forked from SilverStudioGames/WTS
Transitions and Bug fixes
* Moved transition definitions into their own file. * Removed narrator name and side image * Added automatic narrator speaker fade * Added automatic inner thought gradient fade * Fixed night.ogg playback
This commit is contained in:
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@ -399,36 +399,3 @@ image menu_ani:
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contains:
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contains:
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alpha 0.8
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alpha 0.8
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"#000"
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"#000"
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# Transitions
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init offset = -1
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define d1 = Dissolve(0.1)
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define d2 = Dissolve(0.2)
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define d3 = Dissolve(0.3)
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define d4 = Dissolve(0.4)
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define d5 = Dissolve(0.5)
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define d6 = Dissolve(0.6)
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define d7 = Dissolve(0.7)
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define d8 = Dissolve(0.8)
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define d9 = Dissolve(0.9)
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define f1 = Fade(0.1, 0.0, 0.1)
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define f2 = Fade(0.2, 0.0, 0.2)
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define f3 = Fade(0.3, 0.0, 0.3)
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define flash = Fade(0.1, 0.0, 0.5, color="#fff")
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define flashbulb = Fade(0.2, 0.0, 0.8, color='#fff')
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define flashbb = Fade(0.2, 0.0, 0.8, color='#000')
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define flashblood = Fade(0.2, 0.0, 0.8, color='#f02424')
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define kissiris = Fade(0.2, 0.0, 0.8, color='#fb8dc8')
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define black_magic = Fade(0.2, 0.0, 0.5, color='#7f3590')
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define blackfade = Fade(0.9, 0.5, 1, color='#000000')
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define morph = ComposeTransition(Dissolve(0.9), before=Fade(0.1, 0.5, 0.5, color="#fff"), after=Dissolve(0.5))
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define teleport = ImageDissolve("id_teleport.webp", 1.0, 0)
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define vpunch_repeat = Move((0, 10), (0, -10), .5, bounce=True, repeat=True, delay=4.5)
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define faderight = ImageDissolve("interface/transitions/faderight.webp", 1.0)
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define fadeleft = ImageDissolve("interface/transitions/faderight.webp", 1.0, reverse=True)
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@ -8,6 +8,13 @@ init -1401 python:
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# Default icon
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# Default icon
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adv.show_args["icon"] = "narrator"
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adv.show_args["icon"] = "narrator"
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def narrator_fade(ev, interact=True, **kwargs):
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if ev == "begin":
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chars = [f"{i}_main" for i in CHARACTERS] + ["snape_main", "genie_main"]
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renpy.show("fade", zorder=15, behind=chars)
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elif ev == "end":
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renpy.hide("fade")
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# Characters
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# Characters
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define m = Character(None, show_side_image=Image("characters/genie/mage.webp", xpos=20), show_icon="genie")
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define m = Character(None, show_side_image=Image("characters/genie/mage.webp", xpos=20), show_icon="genie")
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define g2 = Character(None, show_side_image=Image("characters/genie/mage2.webp", xpos=20), show_icon="genie")
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define g2 = Character(None, show_side_image=Image("characters/genie/mage2.webp", xpos=20), show_icon="genie")
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@ -42,8 +49,8 @@ define cra = Character("Crabbe")
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define goy = Character("Goyle")
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define goy = Character("Goyle")
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define maf = Character("Madam Mafkin", show_side_image=Image("characters/misc/mafkin.webp", xalign=1.0))
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define maf = Character("Madam Mafkin", show_side_image=Image("characters/misc/mafkin.webp", xalign=1.0))
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define myr = Character("Moaning Myrtle")
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define myr = Character("Moaning Myrtle")
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define faw = Character('Fawkes', show_icon="fawkes")
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define faw = Character("Fawkes", show_icon="fawkes")
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define abe = Character('Aberforth')
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define abe = Character("Aberforth")
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# Non-important characters
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# Non-important characters
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define fem = Character("Female Student")
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define fem = Character("Female Student")
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@ -55,7 +62,7 @@ define sly2 = Character("Another Slytherin student")
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define qcr = Character("Quidditch Crowd")
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define qcr = Character("Quidditch Crowd")
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# Special
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# Special
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define nar = Character("Narrator", show_side_image=Image("characters/misc/narrator.webp"), what_prefix=">", screen="say_narrator")
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define nar = Character("", what_prefix=">", show_icon="narrator", callback=narrator_fade)
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define anon = Character("???")
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define anon = Character("???")
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# Dumbledore
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# Dumbledore
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@ -1,17 +1,19 @@
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label hermione_map_BJ:
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label hermione_map_BJ:
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stop weather
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stop weather fadeout 1
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$ renpy.call('forest_BJ_'+str(forest_BJ_progress))
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$ renpy.call('forest_BJ_'+str(forest_BJ_progress))
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$ hermione_busy = True
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$ hermione_busy = True
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call set_her_map_location("gryffindor_room")
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call set_her_map_location("gryffindor_room")
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stop background fadeout 1
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jump return_office
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jump return_office
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label forest_BJ_1: #BJ in the forest interrupted by moaning myrtle
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label forest_BJ_1: #BJ in the forest interrupted by moaning myrtle
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show screen blkfade
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show screen blkfade
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with d3
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with d3
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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play sound "sounds/steps_grass.ogg"
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play sound "sounds/steps_grass.ogg"
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nar "Sure enough, the map seems to {b}magically{/b} guide you to the girl, alone in the midnight air..."
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nar "Sure enough, the map seems to {b}magically{/b} guide you to the girl, alone in the midnight air..."
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@ -141,7 +143,7 @@ label forest_BJ_2:
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show screen blkfade
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show screen blkfade
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with d3
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with d3
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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play sound "sounds/steps_grass.ogg"
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play sound "sounds/steps_grass.ogg"
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$ hermione.wear("all")
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$ hermione.wear("all")
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@ -301,7 +303,7 @@ label forest_BJ_3: #Complete BJ with Myrtle appearing after the cumshot
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show screen blkfade
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show screen blkfade
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with d3
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with d3
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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play sound "sounds/steps_grass.ogg"
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play sound "sounds/steps_grass.ogg"
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$ hermione.wear("all")
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$ hermione.wear("all")
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@ -556,7 +558,7 @@ label forest_BJ_4: #Moaning myrtle dirty talk (Repeatable) (Threaten to expose)
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show screen blkfade
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show screen blkfade
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with d3
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with d3
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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play sound "sounds/steps_grass.ogg"
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play sound "sounds/steps_grass.ogg"
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$ hermione.wear("top")
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$ hermione.wear("top")
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@ -301,7 +301,7 @@ label ball_ending_E1:
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# Outskirts of Hogwarts
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# Outskirts of Hogwarts
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centered "{size=+7}{color=#cbcbcb}Outskirts of Hogwarts{/color}{/size}"
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centered "{size=+7}{color=#cbcbcb}Outskirts of Hogwarts{/color}{/size}"
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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$ dynamic_cg("ball", "173")
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$ dynamic_cg("ball", "173")
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@ -358,8 +358,6 @@ label ball_ending_E1:
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hide screen blkfade
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hide screen blkfade
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with d9
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with d9
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play music "sounds/night.ogg" fadein 1 fadeout 1 #NIGHT SOUNDS.
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gen "....................." ("base", xpos="far_left", ypos="head")
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gen "....................." ("base", xpos="far_left", ypos="head")
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$ dynamic_cg("ball", "171", "172")
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$ dynamic_cg("ball", "171", "172")
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gen "No, I can't just leave like this!" ("base", xpos="far_left", ypos="head")
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gen "No, I can't just leave like this!" ("base", xpos="far_left", ypos="head")
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@ -373,7 +371,7 @@ label ball_ending_E1:
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hide screen dynamic_cg
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hide screen dynamic_cg
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call blkfade
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call blkfade
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stop music fadeout 1.0
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stop background fadeout 1.0
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if not persistent.game_complete:
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if not persistent.game_complete:
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# First play-through
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# First play-through
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@ -2662,7 +2660,7 @@ label ball_ending_E2:
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pause.3
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pause.3
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call hide_blkfade
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call hide_blkfade
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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call ctc
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call ctc
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play sound "sounds/steps_grass.ogg"
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play sound "sounds/steps_grass.ogg"
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@ -2707,7 +2705,7 @@ label ball_ending_E2:
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with d7
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with d7
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$ achievements.unlock("ending")
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$ achievements.unlock("ending")
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stop music fadeout 1.0
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stop background fadeout 1.0
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if public_whore_ending:
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if public_whore_ending:
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centered "{size=+7}{color=#cbcbcb}Congratulations on completing the game!{/color}{/size}\n\n{color=#cbcbcb}This is one of two possible endings (public whore){/color}"
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centered "{size=+7}{color=#cbcbcb}Congratulations on completing the game!{/color}{/size}\n\n{color=#cbcbcb}This is one of two possible endings (public whore){/color}"
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@ -2732,7 +2730,6 @@ label ball_ending_E2:
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hide screen dynamic_cg
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hide screen dynamic_cg
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hide screen blktone
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hide screen blktone
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stop background
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stop weather
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stop weather
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hide screen notes
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hide screen notes
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hide screen bld1
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hide screen bld1
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@ -81,7 +81,7 @@ label ending_after:
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# Genie stands in the forest before he's about to leave
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# Genie stands in the forest before he's about to leave
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$ dynamic_cg("ball", "171", "172", "173")
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$ dynamic_cg("ball", "171", "172", "173")
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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pause.5
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pause.5
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call hide_blkfade
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call hide_blkfade
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@ -91,7 +91,7 @@ label ending_after:
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# Record scratch, music stops
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# Record scratch, music stops
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$ dynamic_cg("ball", "171", "172")
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$ dynamic_cg("ball", "171", "172")
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stop music fadeout 1.5
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stop background fadeout 1.5
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play sound "sounds/scratch.ogg"
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play sound "sounds/scratch.ogg"
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with hpunch
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with hpunch
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@ -99,7 +99,7 @@ label ending_after:
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gen "Why leave now when I'm the king of a castle filled with women ready to serve!?" ("angry", xpos="far_left", ypos="head")
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gen "Why leave now when I'm the king of a castle filled with women ready to serve!?" ("angry", xpos="far_left", ypos="head")
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# Heading back to the castle
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# Heading back to the castle
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play music "music/night.ogg" fadein 1
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play background "sounds/night.ogg" fadein 1
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call blkfade
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call blkfade
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hide screen dynamic_cg
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hide screen dynamic_cg
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@ -109,7 +109,7 @@ label ending_after:
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pause .5
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pause .5
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nar "You hastily make your way back to the castle, wondering what kind of impulse made you want to leave in the first place..."
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nar "You hastily make your way back to the castle, wondering what kind of impulse made you want to leave in the first place..."
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stop music fadeout 3
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stop background fadeout 3
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if public_whore_ending:
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if public_whore_ending:
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play music "music/court-of-the-queen-by-kevin-macleod.ogg" fadein 1 fadeout 1
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play music "music/court-of-the-queen-by-kevin-macleod.ogg" fadein 1 fadeout 1
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@ -20,11 +20,6 @@ screen nvl(dialogue, items=None):
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#
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#
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# https://www.renpy.org/doc/html/screen_special.html#say
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# https://www.renpy.org/doc/html/screen_special.html#say
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screen say_narrator(**kwargs):
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add "#00000080"
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use say(**kwargs)
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screen say(who, what, side_image=None, icon=None):
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screen say(who, what, side_image=None, icon=None):
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zorder 31
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zorder 31
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@ -39,6 +34,10 @@ screen say(who, what, side_image=None, icon=None):
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else:
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else:
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add SideImage()
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add SideImage()
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# TODO: While this works, there might be a better way to add effects based on contents of the dialogue.
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if what.startswith("(") and what.endswith(")") and not renpy.showing("cg"):
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add "fade_gradient"
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window id "window":
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window id "window":
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style gui.theme("say_window")
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style gui.theme("say_window")
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hide screen bld1
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hide screen bld1
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call gen_chibi("sit_behind_desk")
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call gen_chibi("sit_behind_desk")
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play music "music/night.ogg" fadein 1
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play music "sounds/night.ogg" fadein 1 # Intentional, because background channel is already preoccupied
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show screen add_overlay
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show screen add_overlay
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hide screen blkfade
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hide screen blkfade
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35
game/scripts/utility/transitions.rpy
Normal file
35
game/scripts/utility/transitions.rpy
Normal file
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image fade = "#00000080"
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image fade_gradient = "interface/bld.webp"
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# Transitions
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init offset = -1
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define d1 = Dissolve(0.1)
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define d2 = Dissolve(0.2)
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define d3 = Dissolve(0.3)
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define d4 = Dissolve(0.4)
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define d5 = Dissolve(0.5)
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define d6 = Dissolve(0.6)
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define d7 = Dissolve(0.7)
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define d8 = Dissolve(0.8)
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define d9 = Dissolve(0.9)
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define f1 = Fade(0.1, 0.0, 0.1)
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define f2 = Fade(0.2, 0.0, 0.2)
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define f3 = Fade(0.3, 0.0, 0.3)
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define flash = Fade(0.1, 0.0, 0.5, color="#fff")
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define flashbulb = Fade(0.2, 0.0, 0.8, color='#fff')
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define flashbb = Fade(0.2, 0.0, 0.8, color='#000')
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define flashblood = Fade(0.2, 0.0, 0.8, color='#f02424')
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define kissiris = Fade(0.2, 0.0, 0.8, color='#fb8dc8')
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define black_magic = Fade(0.2, 0.0, 0.5, color='#7f3590')
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define blackfade = Fade(0.9, 0.5, 1, color='#000000')
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define morph = ComposeTransition(Dissolve(0.9), before=Fade(0.1, 0.5, 0.5, color="#fff"), after=Dissolve(0.5))
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define teleport = ImageDissolve("id_teleport.webp", 1.0, 0)
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define vpunch_repeat = Move((0, 10), (0, -10), .5, bounce=True, repeat=True, delay=4.5)
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define faderight = ImageDissolve("interface/transitions/faderight.webp", 1.0)
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define fadeleft = ImageDissolve("interface/transitions/faderight.webp", 1.0, reverse=True)
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