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c3e8a00434 | |||
eb3778b4d9 |
59
.gitignore
vendored
Normal file
@ -0,0 +1,59 @@
|
||||
# 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
|
||||
|
8
.vscode/settings.json
vendored
@ -1,8 +0,0 @@
|
||||
{
|
||||
"files.exclude": {
|
||||
"**/*.rpyc": true,
|
||||
"**/*.rpa": true,
|
||||
"**/*.rpymc": true,
|
||||
"**/cache/": true
|
||||
}
|
||||
}
|
661
LICENSE
Normal file
@ -0,0 +1,661 @@
|
||||
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
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
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
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
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
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
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
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
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
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
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
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
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
|
||||
from a network server at no charge, through some standard or customary
|
||||
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
|
||||
License will continue to apply to the part which is the covered work,
|
||||
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
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
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/>.
|
BIN
android-icon_foreground.png
Normal file
After Width: | Height: | Size: 40 KiB |
46
errors.txt
@ -1,46 +0,0 @@
|
||||
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
|
@ -1,353 +0,0 @@
|
||||
"""
|
||||
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
|
BIN
game/audio/chill_1.ogg
Normal file
BIN
game/audio/chill_2.ogg
Normal file
BIN
game/audio/chill_4.ogg
Normal file
BIN
game/audio/chill_5.ogg
Normal file
BIN
game/audio/chill_6.ogg
Normal file
BIN
game/audio/chill_7.ogg
Normal file
BIN
game/audio/chill_8.ogg
Normal file
BIN
game/audio/mkultraed.ogg
Normal file
BIN
game/audio/ui/uiBack.wav
Normal file
BIN
game/audio/ui/uiClick.wav
Normal file
BIN
game/audio/ui/uiFail.wav
Normal file
BIN
game/audio/ui/uiNotification.wav
Normal file
BIN
game/audio/ui/uiOptionOff.wav
Normal file
BIN
game/audio/ui/uiOptionOn.wav
Normal file
BIN
game/audio/ui/uiRollover.wav
Normal file
BIN
game/cache/bytecode.rpyb
vendored
BIN
game/cache/py3analysis.rpyb
vendored
BIN
game/cache/screens.rpyb
vendored
7
game/cache/shaders.txt
vendored
@ -1,7 +0,0 @@
|
||||
renpy.ftl
|
||||
|
||||
renpy.solid
|
||||
|
||||
renpy.alpha renpy.texture
|
||||
|
||||
renpy.geometry renpy.solid
|
2
game/es.rpy
Normal file
@ -0,0 +1,2 @@
|
||||
init python:
|
||||
config.language = "es"
|
960
game/gui.rpy
@ -1,474 +1,486 @@
|
||||
################################################################################
|
||||
## 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
|
||||
|
||||
|
||||
|
||||
|
BIN
game/gui.rpyc
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 56 KiB |
Before Width: | Height: | Size: 569 KiB After Width: | Height: | Size: 844 KiB |
Before Width: | Height: | Size: 599 KiB After Width: | Height: | Size: 912 KiB |
Before Width: | Height: | Size: 691 KiB After Width: | Height: | Size: 899 KiB |
Before Width: | Height: | Size: 784 KiB After Width: | Height: | Size: 1.6 MiB |
Before Width: | Height: | Size: 690 KiB After Width: | Height: | Size: 900 KiB |
BIN
game/images/cg12c.png
Normal file
After Width: | Height: | Size: 468 KiB |
Before Width: | Height: | Size: 704 KiB After Width: | Height: | Size: 713 KiB |
BIN
game/images/cg15b.png
Normal file
After Width: | Height: | Size: 523 KiB |
Before Width: | Height: | Size: 677 KiB After Width: | Height: | Size: 941 KiB |
Before Width: | Height: | Size: 550 KiB After Width: | Height: | Size: 810 KiB |
Before Width: | Height: | Size: 550 KiB After Width: | Height: | Size: 810 KiB |
Before Width: | Height: | Size: 557 KiB After Width: | Height: | Size: 825 KiB |
Before Width: | Height: | Size: 906 KiB After Width: | Height: | Size: 1.0 MiB |
Before Width: | Height: | Size: 640 KiB After Width: | Height: | Size: 908 KiB |
Before Width: | Height: | Size: 639 KiB After Width: | Height: | Size: 908 KiB |
Before Width: | Height: | Size: 752 KiB After Width: | Height: | Size: 1008 KiB |
Before Width: | Height: | Size: 2.7 MiB After Width: | Height: | Size: 1.6 MiB |
@ -1 +0,0 @@
|
||||
Normally having all these being png's and slight variations being full images would be shit practice, but it's not like lyra game is going to have a fanbase, so might as well make it easy for someone to distribute these images.
|
@ -1,841 +0,0 @@
|
||||
"""
|
||||
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
|
@ -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'.
|
||||
|
||||
|
3058
game/screens.rpy
1253
game/script.rpy
BIN
game/script.rpyc
1242
game/tl/es/common.rpy
Normal file
Before Width: | Height: | Size: 60 KiB After Width: | Height: | Size: 60 KiB |
12
game/tl/es/options.rpy
Normal file
@ -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
@ -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"
|
||||
|
3872
game/tl/es/script.rpy
Normal file
50
log.txt
@ -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
|
@ -1 +0,0 @@
|
||||
hello
|
@ -1,37 +0,0 @@
|
||||
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
|