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authorJesusaves <cpntb1@ymail.com>2020-12-23 21:10:51 -0300
committerJesusaves <cpntb1@ymail.com>2020-12-23 21:10:51 -0300
commitf239f7690ec9b8c1d32658dd16f33e766122b89c (patch)
tree3f1b8f09a6f66166ccacfffe73a075a32865a11f
parente9d3bd0aaac683fcfe2e007826bfcea456afcf3c (diff)
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Function to automatically recalculate the unit stats
-rw-r--r--00_init.rpy2
-rw-r--r--qeditor.rpy1
-rw-r--r--screens.rpy3036
-rw-r--r--ueditor.rpy39
4 files changed, 1556 insertions, 1522 deletions
diff --git a/00_init.rpy b/00_init.rpy
index 5574ff5..4643ae7 100644
--- a/00_init.rpy
+++ b/00_init.rpy
@@ -18,7 +18,7 @@
########################################################################################
init -3 python:
- import json, traceback
+ import json, copy, traceback
config.autoreload = False
config.save_on_mobile_background = False
ERR_JSONDECODER=101
diff --git a/qeditor.rpy b/qeditor.rpy
index 478e809..c0295f6 100644
--- a/qeditor.rpy
+++ b/qeditor.rpy
@@ -204,7 +204,6 @@ screen quest_editor():
key "K_RETURN" action Function(RestartInteraction)#Return()
init python:
- import json, copy
def RestartInteraction():
renpy.restart_interaction()
return
diff --git a/screens.rpy b/screens.rpy
index f86f32e..a2d36ff 100644
--- a/screens.rpy
+++ b/screens.rpy
@@ -1,1518 +1,1518 @@
-################################################################################
-## Initialization
-################################################################################
-
-init offset = -1
-
-
-################################################################################
-## Styles
-################################################################################
-
-style default:
- properties gui.text_properties()
- language gui.language
-
-style input:
- properties gui.text_properties("input", accent=True)
- adjust_spacing False
-
-style hyperlink_text:
- properties gui.text_properties("hyperlink", accent=True)
- hover_underline True
-
-style gui_text:
- properties gui.text_properties("interface")
-
-
-style button:
- properties gui.button_properties("button")
-
-style button_text is gui_text:
- properties gui.text_properties("button")
- yalign 0.5
-
-
-style label_text is gui_text:
- properties gui.text_properties("label", accent=True)
-
-style prompt_text is gui_text:
- properties gui.text_properties("prompt")
-
-
-style bar:
- ysize gui.bar_size
- left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
- right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
-
-style vbar:
- xsize gui.bar_size
- top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
- bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
-
-style scrollbar:
- ysize gui.scrollbar_size
- base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
- thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
-
-style vscrollbar:
- xsize gui.scrollbar_size
- base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
- thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
-
-style slider:
- ysize gui.slider_size
- base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
- thumb "gui/slider/horizontal_[prefix_]thumb.png"
-
-style vslider:
- xsize gui.slider_size
- base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
- thumb "gui/slider/vertical_[prefix_]thumb.png"
-
-
-style frame:
- padding gui.frame_borders.padding
- background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)
-
-
-
-################################################################################
-## In-game screens
-################################################################################
-
-
-## Say screen ##################################################################
-##
-## The say screen is used to display dialogue to the player. It takes two
-## parameters, who and what, which are the name of the speaking character and
-## the text to be displayed, respectively. (The who parameter can be None if no
-## name is given.)
-##
-## This screen must create a text displayable with id "what", as Ren'Py uses
-## this to manage text display. It can also create displayables with id "who"
-## and id "window" to apply style properties.
-##
-## https://www.renpy.org/doc/html/screen_special.html#say
-
-screen say(who, what):
- style_prefix "say"
-
- window:
- id "window"
-
- if who is not None:
-
- window:
- id "namebox"
- style "namebox"
- text who id "who"
-
- text what id "what"
-
-
- ## If there's a side image, display it above the text. Do not display on the
- ## phone variant - there's no room.
- if not renpy.variant("small"):
- add SideImage() xalign 0.0 yalign 1.0
-
-
-## Make the namebox available for styling through the Character object.
-init python:
- config.character_id_prefixes.append('namebox')
-
-style window is default
-style say_label is default
-style say_dialogue is default
-style say_thought is say_dialogue
-
-style namebox is default
-style namebox_label is say_label
-
-
-style window:
- xalign 0.5
- xfill True
- yalign gui.textbox_yalign
- ysize gui.textbox_height
-
- background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
-
-style namebox:
- xpos gui.name_xpos
- xanchor gui.name_xalign
- xsize gui.namebox_width
- ypos gui.name_ypos
- ysize gui.namebox_height
-
- background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
- padding gui.namebox_borders.padding
-
-style say_label:
- properties gui.text_properties("name", accent=True)
- xalign gui.name_xalign
- yalign 0.5
-
-style say_dialogue:
- properties gui.text_properties("dialogue")
-
- xpos gui.dialogue_xpos
- xsize gui.dialogue_width
- ypos gui.dialogue_ypos
-
-
-## Input screen ################################################################
-##
-## This screen is used to display renpy.input. The prompt parameter is used to
-## pass a text prompt in.
-##
-## This screen must create an input displayable with id "input" to accept the
-## various input parameters.
-##
-## https://www.renpy.org/doc/html/screen_special.html#input
-
-screen input(prompt):
- style_prefix "input"
-
- window:
-
- vbox:
- xalign gui.dialogue_text_xalign
- xpos gui.dialogue_xpos
- xsize gui.dialogue_width
- ypos gui.dialogue_ypos
-
- text prompt style "input_prompt"
- input id "input"
-
-style input_prompt is default
-
-style input_prompt:
- xalign gui.dialogue_text_xalign
- properties gui.text_properties("input_prompt")
-
-style input:
- xalign gui.dialogue_text_xalign
- xmaximum gui.dialogue_width
-
-
-## Choice screen ###############################################################
-##
-## This screen is used to display the in-game choices presented by the menu
-## statement. The one parameter, items, is a list of objects, each with caption
-## and action fields.
-##
-## https://www.renpy.org/doc/html/screen_special.html#choice
-
-screen choice(items):
- style_prefix "choice"
-
- vbox:
- for i in items:
- textbutton i.caption action i.action
-
-
-## When this is true, menu captions will be spoken by the narrator. When false,
-## menu captions will be displayed as empty buttons.
-define config.narrator_menu = True
-
-
-style choice_vbox is vbox
-style choice_button is button
-style choice_button_text is button_text
-
-style choice_vbox:
- xalign 0.5
- ypos 270
- yanchor 0.5
-
- spacing gui.choice_spacing
-
-style choice_button is default:
- properties gui.button_properties("choice_button")
-
-style choice_button_text is default:
- properties gui.button_text_properties("choice_button")
-
-
-## Quick Menu screen ###########################################################
-##
-## The quick menu is displayed in-game to provide easy access to the out-of-game
-## menus.
-
-screen quick_menu():
-
- ## Ensure this appears on top of other screens.
- zorder 100
-
- if quick_menu:
-
- hbox:
- style_prefix "quick"
-
- xalign 0.5
- yalign 1.0
-
- textbutton _("Back") action Rollback()
- textbutton _("History") action ShowMenu('history')
- textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
- textbutton _("Auto") action Preference("auto-forward", "toggle")
- textbutton _("Save") action ShowMenu('save')
- textbutton _("Q.Save") action QuickSave()
- textbutton _("Q.Load") action QuickLoad()
- textbutton _("Prefs") action ShowMenu('preferences')
-
-
-## This code ensures that the quick_menu screen is displayed in-game, whenever
-## the player has not explicitly hidden the interface.
-init python:
- config.overlay_screens.append("quick_menu")
-
-default quick_menu = True
-
-style quick_button is default
-style quick_button_text is button_text
-
-style quick_button:
- properties gui.button_properties("quick_button")
-
-style quick_button_text:
- properties gui.button_text_properties("quick_button")
-
-
-################################################################################
-## Main and Game Menu Screens
-################################################################################
-
-## Navigation screen ###########################################################
-##
-## This screen is included in the main and game menus, and provides navigation
-## to other menus, and to start the game.
-
-screen navigation():
-
- vbox:
- style_prefix "navigation"
-
- xpos gui.navigation_xpos
- yalign 0.5
-
- spacing gui.navigation_spacing
-
- if main_menu:
-
- textbutton _("Start") action Start()
-
- else:
-
- textbutton _("History") action ShowMenu("history")
-
- textbutton _("Save") action ShowMenu("save")
-
- textbutton _("Load") action ShowMenu("load")
-
- textbutton _("Preferences") action ShowMenu("preferences")
-
- if _in_replay:
-
- textbutton _("End Replay") action EndReplay(confirm=True)
-
- elif not main_menu:
-
- textbutton _("Main Menu") action MainMenu()
-
- textbutton _("About") action ShowMenu("about")
-
- if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")):
-
- ## Help isn't necessary or relevant to mobile devices.
- textbutton _("Help") action ShowMenu("help")
-
- if renpy.variant("pc"):
-
- ## The quit button is banned on iOS and unnecessary on Android and
- ## Web.
- textbutton _("Quit") action Quit(confirm=not main_menu)
-
-
-style navigation_button is gui_button
-style navigation_button_text is gui_button_text
-
-style navigation_button:
- size_group "navigation"
- properties gui.button_properties("navigation_button")
-
-style navigation_button_text:
- properties gui.button_text_properties("navigation_button")
-
-
-## Main Menu screen ############################################################
-##
-## Used to display the main menu when Ren'Py starts.
-##
-## https://www.renpy.org/doc/html/screen_special.html#main-menu
-
-screen main_menu():
-
- ## This ensures that any other menu screen is replaced.
- tag menu
-
- style_prefix "main_menu"
-
- add gui.main_menu_background
-
- ## This empty frame darkens the main menu.
- frame:
- pass
-
- ## The use statement includes another screen inside this one. The actual
- ## contents of the main menu are in the navigation screen.
- use navigation
-
- if gui.show_name:
-
- vbox:
- text "[config.name!t]":
- style "main_menu_title"
-
- text "[config.version]":
- style "main_menu_version"
-
-
-style main_menu_frame is empty
-style main_menu_vbox is vbox
-style main_menu_text is gui_text
-style main_menu_title is main_menu_text
-style main_menu_version is main_menu_text
-
-style main_menu_frame:
- xsize 280
- yfill True
-
- background "gui/overlay/main_menu.png"
-
-style main_menu_vbox:
- xalign 1.0
- xoffset -20
- xmaximum 800
- yalign 1.0
- yoffset -20
-
-style main_menu_text:
- properties gui.text_properties("main_menu", accent=True)
-
-style main_menu_title:
- properties gui.text_properties("title")
-
-style main_menu_version:
- properties gui.text_properties("version")
-
-
-## Game Menu screen ############################################################
-##
-## This lays out the basic common structure of a game menu screen. It's called
-## with the screen title, and displays the background, title, and navigation.
-##
-## The scroll parameter can be None, or one of "viewport" or "vpgrid". When
-## this screen is intended to be used with one or more children, which are
-## transcluded (placed) inside it.
-
-screen game_menu(title, scroll=None, yinitial=0.0):
-
- style_prefix "game_menu"
-
- if main_menu:
- add gui.main_menu_background
- else:
- add gui.game_menu_background
-
- frame:
- style "game_menu_outer_frame"
-
- hbox:
-
- ## Reserve space for the navigation section.
- frame:
- style "game_menu_navigation_frame"
-
- frame:
- style "game_menu_content_frame"
-
- if scroll == "viewport":
-
- viewport:
- yinitial yinitial
- scrollbars "vertical"
- mousewheel True
- draggable True
- pagekeys True
-
- side_yfill True
-
- vbox:
- transclude
-
- elif scroll == "vpgrid":
-
- vpgrid:
- cols 1
- yinitial yinitial
-
- scrollbars "vertical"
- mousewheel True
- draggable True
- pagekeys True
-
- side_yfill True
-
- transclude
-
- else:
-
- transclude
-
- use navigation
-
- textbutton _("Return"):
- style "return_button"
-
- action Return()
-
- label title
-
- if main_menu:
- key "game_menu" action ShowMenu("main_menu")
-
-
-style game_menu_outer_frame is empty
-style game_menu_navigation_frame is empty
-style game_menu_content_frame is empty
-style game_menu_viewport is gui_viewport
-style game_menu_side is gui_side
-style game_menu_scrollbar is gui_vscrollbar
-
-style game_menu_label is gui_label
-style game_menu_label_text is gui_label_text
-
-style return_button is navigation_button
-style return_button_text is navigation_button_text
-
-style game_menu_outer_frame:
- bottom_padding 30
- top_padding 120
-
- background "gui/overlay/game_menu.png"
-
-style game_menu_navigation_frame:
- xsize 280
- yfill True
-
-style game_menu_content_frame:
- left_margin 40
- right_margin 20
- top_margin 10
-
-style game_menu_viewport:
- xsize 920
-
-style game_menu_vscrollbar:
- unscrollable gui.unscrollable
-
-style game_menu_side:
- spacing 10
-
-style game_menu_label:
- xpos 50
- ysize 120
-
-style game_menu_label_text:
- size gui.title_text_size
- color gui.accent_color
- yalign 0.5
-
-style return_button:
- xpos gui.navigation_xpos
- yalign 1.0
- yoffset -30
-
-
-## About screen ################################################################
-##
-## This screen gives credit and copyright information about the game and Ren'Py.
-##
-## There's nothing special about this screen, and hence it also serves as an
-## example of how to make a custom screen.
-
-screen about():
-
- tag menu
-
- ## This use statement includes the game_menu screen inside this one. The
- ## vbox child is then included inside the viewport inside the game_menu
- ## screen.
- use game_menu(_("About"), scroll="viewport"):
-
- style_prefix "about"
-
- vbox:
-
- label "[config.name!t]"
- text _("Version [config.version!t]\n")
-
- ## gui.about is usually set in options.rpy.
- if gui.about:
- text "[gui.about!t]\n"
-
- text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")
-
-
-## This is redefined in options.rpy to add text to the about screen.
-define gui.about = ""
-
-
-style about_label is gui_label
-style about_label_text is gui_label_text
-style about_text is gui_text
-
-style about_label_text:
- size gui.label_text_size
-
-
-## Load and Save screens #######################################################
-##
-## These screens are responsible for letting the player save the game and load
-## it again. Since they share nearly everything in common, both are implemented
-## in terms of a third screen, file_slots.
-##
-## https://www.renpy.org/doc/html/screen_special.html#save https://
-## www.renpy.org/doc/html/screen_special.html#load
-
-screen save():
-
- tag menu
-
- use file_slots(_("Save"))
-
-
-screen load():
-
- tag menu
-
- use file_slots(_("Load"))
-
-
-screen file_slots(title):
-
- default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))
-
- use game_menu(title):
-
- fixed:
-
- ## This ensures the input will get the enter event before any of the
- ## buttons do.
- order_reverse True
-
- ## The page name, which can be edited by clicking on a button.
- button:
- style "page_label"
-
- key_events True
- xalign 0.5
- action page_name_value.Toggle()
-
- input:
- style "page_label_text"
- value page_name_value
-
- ## The grid of file slots.
- grid gui.file_slot_cols gui.file_slot_rows:
- style_prefix "slot"
-
- xalign 0.5
- yalign 0.5
-
- spacing gui.slot_spacing
-
- for i in range(gui.file_slot_cols * gui.file_slot_rows):
-
- $ slot = i + 1
-
- button:
- action FileAction(slot)
-
- has vbox
-
- add FileScreenshot(slot) xalign 0.5
-
- text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
- style "slot_time_text"
-
- text FileSaveName(slot):
- style "slot_name_text"
-
- key "save_delete" action FileDelete(slot)
-
- ## Buttons to access other pages.
- hbox:
- style_prefix "page"
-
- xalign 0.5
- yalign 1.0
-
- spacing gui.page_spacing
-
- textbutton _("<") action FilePagePrevious()
-
- if config.has_autosave:
- textbutton _("{#auto_page}A") action FilePage("auto")
-
- if config.has_quicksave:
- textbutton _("{#quick_page}Q") action FilePage("quick")
-
- ## range(1, 10) gives the numbers from 1 to 9.
- for page in range(1, 10):
- textbutton "[page]" action FilePage(page)
-
- textbutton _(">") action FilePageNext()
-
-
-style page_label is gui_label
-style page_label_text is gui_label_text
-style page_button is gui_button
-style page_button_text is gui_button_text
-
-style slot_button is gui_button
-style slot_button_text is gui_button_text
-style slot_time_text is slot_button_text
-style slot_name_text is slot_button_text
-
-style page_label:
- xpadding 50
- ypadding 3
-
-style page_label_text:
- text_align 0.5
- layout "subtitle"
- hover_color gui.hover_color
-
-style page_button:
- properties gui.button_properties("page_button")
-
-style page_button_text:
- properties gui.button_text_properties("page_button")
-
-style slot_button:
- properties gui.button_properties("slot_button")
-
-style slot_button_text:
- properties gui.button_text_properties("slot_button")
-
-
-## Preferences screen ##########################################################
-##
-## The preferences screen allows the player to configure the game to better suit
-## themselves.
-##
-## https://www.renpy.org/doc/html/screen_special.html#preferences
-
-screen preferences():
-
- tag menu
-
- use game_menu(_("Preferences"), scroll="viewport"):
-
- vbox:
-
- hbox:
- box_wrap True
-
- if renpy.variant("pc") or renpy.variant("web"):
-
- vbox:
- style_prefix "radio"
- label _("Display")
- textbutton _("Window") action Preference("display", "window")
- textbutton _("Fullscreen") action Preference("display", "fullscreen")
-
- vbox:
- style_prefix "radio"
- label _("Rollback Side")
- textbutton _("Disable") action Preference("rollback side", "disable")
- textbutton _("Left") action Preference("rollback side", "left")
- textbutton _("Right") action Preference("rollback side", "right")
-
- vbox:
- style_prefix "check"
- label _("Skip")
- textbutton _("Unseen Text") action Preference("skip", "toggle")
- textbutton _("After Choices") action Preference("after choices", "toggle")
- textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))
-
- ## Additional vboxes of type "radio_pref" or "check_pref" can be
- ## added here, to add additional creator-defined preferences.
-
- null height (4 * gui.pref_spacing)
-
- hbox:
- style_prefix "slider"
- box_wrap True
-
- vbox:
-
- label _("Text Speed")
-
- bar value Preference("text speed")
-
- label _("Auto-Forward Time")
-
- bar value Preference("auto-forward time")
-
- vbox:
-
- if config.has_music:
- label _("Music Volume")
-
- hbox:
- bar value Preference("music volume")
-
- if config.has_sound:
-
- label _("Sound Volume")
-
- hbox:
- bar value Preference("sound volume")
-
- if config.sample_sound:
- textbutton _("Test") action Play("sound", config.sample_sound)
-
-
- if config.has_voice:
- label _("Voice Volume")
-
- hbox:
- bar value Preference("voice volume")
-
- if config.sample_voice:
- textbutton _("Test") action Play("voice", config.sample_voice)
-
- if config.has_music or config.has_sound or config.has_voice:
- null height gui.pref_spacing
-
- textbutton _("Mute All"):
- action Preference("all mute", "toggle")
- style "mute_all_button"
-
-
-style pref_label is gui_label
-style pref_label_text is gui_label_text
-style pref_vbox is vbox
-
-style radio_label is pref_label
-style radio_label_text is pref_label_text
-style radio_button is gui_button
-style radio_button_text is gui_button_text
-style radio_vbox is pref_vbox
-
-style check_label is pref_label
-style check_label_text is pref_label_text
-style check_button is gui_button
-style check_button_text is gui_button_text
-style check_vbox is pref_vbox
-
-style slider_label is pref_label
-style slider_label_text is pref_label_text
-style slider_slider is gui_slider
-style slider_button is gui_button
-style slider_button_text is gui_button_text
-style slider_pref_vbox is pref_vbox
-
-style mute_all_button is check_button
-style mute_all_button_text is check_button_text
-
-style pref_label:
- top_margin gui.pref_spacing
- bottom_margin 2
-
-style pref_label_text:
- yalign 1.0
-
-style pref_vbox:
- xsize 225
-
-style radio_vbox:
- spacing gui.pref_button_spacing
-
-style radio_button:
- properties gui.button_properties("radio_button")
- foreground "gui/button/radio_[prefix_]foreground.png"
-
-style radio_button_text:
- properties gui.button_text_properties("radio_button")
-
-style check_vbox:
- spacing gui.pref_button_spacing
-
-style check_button:
- properties gui.button_properties("check_button")
- foreground "gui/button/check_[prefix_]foreground.png"
-
-style check_button_text:
- properties gui.button_text_properties("check_button")
-
-style slider_slider:
- xsize 350
-
-style slider_button:
- properties gui.button_properties("slider_button")
- yalign 0.5
- left_margin 10
-
-style slider_button_text:
- properties gui.button_text_properties("slider_button")
-
-style slider_vbox:
- xsize 450
-
-
-## History screen ##############################################################
-##
-## This is a screen that displays the dialogue history to the player. While
-## there isn't anything special about this screen, it does have to access the
-## dialogue history stored in _history_list.
-##
-## https://www.renpy.org/doc/html/history.html
-
-screen history():
-
- tag menu
-
- ## Avoid predicting this screen, as it can be very large.
- predict False
-
- use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0):
-
- style_prefix "history"
-
- for h in _history_list:
-
- window:
-
- ## This lays things out properly if history_height is None.
- has fixed:
- yfit True
-
- if h.who:
-
- label h.who:
- style "history_name"
- substitute False
-
- ## Take the color of the who text from the Character, if
- ## set.
- if "color" in h.who_args:
- text_color h.who_args["color"]
-
- $ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
- text what:
- substitute False
-
- if not _history_list:
- label _("The dialogue history is empty.")
-
-
-## This determines what tags are allowed to be displayed on the history screen.
-
-define gui.history_allow_tags = set()
-
-
-style history_window is empty
-
-style history_name is gui_label
-style history_name_text is gui_label_text
-style history_text is gui_text
-
-style history_text is gui_text
-
-style history_label is gui_label
-style history_label_text is gui_label_text
-
-style history_window:
- xfill True
- ysize gui.history_height
-
-style history_name:
- xpos gui.history_name_xpos
- xanchor gui.history_name_xalign
- ypos gui.history_name_ypos
- xsize gui.history_name_width
-
-style history_name_text:
- min_width gui.history_name_width
- text_align gui.history_name_xalign
-
-style history_text:
- xpos gui.history_text_xpos
- ypos gui.history_text_ypos
- xanchor gui.history_text_xalign
- xsize gui.history_text_width
- min_width gui.history_text_width
- text_align gui.history_text_xalign
- layout ("subtitle" if gui.history_text_xalign else "tex")
-
-style history_label:
- xfill True
-
-style history_label_text:
- xalign 0.5
-
-
-## Help screen #################################################################
-##
-## A screen that gives information about key and mouse bindings. It uses other
-## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
-## help.
-
-screen help():
-
- tag menu
-
- default device = "keyboard"
-
- use game_menu(_("Help"), scroll="viewport"):
-
- style_prefix "help"
-
- vbox:
- spacing 15
-
- hbox:
-
- textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
- textbutton _("Mouse") action SetScreenVariable("device", "mouse")
-
- if GamepadExists():
- textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
-
- if device == "keyboard":
- use keyboard_help
- elif device == "mouse":
- use mouse_help
- elif device == "gamepad":
- use gamepad_help
-
-
-screen keyboard_help():
-
- hbox:
- label _("Enter")
- text _("Advances dialogue and activates the interface.")
-
- hbox:
- label _("Space")
- text _("Advances dialogue without selecting choices.")
-
- hbox:
- label _("Arrow Keys")
- text _("Navigate the interface.")
-
- hbox:
- label _("Escape")
- text _("Accesses the game menu.")
-
- hbox:
- label _("Ctrl")
- text _("Skips dialogue while held down.")
-
- hbox:
- label _("Tab")
- text _("Toggles dialogue skipping.")
-
- hbox:
- label _("Page Up")
- text _("Rolls back to earlier dialogue.")
-
- hbox:
- label _("Page Down")
- text _("Rolls forward to later dialogue.")
-
- hbox:
- label "H"
- text _("Hides the user interface.")
-
- hbox:
- label "S"
- text _("Takes a screenshot.")
-
- hbox:
- label "V"
- text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.")
-
-
-screen mouse_help():
-
- hbox:
- label _("Left Click")
- text _("Advances dialogue and activates the interface.")
-
- hbox:
- label _("Middle Click")
- text _("Hides the user interface.")
-
- hbox:
- label _("Right Click")
- text _("Accesses the game menu.")
-
- hbox:
- label _("Mouse Wheel Up\nClick Rollback Side")
- text _("Rolls back to earlier dialogue.")
-
- hbox:
- label _("Mouse Wheel Down")
- text _("Rolls forward to later dialogue.")
-
-
-screen gamepad_help():
-
- hbox:
- label _("Right Trigger\nA/Bottom Button")
- text _("Advances dialogue and activates the interface.")
-
- hbox:
- label _("Left Trigger\nLeft Shoulder")
- text _("Rolls back to earlier dialogue.")
-
- hbox:
- label _("Right Shoulder")
- text _("Rolls forward to later dialogue.")
-
-
- hbox:
- label _("D-Pad, Sticks")
- text _("Navigate the interface.")
-
- hbox:
- label _("Start, Guide")
- text _("Accesses the game menu.")
-
- hbox:
- label _("Y/Top Button")
- text _("Hides the user interface.")
-
- textbutton _("Calibrate") action GamepadCalibrate()
-
-
-style help_button is gui_button
-style help_button_text is gui_button_text
-style help_label is gui_label
-style help_label_text is gui_label_text
-style help_text is gui_text
-
-style help_button:
- properties gui.button_properties("help_button")
- xmargin 8
-
-style help_button_text:
- properties gui.button_text_properties("help_button")
-
-style help_label:
- xsize 250
- right_padding 20
-
-style help_label_text:
- size gui.text_size
- xalign 1.0
- text_align 1.0
-
-
-
-################################################################################
-## Additional screens
-################################################################################
-
-
-## Confirm screen ##############################################################
-##
-## The confirm screen is called when Ren'Py wants to ask the player a yes or no
-## question.
-##
-## https://www.renpy.org/doc/html/screen_special.html#confirm
-
-screen confirm(message, yes_action, no_action):
-
- ## Ensure other screens do not get input while this screen is displayed.
- modal True
-
- zorder 200
-
- style_prefix "confirm"
-
- add "gui/overlay/confirm.png"
-
- frame:
-
- vbox:
- xalign .5
- yalign .5
- spacing 30
-
- label _(message):
- style "confirm_prompt"
- xalign 0.5
-
- hbox:
- xalign 0.5
- spacing 100
-
- textbutton _("Yes") action yes_action
- textbutton _("No") action no_action
-
- ## Right-click and escape answer "no".
- key "game_menu" action no_action
-
-
-style confirm_frame is gui_frame
-style confirm_prompt is gui_prompt
-style confirm_prompt_text is gui_prompt_text
-style confirm_button is gui_medium_button
-style confirm_button_text is gui_medium_button_text
-
-style confirm_frame:
- background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile)
- padding gui.confirm_frame_borders.padding
- xalign .5
- yalign .5
-
-style confirm_prompt_text:
- text_align 0.5
- layout "subtitle"
-
-style confirm_button:
- properties gui.button_properties("confirm_button")
-
-style confirm_button_text:
- properties gui.button_text_properties("confirm_button")
-
-
-## Skip indicator screen #######################################################
-##
-## The skip_indicator screen is displayed to indicate that skipping is in
-## progress.
-##
-## https://www.renpy.org/doc/html/screen_special.html#skip-indicator
-
-screen skip_indicator():
-
- zorder 100
- style_prefix "skip"
-
- frame:
-
- hbox:
- spacing 6
-
- text _("Skipping")
-
- text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"
- text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
- text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"
-
-
-## This transform is used to blink the arrows one after another.
-transform delayed_blink(delay, cycle):
- alpha .5
-
- pause delay
-
- block:
- linear .2 alpha 1.0
- pause .2
- linear .2 alpha 0.5
- pause (cycle - .4)
- repeat
-
-
-style skip_frame is empty
-style skip_text is gui_text
-style skip_triangle is skip_text
-
-style skip_frame:
- ypos gui.skip_ypos
- background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile)
- padding gui.skip_frame_borders.padding
-
-style skip_text:
- size gui.notify_text_size
-
-style skip_triangle:
- ## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
- ## glyph in it.
- font "DejaVuSans.ttf"
-
-
-## Notify screen ###############################################################
-##
-## The notify screen is used to show the player a message. (For example, when
-## the game is quicksaved or a screenshot has been taken.)
-##
-## https://www.renpy.org/doc/html/screen_special.html#notify-screen
-
-screen notify(message):
-
- zorder 100
- style_prefix "notify"
-
- frame at notify_appear:
- text "[message!tq]"
-
- timer 3.25 action Hide('notify')
-
-
-transform notify_appear:
- on show:
- alpha 0
- linear .25 alpha 1.0
- on hide:
- linear .5 alpha 0.0
-
-
-style notify_frame is empty
-style notify_text is gui_text
-
-style notify_frame:
- ypos gui.notify_ypos
-
- background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile)
- padding gui.notify_frame_borders.padding
-
-style notify_text:
- properties gui.text_properties("notify")
-
-
-## NVL screen ##################################################################
-##
-## This screen is used for NVL-mode dialogue and menus.
-##
-## https://www.renpy.org/doc/html/screen_special.html#nvl
-
-
-screen nvl(dialogue, items=None):
-
- window:
- style "nvl_window"
-
- has vbox:
- spacing gui.nvl_spacing
-
- ## Displays dialogue in either a vpgrid or the vbox.
- if gui.nvl_height:
-
- vpgrid:
- cols 1
- yinitial 1.0
-
- use nvl_dialogue(dialogue)
-
- else:
-
- use nvl_dialogue(dialogue)
-
- ## Displays the menu, if given. The menu may be displayed incorrectly if
- ## config.narrator_menu is set to True, as it is above.
- for i in items:
-
- textbutton i.caption:
- action i.action
- style "nvl_button"
-
- add SideImage() xalign 0.0 yalign 1.0
-
-
-screen nvl_dialogue(dialogue):
-
- for d in dialogue:
-
- window:
- id d.window_id
-
- fixed:
- yfit gui.nvl_height is None
-
- if d.who is not None:
-
- text d.who:
- id d.who_id
-
- text d.what:
- id d.what_id
-
-
-## This controls the maximum number of NVL-mode entries that can be displayed at
-## once.
-define config.nvl_list_length = gui.nvl_list_length
-
-style nvl_window is default
-style nvl_entry is default
-
-style nvl_label is say_label
-style nvl_dialogue is say_dialogue
-
-style nvl_button is button
-style nvl_button_text is button_text
-
-style nvl_window:
- xfill True
- yfill True
-
- background "gui/nvl.png"
- padding gui.nvl_borders.padding
-
-style nvl_entry:
- xfill True
- ysize gui.nvl_height
-
-style nvl_label:
- xpos gui.nvl_name_xpos
- xanchor gui.nvl_name_xalign
- ypos gui.nvl_name_ypos
- yanchor 0.0
- xsize gui.nvl_name_width
- min_width gui.nvl_name_width
- text_align gui.nvl_name_xalign
-
-style nvl_dialogue:
- xpos gui.nvl_text_xpos
- xanchor gui.nvl_text_xalign
- ypos gui.nvl_text_ypos
- xsize gui.nvl_text_width
- min_width gui.nvl_text_width
- text_align gui.nvl_text_xalign
- layout ("subtitle" if gui.nvl_text_xalign else "tex")
-
-style nvl_thought:
- xpos gui.nvl_thought_xpos
- xanchor gui.nvl_thought_xalign
- ypos gui.nvl_thought_ypos
- xsize gui.nvl_thought_width
- min_width gui.nvl_thought_width
- text_align gui.nvl_thought_xalign
- layout ("subtitle" if gui.nvl_text_xalign else "tex")
-
-style nvl_button:
- properties gui.button_properties("nvl_button")
- xpos gui.nvl_button_xpos
- xanchor gui.nvl_button_xalign
-
-style nvl_button_text:
- properties gui.button_text_properties("nvl_button")
-
-
-
-################################################################################
-## Mobile Variants
-################################################################################
-
-style pref_vbox:
- variant "medium"
- xsize 450
-
-## Since a mouse may not be present, we replace the quick menu with a version
-## that uses fewer and bigger buttons that are easier to touch.
-screen quick_menu():
- variant "touch"
-
- zorder 100
-
- if quick_menu:
-
- hbox:
- style_prefix "quick"
-
- xalign 0.5
- yalign 1.0
-
- textbutton _("Back") action Rollback()
- textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
- textbutton _("Auto") action Preference("auto-forward", "toggle")
- textbutton _("Menu") action ShowMenu()
-
-
-style window:
- variant "small"
- background "gui/phone/textbox.png"
-
-style radio_button:
- variant "small"
- foreground "gui/phone/button/radio_[prefix_]foreground.png"
-
-style check_button:
- variant "small"
- foreground "gui/phone/button/check_[prefix_]foreground.png"
-
-style nvl_window:
- variant "small"
- background "gui/phone/nvl.png"
-
-style main_menu_frame:
- variant "small"
- background "gui/phone/overlay/main_menu.png"
-
-style game_menu_outer_frame:
- variant "small"
- background "gui/phone/overlay/game_menu.png"
-
-style game_menu_navigation_frame:
- variant "small"
- xsize 340
-
-style game_menu_content_frame:
- variant "small"
- top_margin 0
-
-style pref_vbox:
- variant "small"
- xsize 400
-
-style bar:
- variant "small"
- ysize gui.bar_size
- left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
- right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
-
-style vbar:
- variant "small"
- xsize gui.bar_size
- top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
- bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
-
-style scrollbar:
- variant "small"
- ysize gui.scrollbar_size
- base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
- thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
-
-style vscrollbar:
- variant "small"
- xsize gui.scrollbar_size
- base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
- thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
-
-style slider:
- variant "small"
- ysize gui.slider_size
- base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
- thumb "gui/phone/slider/horizontal_[prefix_]thumb.png"
-
-style vslider:
- variant "small"
- xsize gui.slider_size
- base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
- thumb "gui/phone/slider/vertical_[prefix_]thumb.png"
-
-style slider_pref_vbox:
- variant "small"
- xsize None
-
-style slider_pref_slider:
- variant "small"
- xsize 600
+################################################################################
+## Initialization
+################################################################################
+
+init offset = -1
+
+
+################################################################################
+## Styles
+################################################################################
+
+style default:
+ properties gui.text_properties()
+ language gui.language
+
+style input:
+ properties gui.text_properties("input", accent=True)
+ adjust_spacing False
+
+style hyperlink_text:
+ properties gui.text_properties("hyperlink", accent=True)
+ hover_underline True
+
+style gui_text:
+ properties gui.text_properties("interface")
+
+
+style button:
+ properties gui.button_properties("button")
+
+style button_text is gui_text:
+ properties gui.text_properties("button")
+ yalign 0.5
+
+
+style label_text is gui_text:
+ properties gui.text_properties("label", accent=True)
+
+style prompt_text is gui_text:
+ properties gui.text_properties("prompt")
+
+
+style bar:
+ ysize gui.bar_size
+ left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
+ right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
+
+style vbar:
+ xsize gui.bar_size
+ top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
+ bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
+
+style scrollbar:
+ ysize gui.scrollbar_size
+ base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+
+style vscrollbar:
+ xsize gui.scrollbar_size
+ base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+
+style slider:
+ ysize gui.slider_size
+ base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
+ thumb "gui/slider/horizontal_[prefix_]thumb.png"
+
+style vslider:
+ xsize gui.slider_size
+ base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
+ thumb "gui/slider/vertical_[prefix_]thumb.png"
+
+
+style frame:
+ padding gui.frame_borders.padding
+ background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)
+
+
+
+################################################################################
+## In-game screens
+################################################################################
+
+
+## Say screen ##################################################################
+##
+## The say screen is used to display dialogue to the player. It takes two
+## parameters, who and what, which are the name of the speaking character and
+## the text to be displayed, respectively. (The who parameter can be None if no
+## name is given.)
+##
+## This screen must create a text displayable with id "what", as Ren'Py uses
+## this to manage text display. It can also create displayables with id "who"
+## and id "window" to apply style properties.
+##
+## https://www.renpy.org/doc/html/screen_special.html#say
+
+screen say(who, what):
+ style_prefix "say"
+
+ window:
+ id "window"
+
+ if who is not None:
+
+ window:
+ id "namebox"
+ style "namebox"
+ text who id "who"
+
+ text what id "what"
+
+
+ ## If there's a side image, display it above the text. Do not display on the
+ ## phone variant - there's no room.
+ if not renpy.variant("small"):
+ add SideImage() xalign 0.0 yalign 1.0
+
+
+## Make the namebox available for styling through the Character object.
+init python:
+ config.character_id_prefixes.append('namebox')
+
+style window is default
+style say_label is default
+style say_dialogue is default
+style say_thought is say_dialogue
+
+style namebox is default
+style namebox_label is say_label
+
+
+style window:
+ xalign 0.5
+ xfill True
+ yalign gui.textbox_yalign
+ ysize gui.textbox_height
+
+ background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
+
+style namebox:
+ xpos gui.name_xpos
+ xanchor gui.name_xalign
+ xsize gui.namebox_width
+ ypos gui.name_ypos
+ ysize gui.namebox_height
+
+ background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
+ padding gui.namebox_borders.padding
+
+style say_label:
+ properties gui.text_properties("name", accent=True)
+ xalign gui.name_xalign
+ yalign 0.5
+
+style say_dialogue:
+ properties gui.text_properties("dialogue")
+
+ xpos gui.dialogue_xpos
+ xsize gui.dialogue_width
+ ypos gui.dialogue_ypos
+
+
+## Input screen ################################################################
+##
+## This screen is used to display renpy.input. The prompt parameter is used to
+## pass a text prompt in.
+##
+## This screen must create an input displayable with id "input" to accept the
+## various input parameters.
+##
+## https://www.renpy.org/doc/html/screen_special.html#input
+
+screen input(prompt):
+ style_prefix "input"
+
+ window:
+
+ vbox:
+ xalign gui.dialogue_text_xalign
+ xpos gui.dialogue_xpos
+ xsize gui.dialogue_width
+ ypos gui.dialogue_ypos
+
+ text prompt style "input_prompt"
+ input id "input"
+
+style input_prompt is default
+
+style input_prompt:
+ xalign gui.dialogue_text_xalign
+ properties gui.text_properties("input_prompt")
+
+style input:
+ xalign gui.dialogue_text_xalign
+ xmaximum gui.dialogue_width
+
+
+## Choice screen ###############################################################
+##
+## This screen is used to display the in-game choices presented by the menu
+## statement. The one parameter, items, is a list of objects, each with caption
+## and action fields.
+##
+## https://www.renpy.org/doc/html/screen_special.html#choice
+
+screen choice(items):
+ style_prefix "choice"
+
+ vbox:
+ for i in items:
+ textbutton i.caption action i.action
+
+
+## When this is true, menu captions will be spoken by the narrator. When false,
+## menu captions will be displayed as empty buttons.
+define config.narrator_menu = True
+
+
+style choice_vbox is vbox
+style choice_button is button
+style choice_button_text is button_text
+
+style choice_vbox:
+ xalign 0.5
+ ypos 270
+ yanchor 0.5
+
+ spacing gui.choice_spacing
+
+style choice_button is default:
+ properties gui.button_properties("choice_button")
+
+style choice_button_text is default:
+ properties gui.button_text_properties("choice_button")
+
+
+## Quick Menu screen ###########################################################
+##
+## The quick menu is displayed in-game to provide easy access to the out-of-game
+## menus.
+
+screen quick_menu():
+
+ ## Ensure this appears on top of other screens.
+ zorder 100
+
+ if quick_menu:
+
+ hbox:
+ style_prefix "quick"
+
+ xalign 0.5
+ yalign 1.0
+
+ textbutton _("Back") action Rollback()
+ textbutton _("History") action ShowMenu('history')
+ textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
+ textbutton _("Auto") action Preference("auto-forward", "toggle")
+ textbutton _("Save") action ShowMenu('save')
+ textbutton _("Q.Save") action QuickSave()
+ textbutton _("Q.Load") action QuickLoad()
+ textbutton _("Prefs") action ShowMenu('preferences')
+
+
+## This code ensures that the quick_menu screen is displayed in-game, whenever
+## the player has not explicitly hidden the interface.
+init python:
+ config.overlay_screens.append("quick_menu")
+
+default quick_menu = True
+
+style quick_button is default
+style quick_button_text is button_text
+
+style quick_button:
+ properties gui.button_properties("quick_button")
+
+style quick_button_text:
+ properties gui.button_text_properties("quick_button")
+
+
+################################################################################
+## Main and Game Menu Screens
+################################################################################
+
+## Navigation screen ###########################################################
+##
+## This screen is included in the main and game menus, and provides navigation
+## to other menus, and to start the game.
+
+screen navigation():
+
+ vbox:
+ style_prefix "navigation"
+
+ xpos gui.navigation_xpos
+ yalign 0.5
+
+ spacing gui.navigation_spacing
+
+ if main_menu:
+
+ textbutton _("Start") action Start()
+
+ else:
+
+ textbutton _("History") action ShowMenu("history")
+
+ textbutton _("Save") action ShowMenu("save")
+
+ textbutton _("Load") action ShowMenu("load")
+
+ textbutton _("Preferences") action ShowMenu("preferences")
+
+ if _in_replay:
+
+ textbutton _("End Replay") action EndReplay(confirm=True)
+
+ elif not main_menu:
+
+ textbutton _("Main Menu") action MainMenu()
+
+ textbutton _("About") action ShowMenu("about")
+
+ if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")):
+
+ ## Help isn't necessary or relevant to mobile devices.
+ textbutton _("Help") action ShowMenu("help")
+
+ if renpy.variant("pc"):
+
+ ## The quit button is banned on iOS and unnecessary on Android and
+ ## Web.
+ textbutton _("Quit") action Quit(confirm=not main_menu)
+
+
+style navigation_button is gui_button
+style navigation_button_text is gui_button_text
+
+style navigation_button:
+ size_group "navigation"
+ properties gui.button_properties("navigation_button")
+
+style navigation_button_text:
+ properties gui.button_text_properties("navigation_button")
+
+
+## Main Menu screen ############################################################
+##
+## Used to display the main menu when Ren'Py starts.
+##
+## https://www.renpy.org/doc/html/screen_special.html#main-menu
+
+screen main_menu():
+
+ ## This ensures that any other menu screen is replaced.
+ tag menu
+
+ style_prefix "main_menu"
+
+ add gui.main_menu_background
+
+ ## This empty frame darkens the main menu.
+ frame:
+ pass
+
+ ## The use statement includes another screen inside this one. The actual
+ ## contents of the main menu are in the navigation screen.
+ use navigation
+
+ if gui.show_name:
+
+ vbox:
+ text "[config.name!t]":
+ style "main_menu_title"
+
+ text "[config.version]":
+ style "main_menu_version"
+
+
+style main_menu_frame is empty
+style main_menu_vbox is vbox
+style main_menu_text is gui_text
+style main_menu_title is main_menu_text
+style main_menu_version is main_menu_text
+
+style main_menu_frame:
+ xsize 280
+ yfill True
+
+ background "gui/overlay/main_menu.png"
+
+style main_menu_vbox:
+ xalign 1.0
+ xoffset -20
+ xmaximum 800
+ yalign 1.0
+ yoffset -20
+
+style main_menu_text:
+ properties gui.text_properties("main_menu", accent=True)
+
+style main_menu_title:
+ properties gui.text_properties("title")
+
+style main_menu_version:
+ properties gui.text_properties("version")
+
+
+## Game Menu screen ############################################################
+##
+## This lays out the basic common structure of a game menu screen. It's called
+## with the screen title, and displays the background, title, and navigation.
+##
+## The scroll parameter can be None, or one of "viewport" or "vpgrid". When
+## this screen is intended to be used with one or more children, which are
+## transcluded (placed) inside it.
+
+screen game_menu(title, scroll=None, yinitial=0.0):
+
+ style_prefix "game_menu"
+
+ if main_menu:
+ add gui.main_menu_background
+ else:
+ add gui.game_menu_background
+
+ frame:
+ style "game_menu_outer_frame"
+
+ hbox:
+
+ ## Reserve space for the navigation section.
+ frame:
+ style "game_menu_navigation_frame"
+
+ frame:
+ style "game_menu_content_frame"
+
+ if scroll == "viewport":
+
+ viewport:
+ yinitial yinitial
+ scrollbars "vertical"
+ mousewheel True
+ draggable True
+ pagekeys True
+
+ side_yfill True
+
+ vbox:
+ transclude
+
+ elif scroll == "vpgrid":
+
+ vpgrid:
+ cols 1
+ yinitial yinitial
+
+ scrollbars "vertical"
+ mousewheel True
+ draggable True
+ pagekeys True
+
+ side_yfill True
+
+ transclude
+
+ else:
+
+ transclude
+
+ use navigation
+
+ textbutton _("Return"):
+ style "return_button"
+
+ action Return()
+
+ label title
+
+ if main_menu:
+ key "game_menu" action ShowMenu("main_menu")
+
+
+style game_menu_outer_frame is empty
+style game_menu_navigation_frame is empty
+style game_menu_content_frame is empty
+style game_menu_viewport is gui_viewport
+style game_menu_side is gui_side
+style game_menu_scrollbar is gui_vscrollbar
+
+style game_menu_label is gui_label
+style game_menu_label_text is gui_label_text
+
+style return_button is navigation_button
+style return_button_text is navigation_button_text
+
+style game_menu_outer_frame:
+ bottom_padding 30
+ top_padding 120
+
+ background "gui/overlay/game_menu.png"
+
+style game_menu_navigation_frame:
+ xsize 280
+ yfill True
+
+style game_menu_content_frame:
+ left_margin 40
+ right_margin 20
+ top_margin 10
+
+style game_menu_viewport:
+ xsize 920
+
+style game_menu_vscrollbar:
+ unscrollable gui.unscrollable
+
+style game_menu_side:
+ spacing 10
+
+style game_menu_label:
+ xpos 50
+ ysize 120
+
+style game_menu_label_text:
+ size gui.title_text_size
+ color gui.accent_color
+ yalign 0.5
+
+style return_button:
+ xpos gui.navigation_xpos
+ yalign 1.0
+ yoffset -30
+
+
+## About screen ################################################################
+##
+## This screen gives credit and copyright information about the game and Ren'Py.
+##
+## There's nothing special about this screen, and hence it also serves as an
+## example of how to make a custom screen.
+
+screen about():
+
+ tag menu
+
+ ## This use statement includes the game_menu screen inside this one. The
+ ## vbox child is then included inside the viewport inside the game_menu
+ ## screen.
+ use game_menu(_("About"), scroll="viewport"):
+
+ style_prefix "about"
+
+ vbox:
+
+ label "[config.name!t]"
+ text _("Version [config.version!t]\n")
+
+ ## gui.about is usually set in options.rpy.
+ if gui.about:
+ text "[gui.about!t]\n"
+
+ text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")
+
+
+## This is redefined in options.rpy to add text to the about screen.
+define gui.about = ""
+
+
+style about_label is gui_label
+style about_label_text is gui_label_text
+style about_text is gui_text
+
+style about_label_text:
+ size gui.label_text_size
+
+
+## Load and Save screens #######################################################
+##
+## These screens are responsible for letting the player save the game and load
+## it again. Since they share nearly everything in common, both are implemented
+## in terms of a third screen, file_slots.
+##
+## https://www.renpy.org/doc/html/screen_special.html#save https://
+## www.renpy.org/doc/html/screen_special.html#load
+
+screen save():
+
+ tag menu
+
+ use file_slots(_("Save"))
+
+
+screen load():
+
+ tag menu
+
+ use file_slots(_("Load"))
+
+
+screen file_slots(title):
+
+ default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))
+
+ use game_menu(title):
+
+ fixed:
+
+ ## This ensures the input will get the enter event before any of the
+ ## buttons do.
+ order_reverse True
+
+ ## The page name, which can be edited by clicking on a button.
+ button:
+ style "page_label"
+
+ key_events True
+ xalign 0.5
+ action page_name_value.Toggle()
+
+ input:
+ style "page_label_text"
+ value page_name_value
+
+ ## The grid of file slots.
+ grid gui.file_slot_cols gui.file_slot_rows:
+ style_prefix "slot"
+
+ xalign 0.5
+ yalign 0.5
+
+ spacing gui.slot_spacing
+
+ for i in range(gui.file_slot_cols * gui.file_slot_rows):
+
+ $ slot = i + 1
+
+ button:
+ action FileAction(slot)
+
+ has vbox
+
+ add FileScreenshot(slot) xalign 0.5
+
+ text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
+ style "slot_time_text"
+
+ text FileSaveName(slot):
+ style "slot_name_text"
+
+ key "save_delete" action FileDelete(slot)
+
+ ## Buttons to access other pages.
+ hbox:
+ style_prefix "page"
+
+ xalign 0.5
+ yalign 1.0
+
+ spacing gui.page_spacing
+
+ textbutton _("<") action FilePagePrevious()
+
+ if config.has_autosave:
+ textbutton _("{#auto_page}A") action FilePage("auto")
+
+ if config.has_quicksave:
+ textbutton _("{#quick_page}Q") action FilePage("quick")
+
+ ## range(1, 10) gives the numbers from 1 to 9.
+ for page in range(1, 10):
+ textbutton "[page]" action FilePage(page)
+
+ textbutton _(">") action FilePageNext()
+
+
+style page_label is gui_label
+style page_label_text is gui_label_text
+style page_button is gui_button
+style page_button_text is gui_button_text
+
+style slot_button is gui_button
+style slot_button_text is gui_button_text
+style slot_time_text is slot_button_text
+style slot_name_text is slot_button_text
+
+style page_label:
+ xpadding 50
+ ypadding 3
+
+style page_label_text:
+ text_align 0.5
+ layout "subtitle"
+ hover_color gui.hover_color
+
+style page_button:
+ properties gui.button_properties("page_button")
+
+style page_button_text:
+ properties gui.button_text_properties("page_button")
+
+style slot_button:
+ properties gui.button_properties("slot_button")
+
+style slot_button_text:
+ properties gui.button_text_properties("slot_button")
+
+
+## Preferences screen ##########################################################
+##
+## The preferences screen allows the player to configure the game to better suit
+## themselves.
+##
+## https://www.renpy.org/doc/html/screen_special.html#preferences
+
+screen preferences():
+
+ tag menu
+
+ use game_menu(_("Preferences"), scroll="viewport"):
+
+ vbox:
+
+ hbox:
+ box_wrap True
+
+ if renpy.variant("pc") or renpy.variant("web"):
+
+ vbox:
+ style_prefix "radio"
+ label _("Display")
+ textbutton _("Window") action Preference("display", "window")
+ textbutton _("Fullscreen") action Preference("display", "fullscreen")
+
+ vbox:
+ style_prefix "radio"
+ label _("Rollback Side")
+ textbutton _("Disable") action Preference("rollback side", "disable")
+ textbutton _("Left") action Preference("rollback side", "left")
+ textbutton _("Right") action Preference("rollback side", "right")
+
+ vbox:
+ style_prefix "check"
+ label _("Skip")
+ textbutton _("Unseen Text") action Preference("skip", "toggle")
+ textbutton _("After Choices") action Preference("after choices", "toggle")
+ textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))
+
+ ## Additional vboxes of type "radio_pref" or "check_pref" can be
+ ## added here, to add additional creator-defined preferences.
+
+ null height (4 * gui.pref_spacing)
+
+ hbox:
+ style_prefix "slider"
+ box_wrap True
+
+ vbox:
+
+ label _("Text Speed")
+
+ bar value Preference("text speed")
+
+ label _("Auto-Forward Time")
+
+ bar value Preference("auto-forward time")
+
+ vbox:
+
+ if config.has_music:
+ label _("Music Volume")
+
+ hbox:
+ bar value Preference("music volume")
+
+ if config.has_sound:
+
+ label _("Sound Volume")
+
+ hbox:
+ bar value Preference("sound volume")
+
+ if config.sample_sound:
+ textbutton _("Test") action Play("sound", config.sample_sound)
+
+
+ if config.has_voice:
+ label _("Voice Volume")
+
+ hbox:
+ bar value Preference("voice volume")
+
+ if config.sample_voice:
+ textbutton _("Test") action Play("voice", config.sample_voice)
+
+ if config.has_music or config.has_sound or config.has_voice:
+ null height gui.pref_spacing
+
+ textbutton _("Mute All"):
+ action Preference("all mute", "toggle")
+ style "mute_all_button"
+
+
+style pref_label is gui_label
+style pref_label_text is gui_label_text
+style pref_vbox is vbox
+
+style radio_label is pref_label
+style radio_label_text is pref_label_text
+style radio_button is gui_button
+style radio_button_text is gui_button_text
+style radio_vbox is pref_vbox
+
+style check_label is pref_label
+style check_label_text is pref_label_text
+style check_button is gui_button
+style check_button_text is gui_button_text
+style check_vbox is pref_vbox
+
+style slider_label is pref_label
+style slider_label_text is pref_label_text
+style slider_slider is gui_slider
+style slider_button is gui_button
+style slider_button_text is gui_button_text
+style slider_pref_vbox is pref_vbox
+
+style mute_all_button is check_button
+style mute_all_button_text is check_button_text
+
+style pref_label:
+ top_margin gui.pref_spacing
+ bottom_margin 2
+
+style pref_label_text:
+ yalign 1.0
+
+style pref_vbox:
+ xsize 225
+
+style radio_vbox:
+ spacing gui.pref_button_spacing
+
+style radio_button:
+ properties gui.button_properties("radio_button")
+ foreground "gui/button/radio_[prefix_]foreground.png"
+
+style radio_button_text:
+ properties gui.button_text_properties("radio_button")
+
+style check_vbox:
+ spacing gui.pref_button_spacing
+
+style check_button:
+ properties gui.button_properties("check_button")
+ foreground "gui/button/check_[prefix_]foreground.png"
+
+style check_button_text:
+ properties gui.button_text_properties("check_button")
+
+style slider_slider:
+ xsize 350
+
+style slider_button:
+ properties gui.button_properties("slider_button")
+ yalign 0.5
+ left_margin 10
+
+style slider_button_text:
+ properties gui.button_text_properties("slider_button")
+
+style slider_vbox:
+ xsize 450
+
+
+## History screen ##############################################################
+##
+## This is a screen that displays the dialogue history to the player. While
+## there isn't anything special about this screen, it does have to access the
+## dialogue history stored in _history_list.
+##
+## https://www.renpy.org/doc/html/history.html
+
+screen history():
+
+ tag menu
+
+ ## Avoid predicting this screen, as it can be very large.
+ predict False
+
+ use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0):
+
+ style_prefix "history"
+
+ for h in _history_list:
+
+ window:
+
+ ## This lays things out properly if history_height is None.
+ has fixed:
+ yfit True
+
+ if h.who:
+
+ label h.who:
+ style "history_name"
+ substitute False
+
+ ## Take the color of the who text from the Character, if
+ ## set.
+ if "color" in h.who_args:
+ text_color h.who_args["color"]
+
+ $ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
+ text what:
+ substitute False
+
+ if not _history_list:
+ label _("The dialogue history is empty.")
+
+
+## This determines what tags are allowed to be displayed on the history screen.
+
+define gui.history_allow_tags = set()
+
+
+style history_window is empty
+
+style history_name is gui_label
+style history_name_text is gui_label_text
+style history_text is gui_text
+
+style history_text is gui_text
+
+style history_label is gui_label
+style history_label_text is gui_label_text
+
+style history_window:
+ xfill True
+ ysize gui.history_height
+
+style history_name:
+ xpos gui.history_name_xpos
+ xanchor gui.history_name_xalign
+ ypos gui.history_name_ypos
+ xsize gui.history_name_width
+
+style history_name_text:
+ min_width gui.history_name_width
+ text_align gui.history_name_xalign
+
+style history_text:
+ xpos gui.history_text_xpos
+ ypos gui.history_text_ypos
+ xanchor gui.history_text_xalign
+ xsize gui.history_text_width
+ min_width gui.history_text_width
+ text_align gui.history_text_xalign
+ layout ("subtitle" if gui.history_text_xalign else "tex")
+
+style history_label:
+ xfill True
+
+style history_label_text:
+ xalign 0.5
+
+
+## Help screen #################################################################
+##
+## A screen that gives information about key and mouse bindings. It uses other
+## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
+## help.
+
+screen help():
+
+ tag menu
+
+ default device = "keyboard"
+
+ use game_menu(_("Help"), scroll="viewport"):
+
+ style_prefix "help"
+
+ vbox:
+ spacing 15
+
+ hbox:
+
+ textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
+ textbutton _("Mouse") action SetScreenVariable("device", "mouse")
+
+ if GamepadExists():
+ textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
+
+ if device == "keyboard":
+ use keyboard_help
+ elif device == "mouse":
+ use mouse_help
+ elif device == "gamepad":
+ use gamepad_help
+
+
+screen keyboard_help():
+
+ hbox:
+ label _("Enter")
+ text _("Advances dialogue and activates the interface.")
+
+ hbox:
+ label _("Space")
+ text _("Advances dialogue without selecting choices.")
+
+ hbox:
+ label _("Arrow Keys")
+ text _("Navigate the interface.")
+
+ hbox:
+ label _("Escape")
+ text _("Accesses the game menu.")
+
+ hbox:
+ label _("Ctrl")
+ text _("Skips dialogue while held down.")
+
+ hbox:
+ label _("Tab")
+ text _("Toggles dialogue skipping.")
+
+ hbox:
+ label _("Page Up")
+ text _("Rolls back to earlier dialogue.")
+
+ hbox:
+ label _("Page Down")
+ text _("Rolls forward to later dialogue.")
+
+ hbox:
+ label "H"
+ text _("Hides the user interface.")
+
+ hbox:
+ label "S"
+ text _("Takes a screenshot.")
+
+ hbox:
+ label "V"
+ text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.")
+
+
+screen mouse_help():
+
+ hbox:
+ label _("Left Click")
+ text _("Advances dialogue and activates the interface.")
+
+ hbox:
+ label _("Middle Click")
+ text _("Hides the user interface.")
+
+ hbox:
+ label _("Right Click")
+ text _("Accesses the game menu.")
+
+ hbox:
+ label _("Mouse Wheel Up\nClick Rollback Side")
+ text _("Rolls back to earlier dialogue.")
+
+ hbox:
+ label _("Mouse Wheel Down")
+ text _("Rolls forward to later dialogue.")
+
+
+screen gamepad_help():
+
+ hbox:
+ label _("Right Trigger\nA/Bottom Button")
+ text _("Advances dialogue and activates the interface.")
+
+ hbox:
+ label _("Left Trigger\nLeft Shoulder")
+ text _("Rolls back to earlier dialogue.")
+
+ hbox:
+ label _("Right Shoulder")
+ text _("Rolls forward to later dialogue.")
+
+
+ hbox:
+ label _("D-Pad, Sticks")
+ text _("Navigate the interface.")
+
+ hbox:
+ label _("Start, Guide")
+ text _("Accesses the game menu.")
+
+ hbox:
+ label _("Y/Top Button")
+ text _("Hides the user interface.")
+
+ textbutton _("Calibrate") action GamepadCalibrate()
+
+
+style help_button is gui_button
+style help_button_text is gui_button_text
+style help_label is gui_label
+style help_label_text is gui_label_text
+style help_text is gui_text
+
+style help_button:
+ properties gui.button_properties("help_button")
+ xmargin 8
+
+style help_button_text:
+ properties gui.button_text_properties("help_button")
+
+style help_label:
+ xsize 250
+ right_padding 20
+
+style help_label_text:
+ size gui.text_size
+ xalign 1.0
+ text_align 1.0
+
+
+
+################################################################################
+## Additional screens
+################################################################################
+
+
+## Confirm screen ##############################################################
+##
+## The confirm screen is called when Ren'Py wants to ask the player a yes or no
+## question.
+##
+## https://www.renpy.org/doc/html/screen_special.html#confirm
+
+screen confirm(message, yes_action, no_action):
+
+ ## Ensure other screens do not get input while this screen is displayed.
+ modal True
+
+ zorder 200
+
+ style_prefix "confirm"
+
+ add "gui/overlay/confirm.png"
+
+ frame:
+
+ vbox:
+ xalign .5
+ yalign .5
+ spacing 30
+
+ label _(message):
+ style "confirm_prompt"
+ xalign 0.5
+
+ hbox:
+ xalign 0.5
+ spacing 100
+
+ textbutton _("Yes") action yes_action
+ textbutton _("No") action no_action
+
+ ## Right-click and escape answer "no".
+ key "game_menu" action no_action
+
+
+style confirm_frame is gui_frame
+style confirm_prompt is gui_prompt
+style confirm_prompt_text is gui_prompt_text
+style confirm_button is gui_medium_button
+style confirm_button_text is gui_medium_button_text
+
+style confirm_frame:
+ background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile)
+ padding gui.confirm_frame_borders.padding
+ xalign .5
+ yalign .5
+
+style confirm_prompt_text:
+ text_align 0.5
+ layout "subtitle"
+
+style confirm_button:
+ properties gui.button_properties("confirm_button")
+
+style confirm_button_text:
+ properties gui.button_text_properties("confirm_button")
+
+
+## Skip indicator screen #######################################################
+##
+## The skip_indicator screen is displayed to indicate that skipping is in
+## progress.
+##
+## https://www.renpy.org/doc/html/screen_special.html#skip-indicator
+
+screen skip_indicator():
+
+ zorder 100
+ style_prefix "skip"
+
+ frame:
+
+ hbox:
+ spacing 6
+
+ text _("Skipping")
+
+ text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"
+ text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
+ text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"
+
+
+## This transform is used to blink the arrows one after another.
+transform delayed_blink(delay, cycle):
+ alpha .5
+
+ pause delay
+
+ block:
+ linear .2 alpha 1.0
+ pause .2
+ linear .2 alpha 0.5
+ pause (cycle - .4)
+ repeat
+
+
+style skip_frame is empty
+style skip_text is gui_text
+style skip_triangle is skip_text
+
+style skip_frame:
+ ypos gui.skip_ypos
+ background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile)
+ padding gui.skip_frame_borders.padding
+
+style skip_text:
+ size gui.notify_text_size
+
+style skip_triangle:
+ ## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
+ ## glyph in it.
+ font "DejaVuSans.ttf"
+
+
+## Notify screen ###############################################################
+##
+## The notify screen is used to show the player a message. (For example, when
+## the game is quicksaved or a screenshot has been taken.)
+##
+## https://www.renpy.org/doc/html/screen_special.html#notify-screen
+
+screen notify(message):
+
+ zorder 100
+ style_prefix "notify"
+
+ frame at notify_appear:
+ text "[message!tq]"
+
+ timer 3.25 action Hide('notify')
+
+
+transform notify_appear:
+ on show:
+ alpha 0
+ linear .25 alpha 1.0
+ on hide:
+ linear .5 alpha 0.0
+
+
+style notify_frame is empty
+style notify_text is gui_text
+
+style notify_frame:
+ ypos gui.notify_ypos
+
+ background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile)
+ padding gui.notify_frame_borders.padding
+
+style notify_text:
+ properties gui.text_properties("notify")
+
+
+## NVL screen ##################################################################
+##
+## This screen is used for NVL-mode dialogue and menus.
+##
+## https://www.renpy.org/doc/html/screen_special.html#nvl
+
+
+screen nvl(dialogue, items=None):
+
+ window:
+ style "nvl_window"
+
+ has vbox:
+ spacing gui.nvl_spacing
+
+ ## Displays dialogue in either a vpgrid or the vbox.
+ if gui.nvl_height:
+
+ vpgrid:
+ cols 1
+ yinitial 1.0
+
+ use nvl_dialogue(dialogue)
+
+ else:
+
+ use nvl_dialogue(dialogue)
+
+ ## Displays the menu, if given. The menu may be displayed incorrectly if
+ ## config.narrator_menu is set to True, as it is above.
+ for i in items:
+
+ textbutton i.caption:
+ action i.action
+ style "nvl_button"
+
+ add SideImage() xalign 0.0 yalign 1.0
+
+
+screen nvl_dialogue(dialogue):
+
+ for d in dialogue:
+
+ window:
+ id d.window_id
+
+ fixed:
+ yfit gui.nvl_height is None
+
+ if d.who is not None:
+
+ text d.who:
+ id d.who_id
+
+ text d.what:
+ id d.what_id
+
+
+## This controls the maximum number of NVL-mode entries that can be displayed at
+## once.
+define config.nvl_list_length = gui.nvl_list_length
+
+style nvl_window is default
+style nvl_entry is default
+
+style nvl_label is say_label
+style nvl_dialogue is say_dialogue
+
+style nvl_button is button
+style nvl_button_text is button_text
+
+style nvl_window:
+ xfill True
+ yfill True
+
+ background "gui/nvl.png"
+ padding gui.nvl_borders.padding
+
+style nvl_entry:
+ xfill True
+ ysize gui.nvl_height
+
+style nvl_label:
+ xpos gui.nvl_name_xpos
+ xanchor gui.nvl_name_xalign
+ ypos gui.nvl_name_ypos
+ yanchor 0.0
+ xsize gui.nvl_name_width
+ min_width gui.nvl_name_width
+ text_align gui.nvl_name_xalign
+
+style nvl_dialogue:
+ xpos gui.nvl_text_xpos
+ xanchor gui.nvl_text_xalign
+ ypos gui.nvl_text_ypos
+ xsize gui.nvl_text_width
+ min_width gui.nvl_text_width
+ text_align gui.nvl_text_xalign
+ layout ("subtitle" if gui.nvl_text_xalign else "tex")
+
+style nvl_thought:
+ xpos gui.nvl_thought_xpos
+ xanchor gui.nvl_thought_xalign
+ ypos gui.nvl_thought_ypos
+ xsize gui.nvl_thought_width
+ min_width gui.nvl_thought_width
+ text_align gui.nvl_thought_xalign
+ layout ("subtitle" if gui.nvl_text_xalign else "tex")
+
+style nvl_button:
+ properties gui.button_properties("nvl_button")
+ xpos gui.nvl_button_xpos
+ xanchor gui.nvl_button_xalign
+
+style nvl_button_text:
+ properties gui.button_text_properties("nvl_button")
+
+
+
+################################################################################
+## Mobile Variants
+################################################################################
+
+style pref_vbox:
+ variant "medium"
+ xsize 450
+
+## Since a mouse may not be present, we replace the quick menu with a version
+## that uses fewer and bigger buttons that are easier to touch.
+screen quick_menu():
+ variant "touch"
+
+ zorder 100
+
+ if quick_menu:
+
+ hbox:
+ style_prefix "quick"
+
+ xalign 0.5
+ yalign 1.0
+
+ textbutton _("Back") action Rollback()
+ textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
+ textbutton _("Auto") action Preference("auto-forward", "toggle")
+ textbutton _("Menu") action ShowMenu()
+
+
+style window:
+ variant "small"
+ background "gui/phone/textbox.png"
+
+style radio_button:
+ variant "small"
+ foreground "gui/phone/button/radio_[prefix_]foreground.png"
+
+style check_button:
+ variant "small"
+ foreground "gui/phone/button/check_[prefix_]foreground.png"
+
+style nvl_window:
+ variant "small"
+ background "gui/phone/nvl.png"
+
+style main_menu_frame:
+ variant "small"
+ background "gui/phone/overlay/main_menu.png"
+
+style game_menu_outer_frame:
+ variant "small"
+ background "gui/phone/overlay/game_menu.png"
+
+style game_menu_navigation_frame:
+ variant "small"
+ xsize 340
+
+style game_menu_content_frame:
+ variant "small"
+ top_margin 0
+
+style pref_vbox:
+ variant "small"
+ xsize 400
+
+style bar:
+ variant "small"
+ ysize gui.bar_size
+ left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
+ right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
+
+style vbar:
+ variant "small"
+ xsize gui.bar_size
+ top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
+ bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
+
+style scrollbar:
+ variant "small"
+ ysize gui.scrollbar_size
+ base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+
+style vscrollbar:
+ variant "small"
+ xsize gui.scrollbar_size
+ base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+
+style slider:
+ variant "small"
+ ysize gui.slider_size
+ base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
+ thumb "gui/phone/slider/horizontal_[prefix_]thumb.png"
+
+style vslider:
+ variant "small"
+ xsize gui.slider_size
+ base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
+ thumb "gui/phone/slider/vertical_[prefix_]thumb.png"
+
+style slider_pref_vbox:
+ variant "small"
+ xsize None
+
+style slider_pref_slider:
+ variant "small"
+ xsize 600
diff --git a/ueditor.rpy b/ueditor.rpy
index b7a98b8..c5a79fc 100644
--- a/ueditor.rpy
+++ b/ueditor.rpy
@@ -153,6 +153,9 @@ screen units_editor():
textbutton _("Save") action Function(ueditor_save)
textbutton _("Close") action Return()
+ null width 20
+ textbutton _("Recalc") action Function(ueditor_recalc)
+ null width 20
textbutton _("New Sub") action Function(ueditor_new, True)
textbutton _("New Unit") action Function(ueditor_new)
@@ -249,6 +252,38 @@ init python:
renpy.notify("New unit added: %d" % ueid)
return
+ def ueditor_recalc():
+ global uedit
+ uedit=allunitsbase[current]
+ job=uedit["job"]
+ rar=uedit["rare"]
+ STR=0
+ HP=0
+ # Sum must be 800
+ if job == 1:
+ STR=300;HP=500; # Swordsman (DEF+)
+ elif job == 2:
+ STR=400;HP=400; # Assassin (TODO)
+ elif job == 3:
+ STR=500;HP=300; # Mage (ATK+)
+ elif job == 4:
+ STR=400;HP=400; # Archer (balanced)
+ elif job == 5:
+ STR=600;HP=200; # Gunner
+ # Apply rarity modified
+ STR*=(rar+1)/2.0
+ HP*=(rar+1)/2.0
+ STR=int(STR)
+ HP=int(HP)
+ # Save data
+ renpy.notify("%s\nHP %d->%d \n ATK %d->%d" % (uedit["name"],
+ uedit["hp"], HP,
+ uedit["strength"], STR))
+ uedit["strength"]=copy.copy(STR)
+ uedit["hp"]=copy.copy(HP)
+ allunitsbase[current]["strength"]=copy.copy(STR)
+ allunitsbase[current]["hp"]=copy.copy(HP)
+ return
def ueditor_delete(key1, key2=None, key3=None, key4=None):
@@ -372,11 +407,11 @@ label units_editors:
$ uedit=allunitsbase[0]
$ current=0
$print("")
- $print(".:: THE BUILT-IN QUEST EDITOR ::.")
+ $print(".:: THE BUILT-IN UNIT EDITOR ::.")
$print("Use ESC to redraw screen, saving input")
$print("")
call screen units_editor
- $print("Quest Editor closed")
+ $print("Unit Editor closed")
menu:
"Save Changes":
$ ueditor_save()