4 Commits

Author SHA1 Message Date
0b5ffe4bbd fuckforgotavariable 2022-08-05 00:55:59 -04:00
320a3757c3 scriptupdate 2022-08-05 00:52:54 -04:00
04ee962708 test 2022-08-04 23:09:43 -04:00
a1a5a2f449 test 2022-08-04 22:45:26 -04:00
30 changed files with 2210 additions and 2122 deletions

59
.gitignore vendored
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# macOS-related files
.DS_Store
.AppleDouble
.LSOverride
# Windows-related files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
[Dd]esktop.ini
#Textfile cruft
/project.json
/traceback.txt
/errors.txt
/log.txt
log.txt
errors.txt
traceback.txt
#Vim swap files
.sw?
*~
*.bak
#save files & cache files
/game/saves/
/game/saves/*
/game/cache/*
/game/cache
saves
tmp
cache
env
#binary files
*.rpyc
*.rpyb
*.rpymc
*.pyc
*.pyo
/game/*.rpyc
#Vim (best text editor) swap files
.sw?
#binary files
*.rpyc
*.rpymc
#backups
*.bak
#android
.android.json

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

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game/cache/bytecode.rpyb vendored Normal file

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game/cache/py3analysis.rpyb vendored Normal file

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game/cache/screens.rpyb vendored Normal file

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game/cache/shaders.txt vendored Normal file
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renpy.ftl
renpy.solid
renpy.alpha renpy.texture
renpy.geometry renpy.solid

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################################################################################ ################################################################################
## Initialization ## Initialization
################################################################################ ################################################################################
## The init offset statement causes the initialization statements in this file ## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file. ## to run before init statements in any other file.
init offset = -2 init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the ## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game. ## width and height of the game.
init python: init python:
gui.init(1920, 1080) gui.init(1920, 1080)
################################################################################ ################################################################################
## GUI Configuration Variables ## GUI Configuration Variables
################################################################################ ################################################################################
## Colors ###################################################################### ## Colors ######################################################################
## ##
## The colors of text in the interface. ## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight text. ## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = u'#cc0066' define gui.accent_color = '#9933ff'
## The color used for a text button when it is neither selected nor hovered. ## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = u'#888888' define gui.idle_color = '#888888'
## The small color is used for small text, which needs to be brighter/darker to ## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect. ## achieve the same effect.
define gui.idle_small_color = u'#aaaaaa' define gui.idle_small_color = '#aaaaaa'
## The color that is used for buttons and bars that are hovered. ## The color that is used for buttons and bars that are hovered.
define gui.hover_color = u'#e066a3' define gui.hover_color = '#c184ff'
## The color used for a text button when it is selected but not focused. A ## 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. ## button is selected if it is the current screen or preference value.
define gui.selected_color = u'#ffffff' define gui.selected_color = '#ffffff'
## The color used for a text button when it cannot be selected. ## The color used for a text button when it cannot be selected.
define gui.insensitive_color = u'#8888887f' define gui.insensitive_color = '#8888887f'
## Colors used for the portions of bars that are not filled in. These are not ## 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. ## used directly, but are used when re-generating bar image files.
define gui.muted_color = u'#510028' define gui.muted_color = '#3d1466'
define gui.hover_muted_color = u'#7a003d' define gui.hover_muted_color = '#5b1e99'
## The colors used for dialogue and menu choice text. ## The colors used for dialogue and menu choice text.
define gui.text_color = '#ffffff' define gui.text_color = '#ffffff'
define gui.interface_text_color = '#fff' define gui.interface_text_color = '#ffffff'
define gui.text_color_outline = '#000'
## Fonts and Font Sizes ########################################################
## The outline
define gui.dialogue_text_outlines = [ (absolute(1.0), gui.text_color_outline, 0, 0) ] ## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## Fonts and Font Sizes ########################################################
## The font used for character names.
## The font used for in-game text. define gui.name_text_font = "DejaVuSans.ttf"
define gui.text_font = "gui/FallingSky.otf"
## The font used for out-of-game text.
## The font used for character names. define gui.interface_text_font = "DejaVuSans.ttf"
define gui.name_text_font = "gui/FallingSky.otf"
## The size of normal dialogue text.
## The font used for out-of-game text. define gui.text_size = 33
define gui.interface_text_font = "gui/FallingSky.otf"
## The size of character names.
## The size of normal dialogue text. define gui.name_text_size = 45
define gui.text_size = 42
## The size of text in the game's user interface.
## The size of character names. define gui.interface_text_size = 33
define gui.name_text_size = 45
define gui.name_text_thickness = absolute(2.0) ## The size of labels in the game's user interface.
define gui.label_text_size = 36
## The size of text in the game's user interface.
define gui.interface_text_size = 33 ## The size of text on the notify screen.
define gui.notify_text_size = 24
## The size of labels in the game's user interface.
define gui.label_text_size = 36 ## The size of the game's title.
define gui.title_text_size = 75
## The size of text on the notify screen.
define gui.notify_text_size = 24
## Main and Game Menus #########################################################
## The size of the game's title.
define gui.title_text_size = 75 ## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.main_menu_text_size = 60 define gui.game_menu_background = "gui/game_menu.png"
## Main and Game Menus ######################################################### ## Dialogue ####################################################################
##
## The images used for the main and game menus. ## These variables control how dialogue is displayed on the screen one line at a
define gui.main_menu_background = "gui/main_menu.png" ## time.
define gui.game_menu_background = "gui/game_menu.png"
## The height of the textbox containing dialogue.
define gui.textbox_height = 278
## Dialogue ####################################################################
## ## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## These variables control how dialogue is displayed on the screen one line at a ## center, and 1.0 is the bottom.
## time. define gui.textbox_yalign = 1.0
## The height of the textbox containing dialogue.
define gui.textbox_height = 278 ## 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.
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is define gui.name_xpos = 360
## center, and 1.0 is the bottom. define gui.name_ypos = 0
define gui.textbox_yalign = 1.0
## 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.
## The placement of the speaking character's name, relative to the textbox. define gui.name_xalign = 0.0
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 395 #350 ## The width, height, and borders of the box containing the character's name, or
define gui.name_ypos = -85 ## None to automatically size it.
define gui.namebox_width = None
## The horizontal alignment of the character's name. This can be 0.0 for left- define gui.namebox_height = None
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.5 ## The borders of the box containing the character's name, in left, top, right,
## bottom order.
## The width, height, and borders of the box containing the character's name, or define gui.namebox_borders = Borders(5, 5, 5, 5)
## None to automatically size it.
define gui.namebox_width = None ## If True, the background of the namebox will be tiled, if False, the
define gui.namebox_height = None ## background of the namebox will be scaled.
define gui.namebox_tile = False
## 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) ## 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
## If True, the background of the namebox will be tiled, if False, the ## center.
## background of the namebox will be scaled. define gui.dialogue_xpos = 402
define gui.namebox_tile = False define gui.dialogue_ypos = 75
## The placement of dialogue relative to the textbox. These can be a whole ## The maximum width of dialogue text, in pixels.
## number of pixels relative to the left or top side of the textbox, or 0.5 to define gui.dialogue_width = 1116
## 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. ## The horizontal alignment of the dialogue text. This can be 0.0 for left-
#It's still bad but it could be legitmately worse ## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_ypos = 20 define gui.dialogue_text_xalign = 0.0
define gui.dialogue_xpos = 220
define gui.dialogue_width = 1460
## Buttons #####################################################################
## 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. ## These variables, along with the image files in gui/button, control aspects of
define gui.dialogue_text_xalign = 0.0 ## how buttons are displayed.
define gui.window_yoffset = 0 ## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.input_yoffset = 0 define gui.button_width = None
define gui.button_height = None
## Buttons ##################################################################### ## The borders on each side of the button, in left, top, right, bottom order.
## define gui.button_borders = Borders(6, 6, 6, 6)
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed. ## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
## The width and height of a button, in pixels. If None, Ren'Py computes a size. define gui.button_tile = False
define gui.button_width = None
define gui.button_height = None ## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(6, 6, 6, 6) ## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled. ## The color of button text in various states.
define gui.button_tile = False define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
## The font used by the button. define gui.button_text_selected_color = gui.selected_color
define gui.button_text_font = gui.interface_text_font define gui.button_text_insensitive_color = gui.insensitive_color
## The size of the text used by the button. ## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
define gui.button_text_size = gui.interface_text_size ## is right).
define gui.button_text_xalign = 0.0
## 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 ## These variables override settings for different kinds of buttons. Please see
define gui.button_text_selected_color = gui.selected_color ## the gui documentation for the kinds of buttons available, and what each is
define gui.button_text_insensitive_color = gui.insensitive_color ## used for.
##
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0 ## These customizations are used by the default interface:
## is right).
define gui.button_text_xalign = 0.0 define gui.radio_button_borders = Borders(27, 6, 6, 6)
define gui.check_button_borders = Borders(27, 6, 6, 6)
## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is define gui.confirm_button_text_xalign = 0.5
## used for.
## define gui.page_button_borders = Borders(15, 6, 15, 6)
## These customizations are used by the default interface:
define gui.quick_button_borders = Borders(15, 6, 15, 0)
define gui.radio_button_borders = Borders(27, 6, 6, 6) define gui.quick_button_text_size = 21
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.check_button_borders = Borders(27, 6, 6, 6) define gui.quick_button_text_selected_color = gui.accent_color
define gui.confirm_button_text_xalign = 0.5 ## 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
define gui.page_button_borders = Borders(15, 6, 15, 6) ## navigation button.
define gui.quick_button_borders = Borders(15, 6, 15, 0) # define gui.navigation_button_width = 250
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 ## Choice Buttons ##############################################################
define gui.quick_button_text_idle_color = "#fff" ##
define gui.quick_button_text_selected_color = gui.accent_color ## Choice buttons are used in the in-game menus.
## You can also add your own customizations, by adding properly-named variables. define gui.choice_button_width = 1185
## For example, you can uncomment the following line to set the width of a define gui.choice_button_height = None
## navigation button. define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(150, 8, 150, 8)
# define gui.navigation_button_width = 250 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
## Choice Buttons ############################################################## define gui.choice_button_text_idle_color = "#cccccc"
## define gui.choice_button_text_hover_color = "#ffffff"
## Choice buttons are used in the in-game menus. define gui.choice_button_text_insensitive_color = "#444444"
define gui.choice_button_width = 1185
define gui.choice_button_height = None ## File Slot Buttons ###########################################################
define gui.choice_button_tile = False ##
define gui.choice_button_borders = Borders(150, 8, 150, 8) ## A file slot button is a special kind of button. It contains a thumbnail
define gui.choice_button_text_font = gui.text_font ## image, and text describing the contents of the save slot. A save slot uses
define gui.choice_button_text_size = gui.text_size ## image files in gui/button, like the other kinds of buttons.
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc" ## The save slot button.
define gui.choice_button_text_hover_color = "#ffffff" define gui.slot_button_width = 414
define gui.choice_button_text_insensitive_color = "#444444" define gui.slot_button_height = 309
define gui.slot_button_borders = Borders(15, 15, 15, 15)
define gui.slot_button_text_size = 21
## File Slot Buttons ########################################################### define gui.slot_button_text_xalign = 0.5
## define gui.slot_button_text_idle_color = gui.idle_small_color
## A file slot button is a special kind of button. It contains a thumbnail define gui.slot_button_text_selected_idle_color = gui.selected_color
## image, and text describing the contents of the save slot. A save slot uses define gui.slot_button_text_selected_hover_color = gui.hover_color
## image files in gui/button, like the other kinds of buttons.
## The width and height of thumbnails used by the save slots.
## The save slot button. define config.thumbnail_width = 384
define gui.slot_button_width = 414 define config.thumbnail_height = 216
define gui.slot_button_height = 309
define gui.slot_button_borders = Borders(15, 15, 15, 15) ## The number of columns and rows in the grid of save slots.
define gui.slot_button_text_size = 21 define gui.file_slot_cols = 3
define gui.slot_button_text_xalign = 0.5 define gui.file_slot_rows = 2
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 ## Positioning and Spacing #####################################################
##
## The width and height of thumbnails used by the save slots. ## These variables control the positioning and spacing of various user interface
define config.thumbnail_width = 384 ## elements.
define config.thumbnail_height = 216
## The position of the left side of the navigation buttons, relative to the left
## The number of columns and rows in the grid of save slots. ## side of the screen.
define gui.file_slot_cols = 3 define gui.navigation_xpos = 60
define gui.file_slot_rows = 2
## The vertical position of the skip indicator.
define gui.skip_ypos = 15
## Positioning and Spacing #####################################################
## ## The vertical position of the notify screen.
## These variables control the positioning and spacing of various user interface define gui.notify_ypos = 68
## elements.
## The spacing between menu choices.
## The position of the left side of the navigation buttons, relative to the left define gui.choice_spacing = 33
## side of the screen.
define gui.navigation_xpos = 60 ## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 6
## The vertical position of the skip indicator.
define gui.skip_ypos = 15 ## Controls the amount of spacing between preferences.
define gui.pref_spacing = 15
## The vertical position of the notify screen.
define gui.notify_ypos = 68 ## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## The spacing between menu choices.
define gui.choice_spacing = 33 ## The spacing between file page buttons.
define gui.page_spacing = 0
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 6 ## The spacing between file slots.
define gui.slot_spacing = 15
## Controls the amount of spacing between preferences.
define gui.pref_spacing = 15 ## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0
## Frames ######################################################################
## The spacing between file page buttons. ##
define gui.page_spacing = 0 ## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## The spacing between file slots.
define gui.slot_spacing = 15 ## Generic frames.
define gui.frame_borders = Borders(6, 6, 6, 6)
## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0 ## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(60, 60, 60, 60)
## Frames ###################################################################### ## The frame that is used as part of the skip screen.
## define gui.skip_frame_borders = Borders(24, 8, 75, 8)
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present. ## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(24, 8, 60, 8)
## Generic frames.
define gui.frame_borders = Borders(6, 6, 6, 6) ## Should frame backgrounds be tiled?
define gui.frame_tile = False
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(60, 60, 60, 60)
## Bars, Scrollbars, and Sliders ###############################################
## The frame that is used as part of the skip screen. ##
define gui.skip_frame_borders = Borders(24, 8, 75, 8) ## These control the look and size of bars, scrollbars, and sliders.
##
## The frame that is used as part of the notify screen. ## The default GUI only uses sliders and vertical scrollbars. All of the other
define gui.notify_frame_borders = Borders(24, 8, 60, 8) ## bars are only used in creator-written screens.
## Should frame backgrounds be tiled? ## The height of horizontal bars, scrollbars, and sliders. The width of vertical
define gui.frame_tile = False ## bars, scrollbars, and sliders.
define gui.bar_size = 38
define gui.scrollbar_size = 18
## Bars, Scrollbars, and Sliders ############################################### define gui.slider_size = 38
##
## These control the look and size of bars, scrollbars, and sliders. ## True if bar images should be tiled. False if they should be linearly scaled.
## define gui.bar_tile = False
## The default GUI only uses sliders and vertical scrollbars. All of the other define gui.scrollbar_tile = False
## bars are only used in creator-written screens. define gui.slider_tile = False
## The height of horizontal bars, scrollbars, and sliders. The width of vertical ## Horizontal borders.
## bars, scrollbars, and sliders. define gui.bar_borders = Borders(6, 6, 6, 6)
define gui.bar_size = 38 define gui.scrollbar_borders = Borders(6, 6, 6, 6)
define gui.scrollbar_size = 18 define gui.slider_borders = Borders(6, 6, 6, 6)
define gui.slider_size = 38
## Vertical borders.
## True if bar images should be tiled. False if they should be linearly scaled. define gui.vbar_borders = Borders(6, 6, 6, 6)
define gui.bar_tile = False define gui.vscrollbar_borders = Borders(6, 6, 6, 6)
define gui.scrollbar_tile = False define gui.vslider_borders = Borders(6, 6, 6, 6)
define gui.slider_tile = False
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## Horizontal borders. ## None shows them.
define gui.bar_borders = Borders(6, 6, 6, 6) define gui.unscrollable = "hide"
define gui.scrollbar_borders = Borders(6, 6, 6, 6)
define gui.slider_borders = Borders(6, 6, 6, 6)
## History #####################################################################
## Vertical borders. ##
define gui.vbar_borders = Borders(6, 6, 6, 6) ## The history screen displays dialogue that the player has already dismissed.
define gui.vscrollbar_borders = Borders(6, 6, 6, 6)
define gui.vslider_borders = Borders(6, 6, 6, 6) ## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them. ## The height of a history screen entry, or None to make the height variable at
define gui.unscrollable = "hide" ## the cost of performance.
define gui.history_height = 210
## History ##################################################################### ## The position, width, and alignment of the label giving the name of the
## ## speaking character.
## The history screen displays dialogue that the player has already dismissed. define gui.history_name_xpos = 233
define gui.history_name_ypos = 0
## The number of blocks of dialogue history Ren'Py will keep. define gui.history_name_width = 233
define config.history_length = 250 define gui.history_name_xalign = 1.0
## The height of a history screen entry, or None to make the height variable at ## The position, width, and alignment of the dialogue text.
## the cost of performance. define gui.history_text_xpos = 255
define gui.history_height = 210 define gui.history_text_ypos = 3
define gui.history_text_width = 1110
## The position, width, and alignment of the label giving the name of the define gui.history_text_xalign = 0.0
## speaking character.
define gui.history_name_xpos = 233
define gui.history_name_ypos = 0 ## NVL-Mode ####################################################################
define gui.history_name_width = 233 ##
define gui.history_name_xalign = 1.0 ## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The position, width, and alignment of the dialogue text. ## The borders of the background of the NVL-mode background window.
define gui.history_text_xpos = 255 define gui.nvl_borders = Borders(0, 15, 0, 30)
define gui.history_text_ypos = 3
define gui.history_text_width = 1110 ## The maximum number of NVL-mode entries Ren'Py will display. When more entries
define gui.history_text_xalign = 0.0 ## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6
## NVL-Mode #################################################################### ## The height of an NVL-mode entry. Set this to None to have the entries
## ## dynamically adjust height.
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters. define gui.nvl_height = 173
## The borders of the background of the NVL-mode background window. ## The spacing between NVL-mode entries when gui.nvl_height is None, and between
define gui.nvl_borders = Borders(0, 15, 0, 30) ## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 15
## 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. ## The position, width, and alignment of the label giving the name of the
define gui.nvl_list_length = 6 ## speaking character.
define gui.nvl_name_xpos = 645
## The height of an NVL-mode entry. Set this to None to have the entries define gui.nvl_name_ypos = 0
## dynamically adjust height. define gui.nvl_name_width = 225
define gui.nvl_height = 173 define gui.nvl_name_xalign = 1.0
## The spacing between NVL-mode entries when gui.nvl_height is None, and between ## The position, width, and alignment of the dialogue text.
## NVL-mode entries and an NVL-mode menu. define gui.nvl_text_xpos = 675
define gui.nvl_spacing = 15 define gui.nvl_text_ypos = 12
define gui.nvl_text_width = 885
## The position, width, and alignment of the label giving the name of the define gui.nvl_text_xalign = 0.0
## speaking character.
define gui.nvl_name_xpos = 645 ## The position, width, and alignment of nvl_thought text (the text said by the
define gui.nvl_name_ypos = 0 ## nvl_narrator character.)
define gui.nvl_name_width = 225 define gui.nvl_thought_xpos = 360
define gui.nvl_name_xalign = 1.0 define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 1170
## The position, width, and alignment of the dialogue text. define gui.nvl_thought_xalign = 0.0
define gui.nvl_text_xpos = 675
define gui.nvl_text_ypos = 12 ## The position of nvl menu_buttons.
define gui.nvl_text_width = 885 define gui.nvl_button_xpos = 675
define gui.nvl_text_xalign = 0.0 define gui.nvl_button_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the ## Localization ################################################################
## nvl_narrator character.)
define gui.nvl_thought_xpos = 360 ## This controls where a line break is permitted. The default is suitable
define gui.nvl_thought_ypos = 0 ## for most languages. A list of available values can be found at https://
define gui.nvl_thought_width = 1170 ## www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.nvl_thought_xalign = 0.0
define gui.language = "unicode"
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 675
define gui.nvl_button_xalign = 0.0 ################################################################################
## Mobile devices
## Localization ################################################################ ################################################################################
## This controls where a line break is permitted. The default is suitable init python:
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language ## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones.
define gui.language = "unicode" @gui.variant
def touch():
################################################################################ gui.quick_button_borders = Borders(60, 21, 60, 0)
## Mobile devices
################################################################################ ## This changes the size and spacing of various GUI elements to ensure they
## are easily visible on phones.
init python: @gui.variant
def small():
## This increases the size of the quick buttons to make them easier to touch
## on tablets and phones. ## Font sizes.
if renpy.variant("touch"): gui.text_size = 45
gui.name_text_size = 54
gui.quick_button_borders = Borders(60, 21, 60, 0) gui.notify_text_size = 38
gui.interface_text_size = 45
## This changes the size and spacing of various GUI elements to ensure they gui.button_text_size = 45
## are easily visible on phones. gui.label_text_size = 51
if renpy.variant("small"):
## Adjust the location of the textbox.
## Font sizes. gui.textbox_height = 360
gui.text_size = 45 gui.name_xpos = 120
gui.name_text_size = 54 gui.dialogue_xpos = 135
gui.notify_text_size = 38 gui.dialogue_width = 1650
gui.interface_text_size = 45
gui.button_text_size = 45 ## Change the size and spacing of various things.
gui.label_text_size = 51 gui.slider_size = 54
## Adjust the location of the textbox. gui.choice_button_width = 1860
gui.textbox_height = 360 gui.choice_button_text_size = 45
gui.name_xpos = 120
gui.dialogue_xpos = 135 gui.navigation_spacing = 30
gui.dialogue_width = 1650 gui.pref_button_spacing = 15
## Change the size and spacing of various things. gui.history_height = 285
gui.slider_size = 54 gui.history_text_width = 1035
gui.choice_button_width = 1860 gui.quick_button_text_size = 30
gui.choice_button_text_size = 45
## File button layout.
gui.navigation_spacing = 30 gui.file_slot_cols = 2
gui.pref_button_spacing = 15 gui.file_slot_rows = 2
gui.history_height = 285 ## NVL-mode.
gui.history_text_width = 1035 gui.nvl_height = 255
gui.quick_button_text_size = 30 gui.nvl_name_width = 458
gui.nvl_name_xpos = 488
## File button layout.
gui.file_slot_cols = 2 gui.nvl_text_width = 1373
gui.file_slot_rows = 2 gui.nvl_text_xpos = 518
gui.nvl_text_ypos = 8
## NVL-mode.
gui.nvl_height = 255 gui.nvl_thought_width = 1860
gui.nvl_thought_xpos = 30
gui.nvl_name_width = 458
gui.nvl_name_xpos = 488 gui.nvl_button_width = 1860
gui.nvl_button_xpos = 30
gui.nvl_text_width = 1373
gui.nvl_text_xpos = 518
gui.nvl_text_ypos = 8
gui.nvl_thought_width = 1860
gui.nvl_thought_xpos = 30
gui.nvl_button_width = 1860
gui.nvl_button_xpos = 30

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@@ -159,10 +159,17 @@ label replayStart:
". . ." ". . ."
#>>speak from the heart python:
#>>think it through with extra care #menu item text then label to jump into
choices = [('Speak from the heart', 'fromtheheart'), #[] is list, () is tuple
('Think it through with extra care', 'thinkitthrough')]
#narrator("", interact=False)
renpy.jump(renpy.display_menu(randomize_choices(choices)))
#>>speak from the heart (+1 to score) label fromtheheart:
pause .5
$ Lyra += 1
C "Actually, Lyra, I'd been wanting to ask you something..." C "Actually, Lyra, I'd been wanting to ask you something..."
@@ -193,9 +200,10 @@ label replayStart:
"I catch a hint of a blush. An antenna twitches. A good sign?" "I catch a hint of a blush. An antenna twitches. A good sign?"
#>> jump secondchoice
#>>think it through with extra care label thinkitthrough:
pause .5
C "Actually, Lyra, I'd been wanting to ask you something..." C "Actually, Lyra, I'd been wanting to ask you something..."
@@ -226,9 +234,10 @@ label replayStart:
L "Uhh, I think I get it though!" L "Uhh, I think I get it though!"
#>> jump secondchoice
#>> label secondchoice:
pause .5
L "That's real sweet of you, Clodius." L "That's real sweet of you, Clodius."
@@ -531,10 +540,15 @@ label replayStart:
"I think it's something like..." "I think it's something like..."
#>>Lyra's new agenda is kidnapping civilians and replacing them with replicants to sow dissent among the population to distract from financial abnormalities! python:
#>>I don't really get it, but I'll nod along. (+1 to score) #menu item text then label to jump into
choices = [('Lyra\'s new agenda is kidnapping civilians and replacing them with replicants to sow dissent among the population to distract from financial abnormalities!', 'schizo'), #[] is list, () is tuple
('I don\'t really get it, but I\'ll nod along.', 'nodalong')]
#narrator("", interact=False)
renpy.jump(renpy.display_menu(randomize_choices(choices)))
#>>Lyra's new agenda is kidnapping civilians and replacing them with replicants to sow dissent among the population to distract from financial abnormalities! label schizo:
pause .5
L "Wh-WHAT?!" L "Wh-WHAT?!"
@@ -582,9 +596,12 @@ label replayStart:
L "God Clodius. Next time I'll use a simpler code, okay?" L "God Clodius. Next time I'll use a simpler code, okay?"
#>> jump thirdchoice
#>>I don't really get it, but I'll nod along. (+1 to score) label nodalong:
pause .5
$ Lyra += 1
"I get the gist that she's proud of whatever she's working on." "I get the gist that she's proud of whatever she's working on."
@@ -618,9 +635,10 @@ label replayStart:
"But as the seconds pass by, her eyes soften, and her lips begin to quiver. It's not long before she's covering her mouth with her hand in order to stifle back some laughter." "But as the seconds pass by, her eyes soften, and her lips begin to quiver. It's not long before she's covering her mouth with her hand in order to stifle back some laughter."
#>> jump thirdchoice
#>> label thirdchoice:
pause .5
"Before I can really finish forming my thoughts, there is a knock on the door." "Before I can really finish forming my thoughts, there is a knock on the door."
@@ -809,10 +827,15 @@ label replayStart:
"..." "..."
#>>Thank her. python:
#>>Keep trying. (+1 to score) #menu item text then label to jump into
choices = [('Thank her.', 'thankher'), #[] is list, () is tuple
('Keep trying.', 'keeptrying')]
#narrator("", interact=False)
renpy.jump(renpy.display_menu(randomize_choices(choices)))
#>>Thank her. label thankher:
pause .5
"Damn my feeble nerves." "Damn my feeble nerves."
@@ -870,9 +893,12 @@ label replayStart:
L "Don't say that." L "Don't say that."
#>> jump endingcheck
#>>Keep trying. (+1 to score) label keeptrying:
pause .5
$ Lyra += 1
C "I don't care about sounding awkward." C "I don't care about sounding awkward."
@@ -912,7 +938,6 @@ label replayStart:
"Lyra simply shakes her head and smiles." "Lyra simply shakes her head and smiles."
"A brilliantly bright smile that spreads from cheek to cheek." "A brilliantly bright smile that spreads from cheek to cheek."
L "You finally said it." L "You finally said it."
@@ -940,9 +965,18 @@ label replayStart:
L "Yes. I'll be your girlfriend, Clodius." L "Yes. I'll be your girlfriend, Clodius."
#>> jump endingcheck
#>>Bad end label endingcheck:
if Lyra <= 1:
jump badend
elif Lyra == 2:
jump neutralend
elif Lyra == 3:
jump goodend
label badend:
#pause ?
"I feel like more and more a certain gloom has started to seep in tonight." "I feel like more and more a certain gloom has started to seep in tonight."
@@ -1078,7 +1112,11 @@ label replayStart:
"..." "..."
#>>Neutral ending $ persistent.b_end = True
jump playAgain
label neutralend:
#pause ?
"..." "..."
@@ -1186,7 +1224,11 @@ label replayStart:
"..." "..."
#>>Good ending $ persistent.n_end = True
jump playAgain
label goodend:
#pause ?
"Hearing her say it so easily, they ring sincerely in my ears and leave me stunned for a few seconds as those words of hers sink in." "Hearing her say it so easily, they ring sincerely in my ears and leave me stunned for a few seconds as those words of hers sink in."
@@ -1264,9 +1306,17 @@ label replayStart:
"What a way to kick off this new phase of our relationship..." "What a way to kick off this new phase of our relationship..."
$ persistent.g_end = True
if persistent.b_end and persistent.n_end and persistent.g_end:
jump bonusScene
else:
window auto hide
pause 1
jump playAgain
#Bonus scene: Lyra and Clodius are out sometime a few weeks/months later, lyra had convinced clodius to start wearing more casual wear. #Bonus scene: Lyra and Clodius are out sometime a few weeks/months later, lyra had convinced clodius to start wearing more casual wear.
label bonusScene:
"End of the semester, finally." "End of the semester, finally."
@@ -1335,3 +1385,18 @@ label replayStart:
L "Oh, you'll be Observing some new stars tonight, Astronomer..." L "Oh, you'll be Observing some new stars tonight, Astronomer..."
"..." "..."
label playAgain:
"Would you like to play again?{w=.5}{nw}"
menu:
"Would you like to play again?{fast}"
"I do not want to play again":
"Thank you for your time!"
$ renpy.quit()
"I would like to play again":
window auto hide
pause .5
jump replayStart

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@@ -0,0 +1,50 @@
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
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@@ -0,0 +1 @@
hello

37
traceback.txt Normal file
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@@ -0,0 +1,37 @@
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