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options.rpy
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options.rpy
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## This file contains options that can be changed to customize your game.
##
## Lines beginning with two '#' marks are comments, and you shouldn't uncomment
## them. Lines beginning with a single '#' mark are commented-out code, and you
## may want to uncomment them when appropriate.
## Basics ######################################################################
## A human-readable name of the game. This is used to set the default window
## title, and shows up in the interface and error reports.
##
## The _() surrounding the string marks it as eligible for translation.
define config.name = "DDLC: MC's Revenge Mod"
## Determines if the title given above is shown on the main menu screen. Set
## this to False to hide the title.
define gui.show_name = True
## The version of the game.
define config.version = "0.3"
## Text that is placed on the game's about screen. To insert a blank line
## between paragraphs, write \n\n.
define gui.about = _("")
## A short name for the game used for executables and directories in the built
## distribution. This must be ASCII-only, and must not contain spaces, colons,
## or semicolons.
define build.name = "DDLC_MCR"
## Sounds and music ############################################################
## These three variables control which mixers are shown to the player by
## default. Setting one of these to False will hide the appropriate mixer.
define config.has_sound = True
define config.has_music = True
define config.has_voice = False
## To allow the user to play a test sound on the sound or voice channel,
## uncomment a line below and use it to set a sample sound to play.
# define config.sample_sound = "sample-sound.ogg"
# define config.sample_voice = "sample-voice.ogg"
## Uncomment the following line to set an audio file that will be played while
## the player is at the main menu. This file will continue playing into the
## game, until it is stopped or another file is played.
define config.main_menu_music = audio.t1
## Transitions #################################################################
##
## These variables set transitions that are used when certain events occur. Each
## variable should be set to a transition, or None to indicate that no
## transition should be used.
## Entering or exiting the game menu.
define config.enter_transition = Dissolve(.2)
define config.exit_transition = Dissolve(.2)
## A transition that is used after a game has been loaded.
define config.after_load_transition = None
## Used when entering the main menu after the game has ended.
define config.end_game_transition = Dissolve(.5)
## A variable to set the transition used when the game starts does not exist.
## Instead, use a with statement after showing the initial scene.
## Window management ###########################################################
##
## This controls when the dialogue window is displayed. If "show", it is always
## displayed. If "hide", it is only displayed when dialogue is present. If
## "auto", the window is hidden before scene statements and shown again once
## dialogue is displayed.
##
## After the game has started, this can be changed with the "window show",
## "window hide", and "window auto" statements.
define config.window = "auto"
## Transitions used to show and hide the dialogue window
define config.window_show_transition = Dissolve(.2)
define config.window_hide_transition = Dissolve(.2)
## Preference defaults #########################################################
## Controls the default text speed. The default, 0, is infinite, while any other
## number is the number of characters per second to type out.
default preferences.text_cps = 50
## The default auto-forward delay. Larger numbers lead to longer waits, with 0
## to 30 being the valid range.
default preferences.afm_time = 15
default preferences.music_volume = 0.75
default preferences.sfx_volume = 0.75
## Save directory ##############################################################
##
## Controls the platform-specific place Ren'Py will place the save files for
## this game. The save files will be placed in:
##
## Windows: %APPDATA\RenPy\<config.save_directory>
##
## Macintosh: $HOME/Library/RenPy/<config.save_directory>
##
## Linux: $HOME/.renpy/<config.save_directory>
##
## Generally the same as your build name
## Should always be a literal string and not an expression
define config.save_directory = "DDLC_MCR"
## Icon
## ########################################################################'
## The icon displayed on the taskbar or dock.
define config.window_icon = "gui/window_icon.png"
## Custom configs ##############################################################
define config.allow_skipping = True
define config.has_autosave = False
define config.autosave_on_quit = False
define config.autosave_slots = 0
define config.layers = [ 'master', 'transient', 'screens', 'overlay', 'front' ]
define config.image_cache_size = 64
define config.predict_statements = 50
define config.rollback_enabled = config.developer
define config.menu_clear_layers = ["front"]
define config.gl_test_image = "white"
#define config.gl_resize = False
init python:
if len(renpy.loadsave.location.locations) > 1: del(renpy.loadsave.location.locations[1])
renpy.game.preferences.pad_enabled = False
def replace_text(s):
s = s.replace('--', u'\u2014') # em dash
s = s.replace(' - ', u'\u2014') # em dash
return s
config.replace_text = replace_text
def game_menu_check():
if quick_menu: renpy.call_in_new_context('_game_menu')
config.game_menu_action = game_menu_check
def force_integer_multiplier(width, height):
if float(width) / float(height) < float(config.screen_width) / float(config.screen_height):
return (width, float(width) / (float(config.screen_width) / float(config.screen_height)))
else:
return (float(height) * (float(config.screen_width) / float(config.screen_height)), height)
#config.adjust_view_size = force_integer_multiplier
## Build configuration #########################################################
##
## This section controls how Ren'Py turns your project into distribution files.
## These settings create a set of files suitable for distributing as a mod.
init python:
## By default, renpy looks for archive files in the game and common directories
## Mac needs to check in the install directory instead.
#if renpy.mac:
## The following functions take file patterns. File patterns are case-
## insensitive, and matched against the path relative to the base directory,
## with and without a leading /. If multiple patterns match, the first is
## used.
##
## In a pattern:
##
## / is the directory separator.
##
## * matches all characters, except the directory separator.
##
## ** matches all characters, including the directory separator.
##
## For example, "*.txt" matches txt files in the base directory,
## "game/**.ogg" matches ogg files in the game directory or any of its
## subdirectories, and "**.psd" matches psd files anywhere in the project.
## Classify files as None to exclude them from the built distributions.
## This is the archive of data for your mod
#build.archive(build.name, "all")
## These files get put into your data file
build.package(build.directory_name + "source",'zip','source',description='Source Code Archive')
build.package(build.directory_name + "Mod",'zip',build.name,description='DDLC Compatible Mod')
# Declare archives
#build.archive("scripts",build.name)
build.archive("mod_assets",build.name)
#build.archive("submods",build.name)
##Optionally include a zip file with all source code
build.classify('**.rpy','source')
## These files get put into your data file
build.classify("game/mod_assets/**","mod_assets")
#build.classify("game/**.rpy",build.name)
build.classify("game/core.rpyc",build.name)
build.classify("game/options.rpyc",build.name)
build.classify("game/script.rpyc",build.name)
build.classify("game/splash.rpyc",build.name)
build.classify("game/**.rpyc","mod_assets")
build.classify("README.html",build.name)
build.classify('**~', None)
build.classify('**.bak', None)
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
build.classify('**.rpy', None)
build.classify('**.psd', None)
build.classify('**.sublime-project', None)
build.classify('**.sublime-workspace', None)
build.classify('/music/*.*', None)
build.classify('script-regex.txt', None)
build.classify('/game/10', None)
build.classify('/game/cache/*.*', None)
build.classify('**.rpa',None)
## Files matching documentation patterns are duplicated in a mac app build,
## so they appear in both the app and the zip file.
build.documentation('*.html')
build.documentation('*.txt')
build.documentation('*.md')
build.include_old_themes = False
## A Google Play license key is required to download expansion files and perform
## in-app purchases. It can be found on the "Services & APIs" page of the Google
## Play developer console.
# define build.google_play_key = "..."
## The username and project name associated with an itch.io project, separated
## by a slash.
# define build.itch_project = "..."