Merge pull request 'Fix #47 & #9 - UI Changes' (#49) from nutbuster/SnootGame:Monster-Update-6 into Monster-Update-6

Reviewed-on: https://git.snootgame.xyz/Cavemanon/SnootGame/pulls/49
This commit is contained in:
PrincipalSpears 2021-07-04 01:14:00 +00:00
commit c131ce6328
19 changed files with 187 additions and 113 deletions

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@ -30,7 +30,7 @@ define gui.idle_color = '#FFFE00'
## The small color is used for small text, which needs to be brighter/darker to ## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect. ## achieve the same effect.
define gui.idle_small_color = '#0001FF' define gui.idle_small_color = '#00E1FF'
## The color that is used for buttons and bars that are hovered. ## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#00FF03' define gui.hover_color = '#00FF03'
@ -47,10 +47,19 @@ define gui.insensitive_color = '#8888887f'
define gui.muted_color = '#3d1466' define gui.muted_color = '#3d1466'
define gui.hover_muted_color = '#5b1e99' define gui.hover_muted_color = '#5b1e99'
## The colors used for dialogue and menu choice text. ## The colors used for dialogue and menu choice text
define gui.text_color = '#ffffff' define gui.text_color = '#ffffff'
#define gui.text_color_outline = '#00000000'
define gui.interface_text_color = '#ffffff' define gui.interface_text_color = '#ffffff'
## Default font outline color
define gui.default_outline = '#000'
## Namebox outline color
define gui.name_outline = '#000000dd'
define gui.main_menu_color = '#FFF'
## Fonts and Font Sizes ######################################################## ## Fonts and Font Sizes ########################################################
@ -64,23 +73,30 @@ define gui.name_text_font = "gui/FallingSky.otf"
define gui.interface_text_font = "gui/FallingSky.otf" define gui.interface_text_font = "gui/FallingSky.otf"
## The size of normal dialogue text. ## The size of normal dialogue text.
define gui.text_size = 40 define gui.text_size = 42
#define gui.text_outlines = [ (absolute(0.5), gui.text_color_outline, 0, 0) ]
## The size of character names. ## The size of character names.
define gui.name_text_size = 45 define gui.name_text_size = 45
define gui.name_text_outlines = [ (absolute(1.5), gui.name_outline, 0, 0) ]
## The size of text in the game's user interface. ## The size of text in the game's user interface.
define gui.interface_text_size = 33 define gui.interface_text_size = 33
define gui.interface_text_outlines = [ (1, gui.default_outline, 0, 0) ]
## The size of labels in the game's user interface. ## The size of labels in the game's user interface.
define gui.label_text_size = 36 define gui.label_text_size = 36
define gui.label_text_outlines = [ (2, gui.default_outline, 0, 0) ]
## The size of text on the notify screen. ## The size of text on the notify screen.
define gui.notify_text_size = 24 define gui.notify_text_size = 24
#define gui.notify_text_outlines = [ (2, gui.default_outline, 0, 0) ]
## The size of the game's title. ## The size of the game's title.
define gui.title_text_size = 75 define gui.title_text_size = 75
#define gui.title_text_outlines = [ (2, gui.default_outline, 0, 0) ]
define gui.main_menu_text_size = 60
## Main and Game Menus ######################################################### ## Main and Game Menus #########################################################
@ -88,7 +104,6 @@ define gui.title_text_size = 75
define gui.main_menu_background = "gui/main_menu.png" define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png" define gui.game_menu_background = "gui/game_menu.png"
## Dialogue #################################################################### ## Dialogue ####################################################################
## ##
## These variables control how dialogue is displayed on the screen one line at a ## These variables control how dialogue is displayed on the screen one line at a
@ -104,12 +119,14 @@ define gui.textbox_yalign = 1.0
## The placement of the speaking character's name, relative to the textbox. ## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center. ## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 285 define gui.name_xpos = 350
define gui.name_ypos = -90 define gui.name_ypos = -85
define gui.name_large_xpos = 395
## The horizontal alignment of the character's name. This can be 0.0 for left- ## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned. ## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0 define gui.name_xalign = 0.5
## The width, height, and borders of the box containing the character's name, or ## The width, height, and borders of the box containing the character's name, or
## None to automatically size it. ## None to automatically size it.
@ -124,21 +141,21 @@ define gui.namebox_borders = Borders(5, 5, 5, 5)
## background of the namebox will be scaled. ## background of the namebox will be scaled.
define gui.namebox_tile = False define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole ## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to ## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center. ## center.
#To make the text with the characters align to the normal text, I set this to match up and make it "just werk". It is a horrible, hacky fix, but werks none the less. I hope this fix is so bad that I never get to write gui code ever again. #To make the text with the characters align to the normal text, I set this to match up and make it "just werk". It is a horrible, hacky fix, but werks none the less. I hope this fix is so bad that I never get to write gui code ever again.
define gui.dialogue_xpos = 365 #It's still bad but it could be legitmately worse
define gui.dialogue_ypos = 47 define gui.dialogue_ypos = 20
define gui.dialogue_xpos = 220
## The maximum width of dialogue text, in pixels. define gui.dialogue_width = 1460
define gui.dialogue_width = 1116
## The horizontal alignment of the dialogue text. This can be 0.0 for left- ## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned. ## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0 define gui.dialogue_text_xalign = 0.0
define gui.window_yoffset = 0
define gui.input_yoffset = 0
## Buttons ##################################################################### ## Buttons #####################################################################
## ##
@ -427,16 +444,23 @@ init python:
if renpy.variant("small"): if renpy.variant("small"):
## Font sizes. ## Font sizes.
gui.text_size = 45 gui.text_size = 44
gui.name_text_size = 54 gui.name_text_size = 48
gui.notify_text_size = 38 gui.notify_text_size = 38
gui.interface_text_size = 45 gui.interface_text_size = 45
gui.button_text_size = 45 gui.button_text_size = 45
gui.label_text_size = 51 gui.label_text_size = 51
## Namebox
gui.name_xpos = 345
gui.name_ypos = -85
## Adjust the location of the textbox. ## Adjust the location of the textbox.
gui.textbox_height = int(gui.textbox_height * 1.263157) # ~360 gui.dialogue_ypos = 20
gui.text_width = 1650 # not needed gui.dialogue_xpos = 240
gui.dialogue_width = 1460
gui.window_yoffset = -75
## Change the size and spacing of various things. ## Change the size and spacing of various things.
gui.slider_size = 54 gui.slider_size = 54
@ -450,10 +474,6 @@ init python:
gui.quick_button_text_size = 30 gui.quick_button_text_size = 30
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode. ## NVL-mode.
gui.nvl_height = 255 gui.nvl_height = 255
@ -471,4 +491,7 @@ init python:
gui.nvl_button_xpos = 30 gui.nvl_button_xpos = 30
## Input, OSK, very specific
if renpy.variant("small") or renpy.variant("touch"):
gui.input_yoffset = -625

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@ -102,11 +102,13 @@ screen say(who, what):
id "window" id "window"
if who is not None: if who is not None:
background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
window: window:
id "namebox" id "namebox"
style "namebox" style "namebox"
text who id "who" text who id "who"
else:
background Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0)
text what id "what" text what id "what"
@ -135,23 +137,23 @@ style window:
xfill True xfill True
yalign gui.textbox_yalign yalign gui.textbox_yalign
ysize gui.textbox_height ysize gui.textbox_height
xoffset 0
background Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0) yoffset gui.window_yoffset
xcenter 0.5
style namebox: style namebox:
xalign 0.5
xpos gui.name_xpos xpos gui.name_xpos
xanchor gui.name_xalign
xsize gui.namebox_width
ypos gui.name_ypos ypos gui.name_ypos
ysize gui.namebox_height
background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign) style namebox_large is namebox:
padding gui.namebox_borders.padding xpos gui.name_large_xpos
style say_label: style say_label:
properties gui.text_properties("name", accent=True) properties gui.text_properties("name", accent=True)
xalign gui.name_xalign xalign gui.name_xalign
yalign 0.5 yalign 0.5
xanchor gui.name_xalign
style say_dialogue: style say_dialogue:
properties gui.text_properties("dialogue") properties gui.text_properties("dialogue")
@ -175,12 +177,13 @@ screen input(prompt):
style_prefix "input" style_prefix "input"
window: window:
add Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0, yoffset=gui.input_yoffset) #for mobile OSK
vbox: vbox:
xalign gui.dialogue_text_xalign xalign gui.dialogue_text_xalign
xpos gui.dialogue_xpos xpos gui.dialogue_xpos
xsize gui.dialogue_width xsize gui.dialogue_width
ypos gui.dialogue_ypos ypos gui.dialogue_ypos
yoffset gui.input_yoffset #for mobile OSK
text prompt style "input_prompt" text prompt style "input_prompt"
input id "input" input id "input"
@ -240,6 +243,21 @@ style choice_button_text is default:
## The quick menu is displayed in-game to provide easy access to the out-of-game ## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus. ## menus.
screen quick_button(filename, label, function):
button:
xmaximum 80
ymaximum 72
action function
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 xanchor 0.5 size 22 style "quick_button_text"
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen quick_buttons(filename, label_functions):
for l_f in label_functions:
use quick_button(filename, l_f[0], l_f[1])
screen quick_menu(): screen quick_menu():
## Ensure this appears on top of other screens. ## Ensure this appears on top of other screens.
@ -251,14 +269,16 @@ screen quick_menu():
ypos 0.977 ypos 0.977
grid 1 4: grid 1 4:
style_prefix "quick" style_prefix "quick"
xalign 0.0 xalign -0.005
yalign 0.0 yalign 0.010
#imagebutton auto "gui/button/uioptionbuttons/skip_%s.png" action Rollback()
imagebutton auto "gui/button/uioptionbuttons/skip_%s.png" action Skip() alternate Skip(fast=True, confirm=True)
imagebutton auto "gui/button/uioptionbuttons/save_%s.png" action ShowMenu('save')
imagebutton auto "gui/button/uioptionbuttons/auto_%s.png" action Preference("auto-forward", "toggle")
imagebutton auto "gui/button/uioptionbuttons/load_%s.png" action ShowMenu('load')
use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \
[ \
[ "Skip", Skip() ], \
[ "Save", ShowMenu('save') ], \
[ "Auto", Preference("auto-forward", "toggle") ], \
[ "Load", ShowMenu('load') ] \
] )
screen score_menu(): screen score_menu():
zorder 100 zorder 100
@ -275,7 +295,6 @@ screen score_menu():
text "DEBUG SCORE CARD" text "DEBUG SCORE CARD"
## This code ensures that the quick_menu screen is displayed in-game, whenever ## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface. ## the player has not explicitly hidden the interface.
init python: init python:
@ -290,14 +309,17 @@ style quick_button:
properties gui.button_properties("quick_button") properties gui.button_properties("quick_button")
style quick_button_text: style quick_button_text:
properties gui.button_text_properties("quick_button") #properties gui.button_text_properties("quick_button")
color gui.selected_color
hover_color gui.hover_color
selected_color gui.accent_color
################################################################################ ################################################################################
## Main and Game Menu Screens ## Main and Game Menu Screens
################################################################################ ################################################################################
## Navigation screen ########################################################### ## Navigation screen ##########################################################
## ##
## This screen is included in the main and game menus, and provides navigation ## This screen is included in the main and game menus, and provides navigation
## to other menus, and to start the game. ## to other menus, and to start the game.
@ -315,8 +337,10 @@ screen navigation():
textbutton _("History") action ShowMenu("history") textbutton _("History") action ShowMenu("history")
textbutton _("Save") action ShowMenu("save") textbutton _("Save") action ShowMenu("save")
textbutton _("Load") action ShowMenu("load") textbutton _("Load") action ShowMenu("load")
textbutton _("Delete") action ShowMenu("delete")
textbutton _("Options") action ShowMenu("preferences") textbutton _("Options") action ShowMenu("preferences")
textbutton _("Extras") action ShowMenu("extras") textbutton _("Extras") action ShowMenu("extras")
textbutton _("Return") action Return()
if _in_replay: if _in_replay:
@ -328,11 +352,11 @@ screen navigation():
textbutton _("Main Menu") action MainMenu() textbutton _("Main Menu") action MainMenu()
#textbutton _("Debug Score Card") action ShowMenu("score_menu") #textbutton _("Debug Score Card") action ShowMenu("score_menu")
if renpy.variant("pc"): #if renpy.variant("pc"):
## The quit button is banned on iOS and unnecessary on Android and ## The quit button is banned on iOS and unnecessary on Android and
## Web. ## Web.
textbutton _("Quit") action Quit() #textbutton _("Quit") action Quit()
style navigation_button is gui_button style navigation_button is gui_button
@ -352,6 +376,22 @@ style navigation_button_text:
## ##
## https://www.renpy.org/doc/html/screen_special.html#main-menu ## https://www.renpy.org/doc/html/screen_special.html#main-menu
#similar to quick_button funcs
screen main_menu_button(filename, label, function):
button:
xmaximum 500
ymaximum 129
action function
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 xanchor 0.5
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen main_menu_buttons(filename, label_functions):
for l_f in label_functions:
use main_menu_button(filename, l_f[0], l_f[1])
screen main_menu(): screen main_menu():
## This ensures that any other menu screen is replaced. ## This ensures that any other menu screen is replaced.
@ -369,22 +409,24 @@ screen main_menu():
## The use statement includes another screen inside this one. The actual ## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen. ## contents of the main menu are in the navigation screen.
vbox: vbox:
xpos 1940 xpos 1940
yalign 0.03 yalign 0.03
if persistent.splashtype == 1: if persistent.splashtype == 1:
add "gui/sneedgame.png" add "gui/sneedgame.png"
else: else:
add "gui/snootgame.png" add "gui/snootgame.png"
vbox: vbox:
spacing 25 spacing 25
xpos 1885 xpos 1885
yalign 0.9 yalign 0.9
imagebutton auto "gui/button/menubuttons/startbutton_%s.png" action Start() use main_menu_buttons("gui/button/menubuttons/template_idle.png",
imagebutton auto "gui/button/menubuttons/loadbutton_%s.png" action ShowMenu("load") [ \
imagebutton auto "gui/button/menubuttons/optionsbutton_%s.png" action ShowMenu("preferences") [ "Start", Start() ], \
imagebutton auto "gui/button/menubuttons/helpbutton_%s.png" action ShowMenu("extras") [ "Load", ShowMenu("load") ], \
imagebutton auto "gui/button/menubuttons/quitbutton_%s.png" action Quit(confirm=not main_menu) [ "Options", ShowMenu("preferences") ], \
[ "Help & About", ShowMenu("extras") ], \
[ "Quit", Quit(confirm=not main_menu) ] \
] )
# if gui.show_name: # if gui.show_name:
# #
@ -410,10 +452,13 @@ style main_menu_vbox:
xoffset -30 xoffset -30
xmaximum 1200 xmaximum 1200
yalign 1.0 yalign 1.0
yoffset -30 yoffset -60
style main_menu_text: style main_menu_text:
properties gui.text_properties("main_menu", accent=True) properties gui.text_properties("main_menu") #, accent=True)
color gui.main_menu_color
hover_color gui.hover_color
size gui.main_menu_text_size
style main_menu_title: style main_menu_title:
properties gui.text_properties("title") properties gui.text_properties("title")
@ -487,11 +532,6 @@ screen game_menu(title, scroll=None, yinitial=0.0):
use navigation use navigation
textbutton _("Return"):
style "return_button"
action Return()
label title label title
if main_menu: if main_menu:
@ -691,8 +731,13 @@ screen load():
use file_slots(_("Load")) use file_slots(_("Load"))
screen delete():
screen file_slots(title): tag menu
use file_slots(_("Delete"), True)
screen file_slots(title, flag=False):
default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves")) default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))
@ -704,13 +749,13 @@ screen file_slots(title):
## buttons do. ## buttons do.
order_reverse True order_reverse True
## The page name, which can be edited by clicking on a button. ## The page name
button: button:
style "page_label" style "page_label"
key_events True key_events True
xalign 0.5 xalign 0.5
action page_name_value.Toggle() #action page_name_value.Toggle()
input: input:
style "page_label_text" style "page_label_text"
@ -730,13 +775,16 @@ screen file_slots(title):
$ slot = i + 1 $ slot = i + 1
button: button:
action FileAction(slot) if flag:
action FileDelete(slot)
else:
action FileAction(slot)
has vbox has vbox
add FileScreenshot(slot) xalign 0.5 add FileScreenshot(slot) xalign 0.5
text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")): text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("Empty Slot")):
style "slot_time_text" style "slot_time_text"
text FileSaveName(slot): text FileSaveName(slot):
@ -823,7 +871,7 @@ screen preferences():
vbox: vbox:
style_prefix "radio" style_prefix "radio"
label _("Display") label _("Display")
textbutton _("Window") action Preference("display", "window") textbutton _("Window") action Preference("display", "any window")
textbutton _("Fullscreen") action Preference("display", "fullscreen") textbutton _("Fullscreen") action Preference("display", "fullscreen")
vbox: vbox:
@ -836,7 +884,7 @@ screen preferences():
style_prefix "check" style_prefix "check"
label _("Naughty Stuff") label _("Naughty Stuff")
textbutton _("Enable Lewd Images") action ToggleVariable("persistent.lewd", True, False) textbutton _("Enable Lewd Images") action ToggleVariable("persistent.lewd", True, False)
vbox: vbox:
style_prefix "check" style_prefix "check"
label _("Requires Restart") label _("Requires Restart")
@ -1531,15 +1579,17 @@ style pref_vbox:
## Since a mouse may not be present, we replace the quick menu with a version ## 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. ## that uses fewer and bigger buttons that are easier to touch.
#redefine function
screen quick_button(filename, label, function): screen quick_button(filename, label, function):
variant "small"
button: button:
xmaximum 160 xmaximum 180
ymaximum 100 ymaximum 100
action function action function
fixed: fixed:
add filename xalign 0.5 yalign 0.5 zoom 1.75 add filename xalign 0.5 yalign 0.5 zoom 1.75
text label xalign 0.5 yalign 0.5 size 42 color "#000000EE" text label xalign 0.5 yalign 0.5 size 42 style "quick_button_text"
screen quick_menu(): screen quick_menu():
variant "small" variant "small"
@ -1549,14 +1599,13 @@ screen quick_menu():
style_prefix "quick" style_prefix "quick"
xalign 0.5 xalign 0.5
yalign 0.975 yalign 0.975
use quick_button("gui/button/uioptionbuttons/template_idle.png", "Back", Rollback()) use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \
use quick_button("gui/button/uioptionbuttons/template_idle.png", "Skip", Skip()) #alternate Skip(fast=True, confirm=True)) [ \
use quick_button("gui/button/uioptionbuttons/template_idle.png", "Auto", Preference("auto-forward", "toggle")) [ "Back", Rollback() ], \
use quick_button("gui/button/uioptionbuttons/template_idle.png", "Menu", ShowMenu()) [ "Skip", Skip() ], \
[ "Auto", Preference("auto-forward", "toggle") ], \
style window: [ "Menu", ShowMenu() ] \
variant "small" ] )
background "gui/phone/textbox.png"
style radio_button: style radio_button:
variant "small" variant "small"
@ -1570,10 +1619,6 @@ style nvl_window:
variant "small" variant "small"
background "gui/phone/nvl.png" background "gui/phone/nvl.png"
style main_menu_frame:
variant "small"
background "gui/phone/overlay/main_menu.png"
style game_menu_outer_frame: style game_menu_outer_frame:
variant "small" variant "small"
background "gui/phone/overlay/game_menu.png" background "gui/phone/overlay/game_menu.png"

View file

@ -80,34 +80,40 @@ transform randPosition:
# attribute guitar: # attribute guitar:
# "guitar.webp" # "guitar.webp"
#Raw Image & kwargs for long textboxes
define long_textbox_img = Image("gui/textbox_long.png", xalign=0.5, yalign=1.0)
define long_textbox = { "window_background": long_textbox_img, 'namebox_style': "namebox_large" }
#Characters #Characters
define A = Character ('Anon',color="#36E12D",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-120,who_ypos=110) #Light Green define A = Character ('Anon',color="#36E12D") #Light Green
define F = Character ('Fang',color="#7E2DE1",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Purple define F = Character ('Fang',color="#7E2DE1") #Purple
define Lucy = Character ('Lucy',color="#7E2DE1",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Purple define Lucy = Character ('Lucy',color="#7E2DE1") #Purple
define Ro = Character ('Rosa',color="#E12D36",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Red define Ro = Character ('Rosa',color="#E12D36") #Red
define St = Character ('Stella',color="#E17E2D",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #orang define St = Character ('Stella',color="#E17E2D") #orang
define N = Character ('Naomi',color="#2D36E1",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Blue define N = Character ('Naomi',color="#2D36E1") #Blue
define Nas = Character ('Naser',color="#501D5E",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Purple define Nas = Character ('Naser',color="#501D5E") #Dark Purple
define T = Character ('Trish',color="#8A0036",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Maroon define T = Character ('Trish',color="#8A0036") #Maroon
define Attendant = Character ('Attendant',color="#8A0036",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-155,who_ypos=111) #Maroon define Attendant = Character ('Attendant',color="#8A0036") #Maroon
define Sp = Character ('Spears',color="#7B8A00",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Yellow define Sp = Character ('Spears',color="#7B8A00") #Dark Yellow
define Re = Character ('Reed',color="#368A00",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Green define Re = Character ('Reed',color="#368A00") #Dark Green
define D = Character ('Driver',color="#098A00",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) define D = Character ('Driver',color="#098A00")
define FM = Character ('Fangs Mom',color="#EA1A84",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=108) define FM = Character ('Fangs Mom',color="#EA1A84")
define FD = Character ('Fangs Dad',color="#1A1CEA",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=108) define FD = Character ('Fangs Dad',color="#1A1CEA")
define Tsuki = Character ('Mr. Tsuki',color="#CEAF23",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-150,who_ypos=111) define Tsuki = Character ('Mr. Tsuki',color="#CEAF23")
define unknown = Character (' (???)',color="#000000",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110) define unknown = Character ('(???)',color="#000000")
define jingo = Character ('Mr. Jingo',color="#42C053",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110) define jingo = Character ('Mr. Jingo',color="#42C053")
define MaitD = Character ('Maitre D',color="#42C053",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110) define MaitD = Character ('Maitre D',color="#42C053")
define Moe = Character(' Moe',color="#42C053",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110) define Moe = Character('Moe',color="#42C053")
define Vince = Character ('Vince',color="#3C770D",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-125,who_ypos=111) #Dark Green define Vince = Character ('Vince',color="#3C770D") #Dark Green
define Waitress = Character ('Waitress',color="#C89B19",window_background="gui/textbox.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-140,who_ypos=111) #Gold define Waitress = Character ('Waitress',color="#C89B19") #Gold
#long TB chars #long TB chars
define AnonAndFang = Character(' Anon and Fang',color="34F313",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110)
define SV = Character ('Street Vendor',color="#420046",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-145,who_ypos=110) define AnonAndFang = Character('Anon and Fang',color="34F313", **long_textbox)
define carl = Character ('Mr. Carldewskii',color="#4963A5",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110) define SV = Character ('Street Vendor',color="#420046", **long_textbox)
define Drf = Character (' Dr. Fernsworth',color="#4963A5",window_background="gui/textbox_long.png",window_xoffset=120,window_yoffset=-79,what_xpos=245,what_ypos=125,who_xpos=-170,who_ypos=110) define carl = Character ('Mr. Carldewskii',color="#4963A5", **long_textbox)
define Drf = Character ('Dr. Fernsworth',color="#4963A5", **long_textbox)
define FRT = Character ('Fang Reed & Trish',color="#4963A5", **long_textbox)
#Extra image translations #Extra image translations
#siloettes #siloettes

View file

@ -1377,7 +1377,7 @@ label chapter_2:
A "Well…" A "Well…"
"Fang Reed and Trish" "Ohfuck. Sorry Anon, we gotta bail." FRT "Ohfuck. Sorry Anon, we gotta bail."
show fang neutral flip show fang neutral flip
show trish neutral flip show trish neutral flip
hide trish with moveoutright hide trish with moveoutright
@ -1513,4 +1513,4 @@ label chapter_2:
scene black with fade scene black with fade
return return