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options.rpy
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options.rpy
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# human readable name of this game
# _() marks strings eligable for translation
define config.name = "Doki Doki Comedy Club"
# True shows the name on main menu, False hides it
define gui.show_name = True
# Version of the game
define config.version = "0.0.5"
# text placed on about screen
define gui.about = _("")
# short name used in executables and dirs.
# ASCII-only, no spaces, no colons, no semis
define build.name = "DokiDokiComedyClub"
# Controls which sound / music mixers are available
define config.has_sound = True
define config.has_music = True
define config.has_voice = True
# main menu music
define config.main_menu_music = audio.t1
# enter / exiting game menu transitions
define config.enter_transition = Dissolve(.2)
define config.exit_transition = Dissolve(.2)
# transition used when the game has been loaded
define config.after_load_transition = None
# transition used when teh game has ended
define config.end_game_transition = Dissolve(.5)
# Controls when dialogue window is displayed:
# show - always displayed
# hide - only displayed if dialogue is present
# auto - hidden before scene statements and shown when dialogue is shown
#
# this can be changed with "window <type>" statements
define config.window = "auto"
# transitions used to show / hide the dialogue window
define config.window_show_transition = Dissolve(.2)
define config.window_hide_transition = Dissolve(.2)
# default text speed
# 0 is infinite
# > 0 is number of characters per second
default preferences.text_cps = 50
# default auto-forward delay. 0 - 30.
default preferences.afm_time = 15
# default volumes
default preferences.music_volume = 0.75
default preferences.sfx_volume = 0.75
# persistent data save directory
# this is different per platform:
# Windows: %AAPDATA%\RenPy\
# Mac: $HOME/Libary/RenPy/
# Linux: $HOME/.renpy/
#
# must be a literal string
define config.save_directory = "DokiDokiComedyClub"
# icon displayed on taskbar / dock
define config.window_icon = "gui/window_icon.png"
# True means we allow skipping, False means not
define config.allow_skipping = False
# True means we can autosave, false means not
define config.has_autosave = False
# True means autosave when we quit, False means not
define config.autosave_on_quit = False
# Number of autosave slots to use
define config.autosave_slots = 0
# layers that screens / images / anything can be displayed on. Best not to
# mess with this
define config.layers = [ 'master', 'transient', 'screens', 'overlay', 'front' ]
# Other things to not mess with
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"
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')
s = s.replace(' - ', u'\u2014')
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)
# BUILD CONFIG
init python:
# the following functions take file pattersn:
# 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.
#
# / is directory separator
# * matches all characters, exxcept directory separator
# ** matches all characters, including directory separator
#
# EXAMPLES
# *.txt - - matches txt files in base directory
# game/**.ogg - mathces ogg files in game directory or subdirs of game
# **.psd - matches psd files anywhere in project
#
# Classify files as None to exclusde them from the built distributions
#
# packaged ZIP for distibution
build.package(build.directory_name + "Mod",'zip',build.name,description='DDCC')
# archives to create
build.archive("scripts",build.name)
# folder / files to put in archives
build.classify("game/mod_assets/**","scripts")
build.classify('game/**.rpyc',"scripts")
build.classify("game/**.txt","scripts") #All the .txt files in game
# stuff to ignore
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)
# mark as documentation
build.documentation('*.html')
build.documentation('*.txt')
build.documentation('*.md')
build.include_old_themes = False