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13 Commits
Author | SHA1 | Date | |
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8b127a25b4 | |||
e295fbb791 | |||
5c4ce667a5 | |||
0dc071261b | |||
61da56b6c8 | |||
9aff807593 | |||
908beae5d3 | |||
d8751d73b9 | |||
224194754f | |||
e3c5fb609d | |||
e04fd221dd | |||
ef97c273db | |||
01126edc4e |
@ -1,5 +1,14 @@
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python early hide:
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import inspect
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try:
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from renpy.lint import python_builtins, renpy_builtins
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except ImportError:
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import builtins
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python_builtins = set(dir(builtins))
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del builtins
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renpy_builtins = set()
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__register_params = frozenset(inspect.signature(renpy.register_statement).parameters).difference({"name", "parse"})
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def register_decorator(cls):
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"""
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@ -54,6 +63,12 @@ python early hide:
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evaled = {n: eval(e) for n, e in self.items()}
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renpy.dynamic(**evaled)
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def lint(self):
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for domain, st in (("Python", python_builtins), ("Ren'Py", renpy_builtins)):
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inter = st.intersection(self)
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if inter:
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renpy.error(f"Dynamic statement redefines one or several {domain} builtins: {', '.join(map(repr, inter))}")
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@register_decorator
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class chibi:
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@staticmethod
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@ -95,6 +95,7 @@ label update_lun_tier:
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# T5 NOT AVAILABLE
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return
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# unreachable
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# Requirement: Tier 4 - Blow me T4 E3
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$ lun_level_up = 4
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return
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@ -211,11 +211,9 @@ init 5 python:
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self.set_pose(pose or self.walk)
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# Note: Warper names and their count can change over time,
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# so it's easier to just evaluate the input.
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# List of available warpers:
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# https://www.renpy.org/doc/html/atl.html?#warpers
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warper = eval(f"_warper.{warper}")
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warper = getattr(_warper, warper, _warper.linear)
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distances = []
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times = []
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@ -145,6 +145,7 @@ label day_start:
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# Start Quests
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jump quests
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# unreachable
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$ renpy.choice_for_skipping()
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call screen room_menu
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@ -239,6 +240,7 @@ label night_start:
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# Start Quests
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jump quests
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# unreachable
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$ renpy.choice_for_skipping()
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call screen room_menu
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@ -142,18 +142,24 @@ label teleport(position=None,effect=True,poof_label=None):
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with d1
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hide screen blkfade
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show screen heal_animation
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show heal_ani onlayer screens zorder teleport_zorder:
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anchor (0.5, 1.0)
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pos teleport_pos
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zoom 0.5
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with d3
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#stop music fadeout 1
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hide screen heal_animation
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hide heal_animation onlayer screens
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if poof_label is not None:
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$ renpy.call(poof_label)
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show screen teleport_animation
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call expression poof_label
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show teleport_ani onlayer screens zorder teleport_zorder:
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anchor (0.5, 0.7)
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pos teleport_pos
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zoom 0.5
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with d5
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hide screen teleport_animation
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hide teleport_animation onlayer screens
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with d5
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if effect == True:
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@ -161,14 +167,6 @@ label teleport(position=None,effect=True,poof_label=None):
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return
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screen teleport_animation():
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add "teleport_ani" anchor (0.5, 0.7) xpos teleport_xpos ypos teleport_ypos zoom 0.5
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zorder teleport_zorder
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screen heal_animation():
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add "heal_ani" anchor (0.5, 1.0) xpos teleport_xpos ypos teleport_ypos zoom 0.5
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zorder teleport_zorder
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# Dummy labels. To prevent crashes. # TODO: Remove later.
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default hermione_action = None
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@ -3,7 +3,7 @@ init -999:
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import json
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import os
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if not getattr(persistent, "mods_enabled"):
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if not persistent.mods_enabled:
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persistent.mods_enabled = _set()
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mods_list = _dict()
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@ -75,12 +75,20 @@ label start_dev:
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states.cho.ev.intro.e1_complete = True
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states.cho.ev.intro.e2_complete = True
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states.cho.ev.intro.e4_complete = True
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states.sna.ev.hangouts.cho_e1 = True
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states.paperwork_unlocked = True
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store.states.lun.ev.intro.e1_complete = True
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store.states.lun.ev.intro.e2_complete = True
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states.lun.ev.intro.e1_complete = True
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states.lun.ev.intro.e2_complete = True
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states.lun.ev.quibbler.stocked = True
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thequibbler_ITEM.used = True
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states.lun.ev.spectrespecs.e1_complete = True
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states.lun.ev.spectrespecs.e2_complete = True
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states.lun.ev.spectrespecs.e3_complete = True
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states.lun.ev.spectrespecs.e4_complete = True
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states.lun.favors_unlocked = True
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for i in mirror.items:
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i.unlocked = True
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@ -34,6 +34,63 @@ init python:
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gl_FragColor = vec4(mix(gl_FragColor.xyz, gl_FragColor.xyz * ctemp2rgb(ctemp), u_strength), 1.0);
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""")
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renpy.register_shader("pixelatemaskshader", variables="""
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform vec2 res0;
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uniform float u_step;
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uniform float u_lod_bias;
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attribute vec2 a_tex_coord;
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varying vec2 v_tex_coord;
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""", vertex_600="""
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v_tex_coord = a_tex_coord;
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""", fragment_functions="""
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vec2 CalculateNewUV(vec2 uv, vec2 size, float step) {
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float dx = (step / size.x);
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float dy = (step / size.y);
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return vec2(dx*(floor(uv.x/dx) + 0.5), dy*(floor(uv.y/dy) + 0.5));
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}
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vec4 PixelateMask(sampler2D source, float alpha, vec2 size, vec2 uv, float step, float lod) {
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if (alpha > 0.0) {
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vec2 new_uv = CalculateNewUV(uv, size, step);
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vec4 old = vec4(texture2D(source, uv, lod).rgb, 1.0);
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vec4 new = vec4(texture2D(source, new_uv, lod).rgb, 1.0);
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return mix(old, new, alpha);
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}
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return texture2D(source, uv, lod);
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}
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""", fragment_600="""
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float alpha = texture2D(tex1, v_tex_coord).a;
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gl_FragColor = PixelateMask(tex0, alpha, res0, v_tex_coord, u_step, u_lod_bias);
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""")
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class PixelateMask(renpy.Displayable, NoRollback):
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def __init__(self, child, mask, step=1.0, **kwargs):
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super().__init__(**kwargs)
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self.child = renpy.displayable(child)
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self.mask = renpy.displayable(mask)
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self.step = step
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def render(self, width, height, st, at):
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child = renpy.display.render.render(self.child, width, height, st, at)
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mask = renpy.display.render.render(self.mask, width, height, st, at)
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rv = renpy.display.render.Render(width, height)
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if renpy.display.render.models:
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rv.mesh = True
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rv.add_shader("pixelatemaskshader")
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rv.add_uniform("u_step", self.step)
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rv.blit(child, (0, 0))
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rv.blit(mask, (0, 0))
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renpy.redraw(self, 0)
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return rv
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transform color_temperature(factor=1.0, strength=1.0):
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mesh True
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shader "color_temperature_shader"
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