################################################################################ ## Initialization ################################################################################ init offset = -1 init 998 python: def _toggle_quick_menu_q(): if renpy.has_screen('quick_menu'): if not hasattr(store, 'quick_menu'): setattr(store, 'quick_menu', True) renpy.show_screen('quick_menu') setattr(store, 'suppress_overlay', False) else: if quick_menu == True: setattr(store, 'quick_menu', False) renpy.hide_screen('quick_menu') else: setattr(store, 'quick_menu', True) renpy.show_screen('quick_menu') setattr(store, 'suppress_overlay', False) def _toggle_walkthrough_w(): if persistent.inGameWT: persistent.inGameWT = False else: persistent.inGameWT = True config.keymap[ 'toggle_walkthrough_w' ] = [ 'K_w' ] config.underlay.append(renpy.Keymap(toggle_walkthrough_w = Function(_toggle_walkthrough_w))) config.keymap[ 'toggle_quick_menu_q' ] = [ 'K_q' ] config.underlay.append(renpy.Keymap(toggle_quick_menu_q = Function(_toggle_quick_menu_q))) if persistent.opacity == None: persistent.opacity = 0. class get_save_name(FileSave): def __init__(self, name, confirm=True, newest=True, page=None, cycle=False): super(get_save_name,self).__init__(name=name,confirm=confirm,newest=newest,page=page,cycle=cycle) def __call__(self): renpy.call_in_new_context("get_save_name") return super(get_save_name,self).__call__() ################################################################################ ## 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 #---------------------dialog/choice options---------------------# screen say(who, what): style_prefix "say" window: id "window" $ persistent.pref_text_size2 = persistent.pref_text_size + 10 if persistent.pref_text_size > 20: $ KoGa3ypos1 = 215 - (6 * persistent.pref_text_size + persistent.KoGa3yposOffset) $ KoGa3ypos2 = 225 - (6 * persistent.pref_text_size + persistent.KoGa3yposOffset) $ KoGa3ypos3 = 265 - (5 * persistent.pref_text_size + persistent.KoGa3yposOffset) else: $ KoGa3ypos1 = 215 - (6 * 20 + persistent.KoGa3yposOffset) $ KoGa3ypos2 = 225 - (6 * 20 + persistent.KoGa3yposOffset) $ KoGa3ypos3 = 265 - (5 * 20 + persistent.KoGa3yposOffset) $ KoGa3xpos1a = -55 #$ KoGa3xpos1b = 375 #$ KoGa3xsize1 = 1275 #$ KoGa3xpos2a = -55 #$ KoGa3xpos2b = 375 $ KoGa3xsize2 = 1475 if who is not None: window background Transform(Image("textboxHigh.png",xalign=0.5, ypos=KoGa3ypos1), alpha=persistent.KoGa3TextboxOpacity) window: id "namebox" style "namebox" ypos KoGa3ypos2 text who id "who" size persistent.pref_text_size2 xpos KoGa3xpos1a outlines [ (absolute(persistent.KoGa3TextOutline1), "#000", absolute(persistent.KoGa3TextOutline2), absolute(persistent.KoGa3TextOutline3)) ] else: if persistent.KoGa3TextboxOpacity >= 0.8: window background Transform(Image("textboxHigh.png",xalign=0.5, ypos=KoGa3ypos1), alpha=persistent.KoGa3TextboxOpacity) if persistent.pref_text_size <= 40: text what id "what" ypos KoGa3ypos3 size persistent.pref_text_size outlines [ (absolute(persistent.KoGa3TextOutline1), "#000", absolute(persistent.KoGa3TextOutline2), absolute(persistent.KoGa3TextOutline3)) ] else: text what id "what" xsize KoGa3xsize2 ypos KoGa3ypos3 size persistent.pref_text_size outlines [ (absolute(persistent.KoGa3TextOutline1), "#000", absolute(persistent.KoGa3TextOutline2), absolute(persistent.KoGa3TextOutline3)) ] ## If there's a side image, display it above the text. Do not display on the ## phone variant - there's no room. if persistent.KoGa3SideImage is True: add SideImage() xalign 0.0 yalign 1.00 define KoGa3TextboxOpacitydefault = 0.0 define KoGa3TextOutline1default = 3 define KoGa3TextOutline2default = 1 define KoGa3TextOutline3default = 1 define pref_text_sizedefault = 32 define KoGa3yposOffsetdefault = 0 define persistent.KoGa3TextboxOpacity = KoGa3TextboxOpacitydefault define persistent.KoGa3TextOutline1 = KoGa3TextOutline1default define persistent.KoGa3TextOutline2 = KoGa3TextOutline2default define persistent.KoGa3TextOutline3 = KoGa3TextOutline3default define persistent.pref_text_size = pref_text_sizedefault define persistent.KoGa3yposOffset = KoGa3yposOffsetdefault define persistent.KoGa3SideImage = True define persistent.KoGa3OriginalInfoScreen = True ## 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 (None) 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 0.0 xpos 325 yalign 1.0 # ypos 445 style say_dialogue: properties gui.text_properties("dialogue") xalign 0.0 xpos 325 xsize 1250 yalign 0.0 ypos gui.dialogue_ypos # ypos 445 ## 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" # if renpy.variant("android"): window: if renpy.variant("android"): background Transform(Image("gui/textbox.png", xalign=0.5, yalign=0), alpha=persistent.opacity) else: background Transform(Image("gui/textbox.png", xalign=0.5, yalign=1.0), alpha=persistent.opacity) has vbox: xalign gui.dialogue_text_xalign xpos gui.dialogue_xpos xsize gui.dialogue_width ypos gui.dialogue_ypos text prompt style "input_prompt" outlines [(3, "#000", 1, 1)] input id "input" outlines [(3, "#000", 1, 1)] 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 xcenter 0.5 ycenter 0.5 spacing 5: # vbox: if not renpy.variant("mobile"): for n, i in enumerate(items, 1): $ disabled = i.kwargs.get("disabled", False) if persistent.inGameWT: if n < 10: if not disabled: key str(n) action i.action key "K_KP" + str(n) action i.action textbutton str(n) + ". {pre}{caption}{post}".format(pre=i.kwargs.get("pre", ""), caption=i.caption, post=i.kwargs.get("post", "")): style "choice_button" action i.action sensitive not i.kwargs.get("disabled", False) text_size persistent.pref_text_size else: textbutton "{pre}{caption}{post}".format(pre=i.kwargs.get("pre", ""), caption=i.caption, post=i.kwargs.get("post", "")): style "choice_button" action i.action sensitive not i.kwargs.get("disabled", False) text_size persistent.pref_text_size else: if not disabled: # $ disabled = i.kwargs.get("disabled", False) key str(n) action i.action key "K_KP" + str(n) action i.action textbutton str(n) + ". " + i.caption: style "choice_button" action i.action sensitive not disabled text_size persistent.pref_text_size else: textbutton "" + i.caption: style "choice_button" action i.action sensitive not i.kwargs.get("disabled", False) text_size persistent.pref_text_size else: for i in items: if i.action: if persistent.inGameWT: textbutton "{pre}{caption}{post}".format(pre=i.kwargs.get("pre", ""), caption=i.caption, post=i.kwargs.get("post", "")): style "choice_button" action i.action sensitive not i.kwargs.get("disabled", False) else: $ disabled = i.kwargs.get("disabled", False) textbutton i.caption action i.action sensitive not disabled style "choice_button" else: textbutton i.caption style "menu_caption" ## (pre="", post=""): ## (pre="", post="", disabled=False): ## (pre="", post=" (Censored)", disabled=True) if not persistent.Full: ## 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 405 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. #---------------------Quick menu---------------------# define persistent.KoGa3QuickMenuButton = 1 define persistent.KoGa3QuickMenuShow = 1 define persistent.KoGa3_QuickMenu1_button_font = "KoGa3_QuickMenu1_button_text" define KoGa3QuickMenuTextSizedefault = 20 define KoGa3TextOutline4default = 2 define KoGa3TextOutline5default = 0 define KoGa3TextOutline6default = 0 define persistent.KoGa3QuickMenuTextSize = KoGa3QuickMenuTextSizedefault define persistent.KoGa3TextOutline4 = KoGa3TextOutline4default define persistent.KoGa3TextOutline5 = KoGa3TextOutline5default define persistent.KoGa3TextOutline6 = KoGa3TextOutline6default define persistent.KoGa3QuickMenuItemBack = True define persistent.KoGa3QuickMenuItemHist = True define persistent.KoGa3QuickMenuItemSkip = True define persistent.KoGa3QuickMenuItemAuto = True define persistent.KoGa3QuickMenuItemSave = True define persistent.KoGa3QuickMenuItemLoad = True define persistent.KoGa3QuickMenuItemQSave = True define persistent.KoGa3QuickMenuItemQLoad = True define persistent.KoGa3QuickMenuItemPrefs = True define persistent.KoGa3QuickMenuItemModmenu = True define quick_menu = False screen quick_menu(): ## Ensure this appears on top of other screens. zorder 100 default p_qm = None if quick_menu == True and persistent.KoGa3QuickMenuButton == 2: if persistent.KoGa3QuickMenuTextSize >= 28: mousearea: area (0, 960, 1920, 120) hovered SetVariable("persistent.KoGa3QuickMenuShow", 1) unhovered SetVariable("persistent.KoGa3QuickMenuShow", 0) else: mousearea: area (0, 1040, 1920, 40) hovered SetVariable("persistent.KoGa3QuickMenuShow", 1) unhovered SetVariable("persistent.KoGa3QuickMenuShow", 0) if quick_menu == True and persistent.KoGa3QuickMenuShow == 1: hbox: if persistent.KoGa3QuickMenuTextSize >= 28: spacing 12 else: spacing 20 style_prefix "quick" $ persistent.KoGa3_QuickMenu1_button_font = "KoGa3_QuickMenu1_button_text" $ persistent.KoGa3_QuickMenu2_button_font = "KoGa3_QuickMenu2_button_text" xalign 0.5 yalign 1.0 if persistent.KoGa3QuickMenuItemBack: textbutton _("Back"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action Rollback() if persistent.KoGa3QuickMenuItemHist: textbutton _("Hist"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action ShowMenu('history') if persistent.KoGa3QuickMenuItemSkip: textbutton _("Skip"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action Skip() alternate Skip(fast=True, confirm=True) if persistent.KoGa3QuickMenuItemAuto: textbutton _("Auto"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action Preference("auto-forward", "toggle") if persistent.KoGa3QuickMenuItemSave: textbutton _("Save"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action ShowMenu('save') if persistent.KoGa3QuickMenuItemLoad: textbutton _("Load"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action ShowMenu('load') if persistent.KoGa3QuickMenuItemQSave: textbutton _("Q.Save"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action QuickSave() if persistent.KoGa3QuickMenuItemQLoad: textbutton _("Q.Load"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action QuickLoad() if persistent.KoGa3QuickMenuItemPrefs: textbutton _("Prefs"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] action ShowMenu('preferences') if persistent.KoGa3QuickMenuItemModmenu: hbox: spacing 10 if KoGa3ModMenuButtonPressed == False: textbutton _("Mod menu"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] selected False action [ SetVariable ("KoGa3ModMenuButtonPressed", True), Show("KoGa3ScreenModMenu") ] if KoGa3ModMenuButtonPressed == True: textbutton _("Close Mod menu"): text_style persistent.KoGa3_QuickMenu1_button_font text_size persistent.KoGa3QuickMenuTextSize text_outlines [ (absolute(persistent.KoGa3TextOutline4), "#000", absolute(persistent.KoGa3TextOutline5), absolute(persistent.KoGa3TextOutline6)) ] selected False action [ SetVariable ("KoGa3ModMenuButtonPressed", False), Hide("KoGa3ScreenCheat"), Hide("KoGa3ScreenModMenu"), Hide("KoGa3ScreenCheatMore1"), Hide("KoGa3ScreenJukebox"), Hide("KoGa3QuickMusicMenu"), Hide("KoGa3ScreenBlank"), Hide("KoGa3ScreenAudioMenu"), Hide("KoGa3GameSettingsQuickMenu"), Hide("KoGa3GameSettings") ] ## 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() if not persistent.superhero: textbutton _("SuperHero Special") action SetVariable("persistent.superhero", True), SetVariable("gui.main_menu_background", "main_menu_ss")#, Start() else: textbutton _("Main Game") action SetVariable("persistent.superhero", False), SetVariable("gui.main_menu_background", "main_menu_default")#, Start() else: textbutton _("History") action ShowMenu("history") textbutton _("Save") action ShowMenu("save") textbutton _("Load") action ShowMenu("load") textbutton _("Preferences") action ShowMenu("preferences") if not _in_replay: textbutton _("Scene Replay") action [ui.callsinnewcontext("replayNames"), ShowMenu("sceneReplay")] if _in_replay: textbutton _("End Replay") action EndReplay(confirm=True) elif not main_menu: textbutton _("Main Menu") action MainMenu() if main_menu: #KoGa3 textbutton _("Jukebox KoGa3"): selected False sensitive True action [ SetVariable("KoGa3MainMenu", 1), Show("KoGa3ScreenJukebox") ] 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) hbox: align(0.98,0.98) spacing 30 imagebutton: idle im.Scale("gui/subscribestar_icon.png", 50, 50) hover im.Scale("gui/subscribestar_icon.png", 55, 55) action OpenURL("https://subscribestar.adult/doc5252/") 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 420 yfill True background "gui/overlay/main_menu.png" style main_menu_vbox: xalign 1.0 xoffset -30 xmaximum 1200 yalign 1.0 yoffset -30 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 45 top_padding 180 background "gui/overlay/game_menu.png" style game_menu_navigation_frame: xsize 420 yfill True style game_menu_content_frame: left_margin 60 right_margin 30 top_margin 15 style game_menu_viewport: xsize 1380 style game_menu_vscrollbar: unscrollable gui.unscrollable style game_menu_side: spacing 15 style game_menu_label: xpos 75 ysize 180 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 -45 ## 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]") text _("\n'Arigatou Gozaimasu' font is licensed as freeware. The author of this font is wepfont.") text _("\n'Quentincaps' font is licensed as freeware. The author of this font is Dieter Steffman.") text _("\n'Carnivalee Freakshow' font is licensed as freeware. The author of this font is Livin Hell.") text _("\n'Irish Uncialfabeta' font is licensed as freeware. The author of this font is Manfred Klein.") text _("\n'Rajdhani' font is licensed as SIL Open Font License(OFL). The OFL License is included with this game. The author of this font is Indian Type Foundry.") text _("\n'Kalam' font is licensed as SIL Open Font License(OFL). The OFL License is included with this game. The author of this font is Indian Type Foundry.") text _("\n'Awal Ramadhan' font is licensed as freeware. The author of this font is wepfont.") ## 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 modal_input: modal True frame: align(0.5,0.4) xysize(700,103) background "#cc33cc7f" text prompt style "save_txt" xcenter 0.5 input id "input" style "save_txt" length 30 allow "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789 .-/*" align(0.5,0.9) screen save(): tag menu use file_slots(_("Save")) screen load(): tag menu use file_slots(_("Load")) #---------------------Named saves---------------------# define persistent.KoGa3NamedSaves = 1 #(0 or 2 for Android) define KoGa3Saveyoffset = -285 image KoGa3MenuBack_save = "KoGa3MenuBack_save.png" label KoGa3NamedSaveInput: show KoGa3MenuBack_save $ save_name = renpy.input("Save name: ", default=save_name) hide KoGa3MenuBack_save return screen file_slots(title): default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves")) use game_menu(title): fixed: order_reverse True button: style "page_label" key_events True xalign 0.5 ypos -175 action page_name_value.Toggle() input: style "page_label_text" value page_name_value if title == "Save": vbox: ypos -25 hbox: textbutton _("Named saves: "): xpos 50 text_size 30 text_font "KoGa3.ttf" #style "mute_all_button" sensitive False action NullAction() if persistent.KoGa3NamedSaves == 1: textbutton _("ON - input field (best for PC)"): xpos 50 text_size 30 text_font "KoGa3.ttf" #style "mute_all_button" selected False action [ SetVariable("persistent.KoGa3NamedSaves", 2) ] if persistent.KoGa3NamedSaves == 2: textbutton _("ON - get asked (best for Android)"): xpos 50 text_size 30 text_font "KoGa3.ttf" #style "mute_all_button" selected False action [ SetVariable("persistent.KoGa3NamedSaves", 0), SetVariable("save_name","") ] if persistent.KoGa3NamedSaves == 0: textbutton _("OFF"): xpos 50 text_size 30 text_font "KoGa3.ttf" #style "mute_all_button" selected False action [ SetVariable("persistent.KoGa3NamedSaves", 1)] if persistent.KoGa3NamedSaves > 0: hbox: textbutton _("current: "): xpos 50 ypos 0 text_size 30 text_font "KoGa3.ttf" #style "mute_all_button" sensitive False action NullAction() if persistent.KoGa3NamedSaves == 1: button: #style "page_label" key_events True xpos 50 ypos 0 input: font "KoGa3.ttf" size 30 value VariableInputValue('save_name') color "#8e6439" if persistent.KoGa3NamedSaves == 2: textbutton _("[save_name]"): xpos 50 text_size 30 text_font "KoGa3.ttf" #style "mute_all_button" sensitive False action NullAction() ## 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 if persistent.KoGa3NamedSaves == 2 and title == "Save": button: action [ ui.callsinnewcontext("KoGa3NamedSaveInput"), 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" size 24 text FileSaveName(slot): style "slot_name_text" size 24 if FileLoadable(slot): imagebutton: idle "button_delete_idle.png" hover "button_delete_hover.png" action FileDelete(slot) xalign 1.0 xoffset 10 #yalign 1.0 yoffset KoGa3Saveyoffset key "save_delete" action FileDelete(slot) else: button: action [ #ui.callsinnewcontext("KoGa3NamedSaveInput"), 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" size 24 text FileSaveName(slot): style "slot_name_text" size 24 if FileLoadable(slot): imagebutton: idle "button_delete_idle.png" hover "button_delete_hover.png" action FileDelete(slot) xalign 1.0 xoffset 10 #yalign 1.0 yoffset KoGa3Saveyoffset 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 _("Prev") 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 _("Next") action FilePageNext() label get_save_name: show screen save if persistent.enable_save_name: $ save_name = renpy.call_screen("modal_input", prompt="Enter a description for your save file", default="(None)", length=10) $ renpy.retain_after_load() return screen tt_del_scr(): text "Delete?" pos renpy.get_mouse_pos() style "tt_del_txt" style tt_del_txt is text: size 40 color "#f00" outlines [ (absolute(3), "#000", absolute(1), absolute(1)) ] 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 75 ypadding 5 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")) # vbox: # style_prefix "check" # label _("Name Saves") # textbutton _("Enabled") action SetField(persistent, "enable_save_name", True) # textbutton _("Disabled") action SetField(persistent, "enable_save_name", False) if renpy.variant("mobile"): vbox: style_prefix "radio" label _("Video HWA") textbutton _("Enable HWA") action SetVariable("config.hw_video", True) textbutton _("Disable HWA") action SetVariable("config.hw_video", False) if not main_menu: # if not renpy.variant("mobile"): # vbox: # style_prefix "check" # label _("Quick Menu") # textbutton _("Enabled") action SetVariable("quick_menu", True) # textbutton _("Disabled") action SetVariable("quick_menu", False) vbox: style_prefix "check" label _("Walkthrough") textbutton _("Enabled") action SetField(persistent, "inGameWT", True) textbutton _("Disabled") action SetField(persistent, "inGameWT", False) vbox: style_prefix "check" label _("Names") textbutton _("Change") action [ui.callsinnewcontext("set_names")], Return() vbox: style_prefix "check" label _("Ages") textbutton _("Change") action [ui.callsinnewcontext("set_ages")], Return() #vbox: # style_prefix "check" ## 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: $ opacity = persistent.opacity * 100 label _("Text Speed") bar value Preference("text speed") label _("Auto-Forward Time") bar value Preference("auto-forward time") # label _("Text Size: %s" % (persistent.pref_text_size)) # bar value FieldValue(object=persistent, field='pref_text_size', range=(gui.text_size * 2), max_is_zero=False, style=u'slider', offset=0, step=1) # label _("Textbox Opacity: [opacity:.0f]%") # bar value FieldValue(persistent, "opacity", range=1.0, style="slider") #=====================================KoGa3 additions====================================# null height (2 * gui.pref_spacing) label _("Mod KoGa3") textbutton _("Additional game settings..."): sensitive True action [ Show("KoGa3ScreenBlank"), Show("KoGa3GameSettings") ] #=====================================KoGa3 additions====================================# 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" if main_menu: label _("Mod KoGa3: Main menu music") #KoGa3 hbox: hbox: style_prefix "check" if persistent.KoGa3main_menu_music is True: textbutton _("ON "): selected True action NullAction() else: textbutton _("ON "): selected False action [ Play("music", "/music/Energetic Upbeat.mp3"), SetVariable("persistent.KoGa3main_menu_music", True) ] hbox: textbutton _(" "): selected True action NullAction() hbox: style_prefix "check" if persistent.KoGa3main_menu_music is False: textbutton _("OFF"): selected True action NullAction() else: textbutton _("OFF"): selected False action [ Stop("music"), SetVariable("persistent.KoGa3main_menu_music", False) ] default persistent.pref_text_size = gui.text_size 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 3 style pref_label_text: yalign 1.0 style pref_vbox: xsize 338 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 525 style slider_button: properties gui.button_properties("slider_button") yalign 0.5 left_margin 15 style slider_button_text: properties gui.button_text_properties("slider_button") style slider_vbox: xsize 675 ## 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 23 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 "Q" text _("Toggles the Quick Menu.") hbox: label "S" text _("Takes a screenshot.") hbox: label "V" text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.") hbox: label "W" text _("Toggles the Walkthrough.") 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 12 style help_button_text: properties gui.button_text_properties("help_button") style help_label: xsize 375 right_padding 30 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 45 label _(message): style "confirm_prompt" xalign 0.5 hbox: xalign 0.5 spacing 150 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 9 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 675 # ## 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() label set_names: scene class1 with dissolve $ persistent.name = renpy.input("What is your name?", default=persistent.name, allow="-'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ", length=15).strip() or persistent.name scene hsp142 with dissolve $ persistent.name2 = renpy.input("What would you like to call your dauniece?", default=persistent.name2, length=15, allow="-'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ").strip() or persistent.name2 if not persistent.repSet: call set_ages from _call_set_ages return label set_ages: scene bar2 with dissolve $ persistent.age2 = renpy.input("Enter Tiffany's age", default=persistent.age2, length=2, allow="0123456789").strip()or persistent.age2 scene hsp94 with dissolve $ persistent.age = renpy.input("Enter the twin's age", default=persistent.age, length=2, allow="0123456789").strip()or persistent.age scene wh3 with dissolve $ persistent.age3 = renpy.input("Enter Meehh's age", default=persistent.age3, allow="0123456789", length=2).strip()or persistent.age3 $ persistent.repSet = True return # 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 510 # style game_menu_content_frame: # variant "small" # top_margin 0 # style pref_vbox: # variant "small" # xsize 600 # 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 900 style smgrout: color "#0f0" outlines [(3,"#000",1,1)] style smwhout: color "#fff" outlines [(3,"#000",1,1)] style smredout: color "#f00" outlines [(3,"#000",1,1)]