
old "A game made by Cavemanon, an upcoming indie game team comprised of many members from around the world. Currently developing {color=#f1a5d8}Exit 665{/color}, {color=#f1a5d8}I Wani Hug that Gator!{/color}, and more!\n\nYou can find out about most recent updates and developments at our {a=https://twitter.com/Cavemanon}twitter{/a}.\n\n"
new "A game made by Cavemanon, an upcoming indie game team comprised of many members from around the world. Currently developing {color=#f1a5d8}Exit 665{/color}, {color=#f1a5d8}I Wani Hug that Gator!{/color}, and more!\n\nYou can find out about most recent updates and developments at our {a=https://twitter.com/Cavemanon}twitter{/a}.\n\n"

441
game/tl/es/screens.rpy Normal file
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@ -0,0 +1,441 @@
# TODO: Translation updated at 2022-10-24 02:14
translate es strings:
old "Start"
new "Comenzar"
old "Bonus Chapters"
new "Capitulos extra"
old "Language"
new "Lenguaje"
old "Quit"
new "Salir"
# game/screens.rpy:381
old "History"
new "Historia"
# game/screens.rpy:382
old "Save"
new "Guardar"
# game/screens.rpy:383
old "Load"
new "Cargar"
# game/screens.rpy:384
old "Delete"
new "Borrar"
# game/screens.rpy:385
old "Options"
new "Opciones"
# game/screens.rpy:387
old "Return"
new "Volver"
# game/screens.rpy:391
old "End Replay"
new "Fin de la reproducción"
# game/screens.rpy:395
old "Main Menu"
new "Menú principal"
# game/screens.rpy:747
old "Version [config.version!t]\n"
new "Version [config.version!t]\n"
# game/screens.rpy:754
old "{size=30}Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]\nTo find more information about the game (and its source code) please visit {a=https://www.snootgame.xyz/}our website{/a}.{/size}"
new "{size=30}Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]\nTo find more information about the game (and its source code) please visit {a=https://www.snootgame.xyz/}our website{/a}.{/size}"
# game/screens.rpy:783
old "Version [config.version!t]"
new "Version [config.version!t]"
# game/screens.rpy:785
old "{color=#00FF00}{size=32}Update directory exists, updating is possible!\n{/size}{/color}"
new "{color=#00FF00}{size=32}El directorio de actualización existe, ¡La actualización es posible!\n{/size}{/color}"
# game/screens.rpy:787
old "{color=#FF0000}{size=32}Update directory does not exist or is corrupt!\n{/size}{/color}"
new "{color=#FF0000}{size=32}¡El directorio de actualización no existe o está corrupto!\n{/size}{/color}"
# game/screens.rpy:789
old "Auto Update:"
new "Auto Update:"
# game/screens.rpy:790
old "{color=#FFFFFF}{size=32}Automatic Updates: [persistent.autoup!t]{/size}{/color}"
new "{color=#FFFFFF}{size=32}Automatic Updates: [persistent.autoup!t]{/size}{/color}"
# game/screens.rpy:791
old "{size=36}Toggle Automatic Updates\n{/size}"
new "{size=36}Activar las actualizaciones automáticas\n{/size}"
# game/screens.rpy:793
old "Update Checker:"
new "Update Checker:"
# game/screens.rpy:794
old "{color=#FFFFFF}{size=32}[persistent.updateresult!t]{/size}{/color}"
new "{color=#FFFFFF}{size=32}[persistent.updateresult!t]{/size}{/color}"
# game/screens.rpy:795
old "{size=36}Check for Update\n{/size}"
new "{size=36}Comprobar la actualización\n{/size}"
# game/screens.rpy:797
old "Updater:"
new "Updater:"
# game/screens.rpy:798
old "{color=#FFFFFF}{size=32}Server URL (click to edit):{/size}{/color}"
new "{color=#FFFFFF}{size=32}URL del servidor (haz clic para editar):{/size}{/color}"
# game/screens.rpy:813
old "{size=36}Update Now!\n{/size}"
new "{size=36}¡Actualizar ahora!\n{/size}"
# game/screens.rpy:849
old "Page {}"
new "Página {}"
# game/screens.rpy:849
old "Automatic saves"
new "Guardado automático"
# game/screens.rpy:849
old "Quick saves"
new "Guardado rápido"
# game/screens.rpy:894
old "{#file_time}%A, %B %d %Y, %H:%M"
new "{#file_time}%A, %B %d %Y, %H:%M"
# game/screens.rpy:894
old "Empty Slot"
new "Espacio vacío"
# game/screens.rpy:911
old "<"
new "<"
# game/screens.rpy:914
old "{#auto_page}A"
new "{#auto_page}A"
# game/screens.rpy:917
old "{#quick_page}Q"
new "{#quick_page}Q"
# game/screens.rpy:923
old ">"
new ">"
# game/screens.rpy:980
old "Display"
new "Visualizar"
# game/screens.rpy:981
old "Window"
new "Ventana"
# game/screens.rpy:982
old "Fullscreen"
new "Pantalla Completa"
# game/screens.rpy:986
old "Rollback Side"
new "Lado de retroceso"
# game/screens.rpy:988
old "Left"
new "Izquierda"
# game/screens.rpy:989
old "Right"
new "Derecha"
# game/screens.rpy:992
old "Naughty Stuff"
new "Material Picante"
# game/screens.rpy:993
old "Enable Lewd Images"
new "Habilitar Imágenes Lascivas"
# game/screens.rpy:997
old "Requires Restart"
new "Requiere Reiniciar"
# game/screens.rpy:998
old "Enable Forward-Scroll Movement"
new "Habilitar Movimiento De Desplazamiento Hacia Adelante"
# game/screens.rpy:1002
old "Skip"
new "Saltar"
# game/screens.rpy:1003
old "Unseen Text"
new "Texto No Visto"
# game/screens.rpy:1004
old "After Choices"
new "Después De Las Elecciones"
# game/screens.rpy:1005
old "Transitions"
new "Transiciones"
# game/screens.rpy:1018
old "Text Speed"
new "Velocidad Del Texto"
# game/screens.rpy:1022
old "Auto-Forward Time"
new "Tiempo De Auto-Avance"
# game/screens.rpy:1029
old "Music Volume"
new "Volumen De La Música"
# game/screens.rpy:1037
old "Sound Volume"
new "Volumen Del Sonido"
# game/screens.rpy:1043
old "Test"
new "Test"
# game/screens.rpy:1045
old "UI Sounds Volume"
new "Volumen De La Interfaz"
# game/screens.rpy:1053
old "Voice Volume"
new "Volumen De Voz"
# game/screens.rpy:1064
old "Mute All"
new "Silenciar Todo"
# game/screens.rpy:1183
old "The dialogue history is empty."
new "La historia del diálogo está vacía."
# game/screens.rpy:1304
old "Keyboard"
new "Teclado"
# game/screens.rpy:1305
old "Mouse"
new "Mouse"
# game/screens.rpy:1307
old "Gamepad"
new "Gamepad"
# game/screens.rpy:1327
old "Enter"
new "Enter"
# game/screens.rpy:1328
old "Advances dialogue and activates the interface."
new "Avanza el diálogo y activa la interfaz."
# game/screens.rpy:1331
old "Space"
new "Space"
# game/screens.rpy:1332
old "Advances dialogue without selecting choices."
new "Avanza el diálogo sin seleccionar opciones."
# game/screens.rpy:1335
old "Arrow Keys"
new "Flechas del teclado"
# game/screens.rpy:1336
old "Navigate the interface."
new "Navega por la interfaz."
# game/screens.rpy:1339
old "Escape"
new "Escape"
# game/screens.rpy:1340
old "Accesses the game menu. Also escapes the Gallery."
new "Accede al menú del juego. También se escapa de la Galería."
# game/screens.rpy:1343
old "Ctrl"
new "Ctrl"
# game/screens.rpy:1344
old "Skips dialogue while held down."
new "Se salta el diálogo mientras se mantiene pulsado."
# game/screens.rpy:1347
old "Tab"
new "Tab"
# game/screens.rpy:1348
old "Toggles dialogue skipping."
new "Activa el salto de diálogo."
# game/screens.rpy:1351
old "Page Up"
new "Page Up"
# game/screens.rpy:1352
old "Rolls back to earlier dialogue."
new "Regresa al diálogo anterior."
# game/screens.rpy:1355
old "Page Down"
new "Page Down"
# game/screens.rpy:1356
old "Rolls forward to later dialogue."
new "Avanza el diálogo posterior."
# game/screens.rpy:1360
old "Hides the user interface."
new "Oculta la interfaz de usuario."
# game/screens.rpy:1364
old "Takes a screenshot."
new "Realiza una captura de pantalla."
# game/screens.rpy:1368
old "Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}."
new "Activa la asistencia {a=https://www.renpy.org/l/voicing}voz-automática{/a}."
# game/screens.rpy:1374
old "Left click"
new "Left click"
# game/screens.rpy:1378
old "Middle click"
new "Middle click"
# game/screens.rpy:1382
old "Right click"
new "Right click"
# game/screens.rpy:1386
old "Mouse Wheel Up\nclick Rollback Side"
new "Mouse Wheel Up\nclick Rollback Side"
# game/screens.rpy:1390
old "Mouse Wheel Down"
new "Mouse Wheel Down"
# game/screens.rpy:1397
old "Right Trigger\nA/Bottom Button"
new "Right Trigger\nA/Bottom Button"
# game/screens.rpy:1401
old "Left Trigger\nLeft Shoulder"
new "Left Trigger\nLeft Shoulder"
# game/screens.rpy:1405
old "Right Shoulder"
new "Right Shoulder"
# game/screens.rpy:1410
old "D-Pad, Sticks"
new "D-Pad, Sticks"
# game/screens.rpy:1414
old "Start, Guide"
new "Start, Guide"
# game/screens.rpy:1415
old "Accesses the game menu."
new "Accede al menú del juego."
# game/screens.rpy:1418
old "Y/Top Button"
new "Y/Top Button"
# game/screens.rpy:1421
old "Calibrate"
new "Calibrate"
# game/screens.rpy:1531
old "Skipping"
new "Saltando"
old "Back"
new "Volver"# TODO: Translation updated at 2022-12-20 18:01
translate es strings:
# game/screens.rpy:314
old "Auto"
new "Auto"
# game/screens.rpy:316
old "Q.Save"
new "Q.Save"
# game/screens.rpy:317
old "Q.Load"
new "Q.Load"
# game/screens.rpy:318
old "Prefs"
new "Prefs"
# game/screens.rpy:357
old "Preferences"
new "Preferences"
# game/screens.rpy:359
old "About"
new "About"
# game/screens.rpy:364
old "Help"
new "Help"
# game/screens.rpy:601
old "Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]"
new "Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]"
# game/screens.rpy:679
old "empty slot"
new "empty slot"
# game/screens.rpy:1084
old "Opens the accessibility menu."
new "Opens the accessibility menu."
# game/screens.rpy:1090
old "Left Click"
new "Left Click"
# game/screens.rpy:1094
old "Middle Click"
new "Middle Click"
# game/screens.rpy:1098
old "Right Click"
new "Right Click"
# game/screens.rpy:1102
old "Mouse Wheel Up\nClick Rollback Side"
new "Mouse Wheel Up\nClick Rollback Side"
# game/screens.rpy:1472
old "Menu"
new "Menu"

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@ -1,50 +0,0 @@
Thu Aug 4 18:49:58 2022
Windows-10-10.0.19044
Ren'Py 8.0.1.22070801
Bootstrap to the start of init.init took 0.05s
Early init took 0.00s
Loader init took 0.02s
Loading error handling took 0.02s
Loading script took 0.11s
Loading save slot metadata. took 0.02s
Loading persistent took 0.00s
Faled to initialize steam: FileNotFoundError("Could not find module 'D:\\Other Shitty Programs\\renpy-8.0.0-sdk\\lib\\py3-windows-x86_64\\steam_api64.dll' (or one of its dependencies). Try using the full path with constructor syntax.")
Running init code took 0.05s
Loading analysis data took 0.02s
Analyze and compile ATL took 0.00s
Index archives took 0.00s
Dump and make backups. took 0.05s
Cleaning cache took 0.00s
Making clean stores took 0.00s
Initial gc. took 0.02s
DPI scale factor: 1.000000
nvdrs: Loaded, about to disable thread optimizations.
nvdrs: Disabled thread optimizations.
Creating interface object took 0.27s
Cleaning stores took 0.00s
Init translation took 0.03s
Build styles took 0.00s
Load screen analysis took 0.02s
Analyze screens took 0.00s
Save screen analysis took 0.00s
Prepare screens took 0.05s
Save pyanalysis. took 0.00s
Save bytecode. took 0.00s
Running _start took 0.00s
Performance test:
Interface start took 0.07s
Initializing gl2 renderer:
primary display bounds: (0, 0, 1920, 1080)
swap interval: 1 frames
Windowed mode.
Vendor: "b'NVIDIA Corporation'"
Renderer: b'NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2'
Version: b'4.6.0 NVIDIA 512.95'
Display Info: None
Screen sizes: virtual=(1920, 1080) physical=(1739, 978) drawable=(1739, 978)
Maximum texture size: 4096x4096
controller: '030000006d0400001dc2000000007200' 'Controller (Gamepad F310)' 1
controller: '030000006d0400001dc2000000007200' 'Controller (Gamepad F310)' 1

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hello

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I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 25, in script
define L = Character('Lyra', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, '#000000')], **kwargs)
File "game/script.rpy", line 25, in script
define L = Character('Lyra', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, '#000000')], **kwargs)
File "game/script.rpy", line 25, in <module>
define L = Character('Lyra', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, '#000000')], **kwargs)
AttributeError: 'StoreModule' object has no attribute 'name_text_thickness'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "D:\Other Shitty Programs\renpy-8.0.0-sdk\renpy\bootstrap.py", line 274, in bootstrap
renpy.main.main()
File "D:\Other Shitty Programs\renpy-8.0.0-sdk\renpy\main.py", line 558, in main
renpy.game.context().run(node)
File "game/script.rpy", line 25, in script
define L = Character('Lyra', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, '#000000')], **kwargs)
File "/home/tom/ab/renpy-build/tmp/install.linux-x86_64/lib/python3.9/site-packages/future/utils/__init__.py", line 441, in raise_
File "game/script.rpy", line 25, in script
define L = Character('Lyra', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, '#000000')], **kwargs)
File "D:\Other Shitty Programs\renpy-8.0.0-sdk\renpy\ast.py", line 2441, in execute
self.set()
File "D:\Other Shitty Programs\renpy-8.0.0-sdk\renpy\ast.py", line 2455, in set
value = renpy.python.py_eval_bytecode(self.code.bytecode)
File "D:\Other Shitty Programs\renpy-8.0.0-sdk\renpy\python.py", line 1073, in py_eval_bytecode
return eval(bytecode, globals, locals)
File "game/script.rpy", line 25, in <module>
define L = Character('Lyra', base, color="#ffffff", who_outlines=[(gui.name_text_thickness, '#000000')], **kwargs)
AttributeError: 'StoreModule' object has no attribute 'name_text_thickness'
Windows-10-10.0.19044 AMD64
Ren'Py 8.0.1.22070801
sexo_space_lady_game 1.0
Thu Aug 4 18:48:02 2022