diff options
author | Jesusaves <cpntb1@ymail.com> | 2020-12-23 21:10:51 -0300 |
---|---|---|
committer | Jesusaves <cpntb1@ymail.com> | 2020-12-23 21:10:51 -0300 |
commit | f239f7690ec9b8c1d32658dd16f33e766122b89c (patch) | |
tree | 3f1b8f09a6f66166ccacfffe73a075a32865a11f | |
parent | e9d3bd0aaac683fcfe2e007826bfcea456afcf3c (diff) | |
download | sdk-f239f7690ec9b8c1d32658dd16f33e766122b89c.tar.gz sdk-f239f7690ec9b8c1d32658dd16f33e766122b89c.tar.bz2 sdk-f239f7690ec9b8c1d32658dd16f33e766122b89c.tar.xz sdk-f239f7690ec9b8c1d32658dd16f33e766122b89c.zip |
Function to automatically recalculate the unit stats
-rw-r--r-- | 00_init.rpy | 2 | ||||
-rw-r--r-- | qeditor.rpy | 1 | ||||
-rw-r--r-- | screens.rpy | 3036 | ||||
-rw-r--r-- | ueditor.rpy | 39 |
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() |