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synced 2025-03-26 11:54:49 +01:00
Clean up Mod Menu and other details
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commit
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3 changed files with 61 additions and 14 deletions
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@ -3,7 +3,9 @@
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label chapter_2_new:
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show template_sample at scenter
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"Sample Text"
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hide template_sample
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play music 'audio/OST/Those Other Two Weirdos.ogg'
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show anon neutral flip at aright with dissolve
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A "Sample Text"
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return
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@ -4,7 +4,10 @@ init python:
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# All mod rpy files must have title of their mod (this shows up on a button)
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# and finally the label that controls the flow of dialogue
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mod_menu_access += [["Example Mod", "storyline_ex"]];
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mod_menu_access += [{
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'Name': "Example Mod Name",
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'Label': "storyline_ex"
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}];
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image template_sample = Image("mods/template/img/sample.png")
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@ -263,7 +263,6 @@ screen quick_menu():
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zorder 100
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if quick_menu:
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window:
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background "gui/namebox.png"
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xpos 1.45
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ypos 0.977
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vbox:
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@ -299,6 +298,7 @@ screen score_menu():
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init python:
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config.overlay_screens.append("quick_menu")
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default quick_menu = True
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style quick_button is default
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@ -382,7 +382,7 @@ screen main_menu_button(filename, label, function):
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ymaximum 129
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action function
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fixed:
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add filename xalign 0.5 yalign 0.5 zoom 1
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add filename xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
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text label xalign 0.5 yalign 0.5 xanchor 0.5
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# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
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@ -471,34 +471,76 @@ style main_menu_title:
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## Mod Menu screen ############################################################
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##
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## Handles jumping to the mods scripts
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## Could be more lean but if this is going to one of last time I touch the UI,
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## then fine by me
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##
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#similar to quick_button funcs
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screen mod_menu_button(filename, label, function):
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button:
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xmaximum 600
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ymaximum 129
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action function
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fixed:
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add filename xalign 0.5 yalign 0.5 zoom 0.9
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text label xalign 0.5 yalign 0.5 xanchor 0.5 size 34
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# arr is [{
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# 'Name': string (name that appears on the button)
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# 'Label': string (jump label)
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# }, { .. } ]
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# Reuse the same image string and keep things 'neat'.
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screen mod_menu_buttons(filename, arr):
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for x in arr:
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use mod_menu_button(filename, x['Name'], Start(x['Label']))
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screen mod_menu():
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tag menu
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style_prefix "main_menu"
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add gui.main_menu_background
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frame:
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xsize 420
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yfill True
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background "gui/overlay/main_menu.png"
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#side_yfill True
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vbox:
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xpos 1940
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yalign 0.03
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if persistent.splashtype == 1:
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add "gui/sneedgame.png"
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else:
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add "gui/snootgame.png"
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viewport:
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# this could be better but its ok for now
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xpos 1885-540
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xmaximum 540
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ymaximum 0.8
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ypos 200
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yinitial 0
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scrollbars "vertical"
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mousewheel True
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draggable True
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pagekeys True
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#side_yfill True
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vbox:
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spacing 10
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xpos 1885
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yalign 0.98
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#xpos 1885
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spacing 18
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#yalign 0.98
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use main_menu_button("gui/button/menubuttons/template_idle.png",
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#buttons are messed up but that's ok
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use mod_menu_button("gui/button/menubuttons/template_idle.png",
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"Return", ShowMenu("main_menu"))
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if len(mod_menu_access) is not 0:
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for x in mod_menu_access:
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use main_menu_button("gui/button/menubuttons/template_idle.png",
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x[0], Start(x[1]) )
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use mod_menu_buttons("gui/button/menubuttons/template_idle.png", mod_menu_access )
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else:
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use main_menu_button("gui/button/menubuttons/template_idle.png",
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use mod_menu_button("gui/button/menubuttons/template_idle.png",
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"You have no mods", None)
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## Game Menu screen ############################################################
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##
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## This lays out the basic common structure of a game menu screen. It's called
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