[solved already]Choice menu replaced by a textbox

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isobellesophia
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[solved already]Choice menu replaced by a textbox

#1 Post by isobellesophia »

Hi!

I am actually new here but sorry for the hard question and i am bad at english. :)

Actually, when i was testing out my game, (i was focused on my choice code.)

But then suddenly when i saw my choice menu, was replaced by a second textbox in the middle instead of a choice background.
Still. Its just a another textbox but the main textbox is still on the bottom.
And the texts or menuitem are in the left side of the screen.

And here is my code.

Code: Select all

 m "Since you are bored, wanna come with me in the library?"
            
            menu:
                 m "..."
                 
                 "Go":
                     jump go
                     
                 "Don't go":
                     jump dontgo
                    
                     label go:
                         $ go = True
                         g "Well.. sure! i want to hang out with you!"
                              
Everything seems fine, and there is no error appeared plus my indention line is correct.

My screens.rpy:

Code: Select all

     ## Choice screen ###############################################################
##
## This screen is used to display the in-game choices presented by the menu
## statement. The one parameter, items, is a list of objects, each with caption
## and action fields.
##
## https://www.renpy.org/doc/html/screen_special.html#choice

screen choice:

    window: 
        style "menu_window"        
        xalign 0.5
        yalign 0.5
        
        vbox:
            style "menu"
            spacing 2
            
            for caption, action, chosen in items:
                
                if action:  
                    
                    button:
                        action action
                        style "menu_choice_button"                        

                        text caption style "menu_choice"
                    
                else:
                    text caption style "menu_caption"

init -2 python:
    config.narrator_menu = True

## When this is true, menu captions will be spoken by the narrator. When false,
## menu captions will be displayed as empty buttons.
define config.narrator_menu = True


style choice_vbox is vbox
style choice_button is button
style choice_button_text is button_text

style choice_vbox:
    xalign 0.5
    ypos 405
    yanchor 0.5

    spacing gui.choice_spacing

style choice_button is default:
    properties gui.button_properties("choice_button")
    activate_sound "click.wav" #This should be the name of your sound effect and the file should be in the game folder
    hover_sound "hover.wav"

style choice_button_text is default:
    properties gui.button_text_properties("choice_button")   

And last, my gui.rpy:

Code: Select all

## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.

define gui.choice_button_width = 900
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(150, 8, 150, 8)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#ff0000"
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = "#444444"
  
This is the only problem i wanted to solve but..

Like, seriously, i wasted an hour on this. :P


By the way, thanks for anyone who can help :)
Last edited by isobellesophia on Tue Jan 15, 2019 7:31 am, edited 1 time in total.
I am a friendly user, please respect and have a good day.


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Remix
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Re: Choice menu replaced by a textbox

#2 Post by Remix »

Have you recently updated Ren'Py?

Your styles in screen choice all start with "menu_" yet you have only shown style information for ones starting with "choice_"
Frameworks & Scriptlets:

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isobellesophia
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Re: Choice menu replaced by a textbox

#3 Post by isobellesophia »

Yes, i updated renpy (i do love new updates)
Whatever i do, it just keep showing the textbox, and its not going back to normal.



So that means.. i am going to change that into:

Code: Select all

 screen choice:

    window: 
        style "menu_window"       <==== #so should i change this into "choice_window"? 
        xalign 0.5
        yalign 0.5
        
        vbox:
            style "menu"  <==== #and turn this into "choice" and not menu?
            spacing 2
            
            for caption, action, chosen in items:
                
                if action:  
                    
                    button:
                        action action
                        style "menu_choice_button"                        

                        text caption style "menu_choice"
                    
                else:
                    text caption style "menu_caption"    

Sorry though, im not really good at fixing codes :P
There is no problem when i was using menu codes in the script.rpy (and of course, the choice menu is perfect, no weird bugs like the background of the menu is changing its position.)

But for me, in the next day, it replaced by a second textbox. :?

But then suddenly when i downloaded the renpy again, it just became like that.

So.. is there any examples? Thanks for anyone who can help :P
I am a friendly user, please respect and have a good day.


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Re: Choice menu replaced by a textbox

#4 Post by Remix »

I would "create new project" and just put a copy of your script.rpy (and others except gui, screens and options) in there... See if it runs with default screens etc... then start porting your gui changes across
Frameworks & Scriptlets:

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isobellesophia
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Re: Choice menu replaced by a textbox

#5 Post by isobellesophia »

Okay thanks!

I'll try it later when im going to run ren'py.

But, isn't the script.rpy is the problem? Or is it the screens, gui and options? :)
I'll be back whenever happens :mrgreen:

And i will send pics if there is something wrong :mrgreen:

Anyway, thanks for the advice! :D
I am a friendly user, please respect and have a good day.


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isobellesophia
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Re: Choice menu replaced by a textbox

#6 Post by isobellesophia »

Hi! im back!



This is what it shows:
Weird.
Weird.
I am a friendly user, please respect and have a good day.


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Re: Choice menu replaced by a textbox

#7 Post by Remix »

Ok, what version of Ren'Py do you have (it says it in the Launcher)?
What version was the game written for?

In the launcher, create a new project (do not copy your existing game folder and clone it, actually create a new blank project)
Now go to your old script.rpy and copy/paste everything from it into the script.rpy that appeared in the new project

Show how that looks (it will NOT contain any of your images yet, just default new project gui ones) or post error traceback

Realistically you are looking at quite a lot of work to update a game between major releases of Ren'Py... It may be easier just to rollback your version
Frameworks & Scriptlets:

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isobellesophia
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Re: Choice menu replaced by a textbox

#8 Post by isobellesophia »

screenshot0002.png
Wait! i did that on the new project.. but suddenly.. when i copied the script.rpy file, (Of course i replaced my options and etc.. in the new one.)

It changes back.. you can take a look in my code.

Code: Select all

################################################################################
## Initialization
################################################################################

init offset = -1


################################################################################
## Styles
################################################################################

style default:
    properties gui.text_properties()
    language gui.language

style input:
    properties gui.text_properties("input", accent=True)
    adjust_spacing False

style hyperlink_text:
    properties gui.text_properties("hyperlink", accent=True)
    hover_underline True

style gui_text:
    properties gui.text_properties("interface")


style button:
    properties gui.button_properties("button")

style button_text is gui_text:
    properties gui.text_properties("button")
    yalign 0.5


style label_text is gui_text:
    properties gui.text_properties("label", accent=True)

style prompt_text is gui_text:
    properties gui.text_properties("prompt")


style bar:
    ysize gui.bar_size
    left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
    right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)

style vbar:
    xsize gui.bar_size
    top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
    bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)

style scrollbar:
    ysize gui.scrollbar_size
    base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)

style vscrollbar:
    xsize gui.scrollbar_size
    base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)

style slider:
    ysize gui.slider_size
    base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
    thumb "gui/slider/horizontal_[prefix_]thumb.png"

style vslider:
    xsize gui.slider_size
    base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
    thumb "gui/slider/vertical_[prefix_]thumb.png"


style frame:
    padding gui.frame_borders.padding
    background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)



################################################################################
## In-game screens
################################################################################


## Say screen ##################################################################
##
## The say screen is used to display dialogue to the player. It takes two
## parameters, who and what, which are the name of the speaking character and
## the text to be displayed, respectively. (The who parameter can be None if no
## name is given.)
##
## This screen must create a text displayable with id "what", as Ren'Py uses
## this to manage text display. It can also create displayables with id "who"
## and id "window" to apply style properties.
##
## https://www.renpy.org/doc/html/screen_special.html#say

screen say(who, what):
    style_prefix "say"

    window:
        id "window"

        if who is not None:

            window:
                id "namebox"
                style "namebox"
                text who id "who"

        text what id "what"


    ## If there's a side image, display it above the text. Do not display on the
    ## phone variant - there's no room.
    if not renpy.variant("small"):
        add SideImage() xalign 0.0 yalign 1.0


## Make the namebox available for styling through the Character object.
init python:
    config.character_id_prefixes.append('namebox')

style window is default
style say_label is default
style say_dialogue is default
style say_thought is say_dialogue

style namebox is default
style namebox_label is say_label


style window:
    xalign 0.5
    xfill True
    yalign gui.textbox_yalign
    ysize gui.textbox_height

    background Image("gui/textbox.png", xalign=0.5, yalign=1.0)

style namebox:
    xpos gui.name_xpos
    xanchor gui.name_xalign
    xsize gui.namebox_width
    ypos gui.name_ypos
    ysize gui.namebox_height

    background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
    padding gui.namebox_borders.padding

style say_label:
    properties gui.text_properties("name", accent=True)
    xalign gui.name_xalign
    yalign 0.5

style say_dialogue:
    properties gui.text_properties("dialogue")

    xpos gui.dialogue_xpos
    xsize gui.dialogue_width
    ypos gui.dialogue_ypos


## Input screen ################################################################
##
## This screen is used to display renpy.input. The prompt parameter is used to
## pass a text prompt in.
##
## This screen must create an input displayable with id "input" to accept the
## various input parameters.
##
## https://www.renpy.org/doc/html/screen_special.html#input

screen input(prompt):
    style_prefix "input"

    window:

        vbox:
            xalign gui.dialogue_text_xalign
            xpos gui.dialogue_xpos
            xsize gui.dialogue_width
            ypos gui.dialogue_ypos

            text prompt style "input_prompt"
            input id "input"

style input_prompt is default

style input_prompt:
    xalign gui.dialogue_text_xalign
    properties gui.text_properties("input_prompt")

style input:
    xalign gui.dialogue_text_xalign
    xmaximum gui.dialogue_width


## Choice screen ###############################################################
##
## This screen is used to display the in-game choices presented by the menu
## statement. The one parameter, items, is a list of objects, each with caption
## and action fields.
##
## https://www.renpy.org/doc/html/screen_special.html#choice

screen choice(items):
    style_prefix "choice"

    vbox:
        for i in items:
            textbutton i.caption action i.action


## When this is true, menu captions will be spoken by the narrator. When false,
## menu captions will be displayed as empty buttons.
define config.narrator_menu = True


style choice_vbox is vbox
style choice_button is button
style choice_button_text is button_text

style choice_vbox:
    xalign 0.5
    ypos 405
    yanchor 0.5

    spacing gui.choice_spacing

style choice_button is default:
    properties gui.button_properties("choice_button")

style choice_button_text is default:
    properties gui.button_text_properties("choice_button")


## Quick Menu screen ###########################################################
##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.

screen quick_menu():

    ## Ensure this appears on top of other screens.
    zorder 100

    if quick_menu:

        hbox:
            style_prefix "quick"

            xalign 0.5
            yalign 1.0

            textbutton _("Back") action Rollback()
            textbutton _("History") action ShowMenu('history')
            textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
            textbutton _("Auto") action Preference("auto-forward", "toggle")
            textbutton _("Save") action ShowMenu('save')
            textbutton _("Q.Save") action QuickSave()
            textbutton _("Q.Load") action QuickLoad()
            textbutton _("Prefs") action ShowMenu('preferences')


## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
init python:
    config.overlay_screens.append("quick_menu")

default quick_menu = True

style quick_button is default
style quick_button_text is button_text

style quick_button:
    properties gui.button_properties("quick_button")

style quick_button_text:
    properties gui.button_text_properties("quick_button")


################################################################################
## Main and Game Menu Screens
################################################################################

## Navigation screen ###########################################################
##
## This screen is included in the main and game menus, and provides navigation
## to other menus, and to start the game.

screen navigation():

    vbox:
        style_prefix "navigation"

        xpos gui.navigation_xpos
        yalign 0.5

        spacing gui.navigation_spacing

        if main_menu:

            textbutton _("Start") action Start()

        else:

            textbutton _("History") action ShowMenu("history")

            textbutton _("Save") action ShowMenu("save")

        textbutton _("Load") action ShowMenu("load")

        textbutton _("Preferences") action ShowMenu("preferences")

        if _in_replay:

            textbutton _("End Replay") action EndReplay(confirm=True)

        elif not main_menu:

            textbutton _("Main Menu") action MainMenu()

        textbutton _("About") action ShowMenu("about")

        if renpy.variant("pc"):

            ## Help isn't necessary or relevant to mobile devices.
            textbutton _("Help") action ShowMenu("help")

            ## The quit button is banned on iOS and unnecessary on Android.
            textbutton _("Quit") action Quit(confirm=not main_menu)


style navigation_button is gui_button
style navigation_button_text is gui_button_text

style navigation_button:
    size_group "navigation"
    properties gui.button_properties("navigation_button")

style navigation_button_text:
    properties gui.button_text_properties("navigation_button")


## Main Menu screen ############################################################
##
## Used to display the main menu when Ren'Py starts.
##
## https://www.renpy.org/doc/html/screen_special.html#main-menu

screen main_menu():

    ## This ensures that any other menu screen is replaced.
    tag menu

    style_prefix "main_menu"

    add gui.main_menu_background

    ## This empty frame darkens the main menu.
    frame:
        pass

    ## The use statement includes another screen inside this one. The actual
    ## contents of the main menu are in the navigation screen.
    use navigation

    if gui.show_name:

        vbox:
            text "[config.name!t]":
                style "main_menu_title"

            text "[config.version]":
                style "main_menu_version"


style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text

style main_menu_frame:
    xsize 420
    yfill True

    background "gui/overlay/main_menu.png"

style main_menu_vbox:
    xalign 1.0
    xoffset -30
    xmaximum 1200
    yalign 1.0
    yoffset -30

style main_menu_text:
    properties gui.text_properties("main_menu", accent=True)

style main_menu_title:
    properties gui.text_properties("title")

style main_menu_version:
    properties gui.text_properties("version")


## Game Menu screen ############################################################
##
## This lays out the basic common structure of a game menu screen. It's called
## with the screen title, and displays the background, title, and navigation.
##
## The scroll parameter can be None, or one of "viewport" or "vpgrid". When
## this screen is intended to be used with one or more children, which are
## transcluded (placed) inside it.

screen game_menu(title, scroll=None, yinitial=0.0):

    style_prefix "game_menu"

    if main_menu:
        add gui.main_menu_background
    else:
        add gui.game_menu_background

    frame:
        style "game_menu_outer_frame"

        hbox:

            ## Reserve space for the navigation section.
            frame:
                style "game_menu_navigation_frame"

            frame:
                style "game_menu_content_frame"

                if scroll == "viewport":

                    viewport:
                        yinitial yinitial
                        scrollbars "vertical"
                        mousewheel True
                        draggable True
                        pagekeys True

                        side_yfill True

                        vbox:
                            transclude

                elif scroll == "vpgrid":

                    vpgrid:
                        cols 1
                        yinitial yinitial

                        scrollbars "vertical"
                        mousewheel True
                        draggable True
                        pagekeys True

                        side_yfill True

                        transclude

                else:

                    transclude

    use navigation

    textbutton _("Return"):
        style "return_button"

        action Return()

    label title

    if main_menu:
        key "game_menu" action ShowMenu("main_menu")


style game_menu_outer_frame is empty
style game_menu_navigation_frame is empty
style game_menu_content_frame is empty
style game_menu_viewport is gui_viewport
style game_menu_side is gui_side
style game_menu_scrollbar is gui_vscrollbar

style game_menu_label is gui_label
style game_menu_label_text is gui_label_text

style return_button is navigation_button
style return_button_text is navigation_button_text

style game_menu_outer_frame:
    bottom_padding 45
    top_padding 180

    background "gui/overlay/game_menu.png"

style game_menu_navigation_frame:
    xsize 420
    yfill True

style game_menu_content_frame:
    left_margin 60
    right_margin 30
    top_margin 15

style game_menu_viewport:
    xsize 1380

style game_menu_vscrollbar:
    unscrollable gui.unscrollable

style game_menu_side:
    spacing 15

style game_menu_label:
    xpos 75
    ysize 180

style game_menu_label_text:
    size gui.title_text_size
    color gui.accent_color
    yalign 0.5

style return_button:
    xpos gui.navigation_xpos
    yalign 1.0
    yoffset -45


## About screen ################################################################
##
## This screen gives credit and copyright information about the game and Ren'Py.
##
## There's nothing special about this screen, and hence it also serves as an
## example of how to make a custom screen.

screen about():

    tag menu

    ## This use statement includes the game_menu screen inside this one. The
    ## vbox child is then included inside the viewport inside the game_menu
    ## screen.
    use game_menu(_("About"), scroll="viewport"):

        style_prefix "about"

        vbox:

            label "[config.name!t]"
            text _("Version [config.version!t]\n")

            ## gui.about is usually set in options.rpy.
            if gui.about:
                text "[gui.about!t]\n"

            text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")


## This is redefined in options.rpy to add text to the about screen.
define gui.about = ""


style about_label is gui_label
style about_label_text is gui_label_text
style about_text is gui_text

style about_label_text:
    size gui.label_text_size


## Load and Save screens #######################################################
##
## These screens are responsible for letting the player save the game and load
## it again. Since they share nearly everything in common, both are implemented
## in terms of a third screen, file_slots.
##
## https://www.renpy.org/doc/html/screen_special.html#save https://
## www.renpy.org/doc/html/screen_special.html#load

screen save():

    tag menu

    use file_slots(_("Save"))


screen load():

    tag menu

    use file_slots(_("Load"))


screen file_slots(title):

    default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))

    use game_menu(title):

        fixed:

            ## This ensures the input will get the enter event before any of the
            ## buttons do.
            order_reverse True

            ## The page name, which can be edited by clicking on a button.
            button:
                style "page_label"

                key_events True
                xalign 0.5
                action page_name_value.Toggle()

                input:
                    style "page_label_text"
                    value page_name_value

            ## The grid of file slots.
            grid gui.file_slot_cols gui.file_slot_rows:
                style_prefix "slot"

                xalign 0.5
                yalign 0.5

                spacing gui.slot_spacing

                for i in range(gui.file_slot_cols * gui.file_slot_rows):

                    $ slot = i + 1

                    button:
                        action FileAction(slot)

                        has vbox

                        add FileScreenshot(slot) xalign 0.5

                        text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
                            style "slot_time_text"

                        text FileSaveName(slot):
                            style "slot_name_text"

                        key "save_delete" action FileDelete(slot)

            ## Buttons to access other pages.
            hbox:
                style_prefix "page"

                xalign 0.5
                yalign 1.0

                spacing gui.page_spacing

                textbutton _("<") action FilePagePrevious()

                if config.has_autosave:
                    textbutton _("{#auto_page}A") action FilePage("auto")

                if config.has_quicksave:
                    textbutton _("{#quick_page}Q") action FilePage("quick")

                ## range(1, 10) gives the numbers from 1 to 9.
                for page in range(1, 10):
                    textbutton "[page]" action FilePage(page)

                textbutton _(">") action FilePageNext()


style page_label is gui_label
style page_label_text is gui_label_text
style page_button is gui_button
style page_button_text is gui_button_text

style slot_button is gui_button
style slot_button_text is gui_button_text
style slot_time_text is slot_button_text
style slot_name_text is slot_button_text

style page_label:
    xpadding 75
    ypadding 5

style page_label_text:
    text_align 0.5
    layout "subtitle"
    hover_color gui.hover_color

style page_button:
    properties gui.button_properties("page_button")

style page_button_text:
    properties gui.button_text_properties("page_button")

style slot_button:
    properties gui.button_properties("slot_button")

style slot_button_text:
    properties gui.button_text_properties("slot_button")


## Preferences screen ##########################################################
##
## The preferences screen allows the player to configure the game to better suit
## themselves.
##
## https://www.renpy.org/doc/html/screen_special.html#preferences

screen preferences():

    tag menu

    use game_menu(_("Preferences"), scroll="viewport"):

        vbox:

            hbox:
                box_wrap True

                if renpy.variant("pc"):

                    vbox:
                        style_prefix "radio"
                        label _("Display")
                        textbutton _("Window") action Preference("display", "window")
                        textbutton _("Fullscreen") action Preference("display", "fullscreen")

                vbox:
                    style_prefix "radio"
                    label _("Rollback Side")
                    textbutton _("Disable") action Preference("rollback side", "disable")
                    textbutton _("Left") action Preference("rollback side", "left")
                    textbutton _("Right") action Preference("rollback side", "right")

                vbox:
                    style_prefix "check"
                    label _("Skip")
                    textbutton _("Unseen Text") action Preference("skip", "toggle")
                    textbutton _("After Choices") action Preference("after choices", "toggle")
                    textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))

                ## Additional vboxes of type "radio_pref" or "check_pref" can be
                ## added here, to add additional creator-defined preferences.

            null height (4 * gui.pref_spacing)

            hbox:
                style_prefix "slider"
                box_wrap True

                vbox:

                    label _("Text Speed")

                    bar value Preference("text speed")

                    label _("Auto-Forward Time")

                    bar value Preference("auto-forward time")

                vbox:

                    if config.has_music:
                        label _("Music Volume")

                        hbox:
                            bar value Preference("music volume")

                    if config.has_sound:

                        label _("Sound Volume")

                        hbox:
                            bar value Preference("sound volume")

                            if config.sample_sound:
                                textbutton _("Test") action Play("sound", config.sample_sound)


                    if config.has_voice:
                        label _("Voice Volume")

                        hbox:
                            bar value Preference("voice volume")

                            if config.sample_voice:
                                textbutton _("Test") action Play("voice", config.sample_voice)

                    if config.has_music or config.has_sound or config.has_voice:
                        null height gui.pref_spacing

                        textbutton _("Mute All"):
                            action Preference("all mute", "toggle")
                            style "mute_all_button"


style pref_label is gui_label
style pref_label_text is gui_label_text
style pref_vbox is vbox

style radio_label is pref_label
style radio_label_text is pref_label_text
style radio_button is gui_button
style radio_button_text is gui_button_text
style radio_vbox is pref_vbox

style check_label is pref_label
style check_label_text is pref_label_text
style check_button is gui_button
style check_button_text is gui_button_text
style check_vbox is pref_vbox

style slider_label is pref_label
style slider_label_text is pref_label_text
style slider_slider is gui_slider
style slider_button is gui_button
style slider_button_text is gui_button_text
style slider_pref_vbox is pref_vbox

style mute_all_button is check_button
style mute_all_button_text is check_button_text

style pref_label:
    top_margin gui.pref_spacing
    bottom_margin 3

style pref_label_text:
    yalign 1.0

style pref_vbox:
    xsize 338

style radio_vbox:
    spacing gui.pref_button_spacing

style radio_button:
    properties gui.button_properties("radio_button")
    foreground "gui/button/check_[prefix_]foreground.png"

style radio_button_text:
    properties gui.button_text_properties("radio_button")

style check_vbox:
    spacing gui.pref_button_spacing

style check_button:
    properties gui.button_properties("check_button")
    foreground "gui/button/check_[prefix_]foreground.png"

style check_button_text:
    properties gui.button_text_properties("check_button")

style slider_slider:
    xsize 525

style slider_button:
    properties gui.button_properties("slider_button")
    yalign 0.5
    left_margin 15

style slider_button_text:
    properties gui.button_text_properties("slider_button")

style slider_vbox:
    xsize 675


## History screen ##############################################################
##
## This is a screen that displays the dialogue history to the player. While
## there isn't anything special about this screen, it does have to access the
## dialogue history stored in _history_list.
##
## https://www.renpy.org/doc/html/history.html

screen history():

    tag menu

    ## Avoid predicting this screen, as it can be very large.
    predict False

    use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0):

        style_prefix "history"

        for h in _history_list:

            window:

                ## This lays things out properly if history_height is None.
                has fixed:
                    yfit True

                if h.who:

                    label h.who:
                        style "history_name"
                        substitute False

                        ## Take the color of the who text from the Character, if
                        ## set.
                        if "color" in h.who_args:
                            text_color h.who_args["color"]

                $ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
                text what:
                    substitute False

        if not _history_list:
            label _("The dialogue history is empty.")


## This determines what tags are allowed to be displayed on the history screen.

define gui.history_allow_tags = set()


style history_window is empty

style history_name is gui_label
style history_name_text is gui_label_text
style history_text is gui_text

style history_text is gui_text

style history_label is gui_label
style history_label_text is gui_label_text

style history_window:
    xfill True
    ysize gui.history_height

style history_name:
    xpos gui.history_name_xpos
    xanchor gui.history_name_xalign
    ypos gui.history_name_ypos
    xsize gui.history_name_width

style history_name_text:
    min_width gui.history_name_width
    text_align gui.history_name_xalign

style history_text:
    xpos gui.history_text_xpos
    ypos gui.history_text_ypos
    xanchor gui.history_text_xalign
    xsize gui.history_text_width
    min_width gui.history_text_width
    text_align gui.history_text_xalign
    layout ("subtitle" if gui.history_text_xalign else "tex")

style history_label:
    xfill True

style history_label_text:
    xalign 0.5


## Help screen #################################################################
##
## A screen that gives information about key and mouse bindings. It uses other
## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
## help.

screen help():

    tag menu

    default device = "keyboard"

    use game_menu(_("Help"), scroll="viewport"):

        style_prefix "help"

        vbox:
            spacing 23

            hbox:

                textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
                textbutton _("Mouse") action SetScreenVariable("device", "mouse")

                if GamepadExists():
                    textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")

            if device == "keyboard":
                use keyboard_help
            elif device == "mouse":
                use mouse_help
            elif device == "gamepad":
                use gamepad_help


screen keyboard_help():

    hbox:
        label _("Enter")
        text _("Advances dialogue and activates the interface.")

    hbox:
        label _("Space")
        text _("Advances dialogue without selecting choices.")

    hbox:
        label _("Arrow Keys")
        text _("Navigate the interface.")

    hbox:
        label _("Escape")
        text _("Accesses the game menu.")

    hbox:
        label _("Ctrl")
        text _("Skips dialogue while held down.")

    hbox:
        label _("Tab")
        text _("Toggles dialogue skipping.")

    hbox:
        label _("Page Up")
        text _("Rolls back to earlier dialogue.")

    hbox:
        label _("Page Down")
        text _("Rolls forward to later dialogue.")

    hbox:
        label "H"
        text _("Hides the user interface.")

    hbox:
        label "S"
        text _("Takes a screenshot.")

    hbox:
        label "V"
        text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.")


screen mouse_help():

    hbox:
        label _("Left Click")
        text _("Advances dialogue and activates the interface.")

    hbox:
        label _("Middle Click")
        text _("Hides the user interface.")

    hbox:
        label _("Right Click")
        text _("Accesses the game menu.")

    hbox:
        label _("Mouse Wheel Up\nClick Rollback Side")
        text _("Rolls back to earlier dialogue.")

    hbox:
        label _("Mouse Wheel Down")
        text _("Rolls forward to later dialogue.")


screen gamepad_help():

    hbox:
        label _("Right Trigger\nA/Bottom Button")
        text _("Advances dialogue and activates the interface.")

    hbox:
        label _("Left Trigger\nLeft Shoulder")
        text _("Rolls back to earlier dialogue.")

    hbox:
        label _("Right Shoulder")
        text _("Rolls forward to later dialogue.")


    hbox:
        label _("D-Pad, Sticks")
        text _("Navigate the interface.")

    hbox:
        label _("Start, Guide")
        text _("Accesses the game menu.")

    hbox:
        label _("Y/Top Button")
        text _("Hides the user interface.")

    textbutton _("Calibrate") action GamepadCalibrate()


style help_button is gui_button
style help_button_text is gui_button_text
style help_label is gui_label
style help_label_text is gui_label_text
style help_text is gui_text

style help_button:
    properties gui.button_properties("help_button")
    xmargin 12

style help_button_text:
    properties gui.button_text_properties("help_button")

style help_label:
    xsize 375
    right_padding 30

style help_label_text:
    size gui.text_size
    xalign 1.0
    text_align 1.0



################################################################################
## Additional screens
################################################################################


## Confirm screen ##############################################################
##
## The confirm screen is called when Ren'Py wants to ask the player a yes or no
## question.
##
## https://www.renpy.org/doc/html/screen_special.html#confirm

screen confirm(message, yes_action, no_action):

    ## Ensure other screens do not get input while this screen is displayed.
    modal True

    zorder 200

    style_prefix "confirm"

    add "gui/overlay/confirm.png"

    frame:

        vbox:
            xalign .5
            yalign .5
            spacing 45

            label _(message):
                style "confirm_prompt"
                xalign 0.5

            hbox:
                xalign 0.5
                spacing 150

                textbutton _("Yes") action yes_action
                textbutton _("No") action no_action

    ## Right-click and escape answer "no".
    key "game_menu" action no_action


style confirm_frame is gui_frame
style confirm_prompt is gui_prompt
style confirm_prompt_text is gui_prompt_text
style confirm_button is gui_medium_button
style confirm_button_text is gui_medium_button_text

style confirm_frame:
    background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile)
    padding gui.confirm_frame_borders.padding
    xalign .5
    yalign .5

style confirm_prompt_text:
    text_align 0.5
    layout "subtitle"

style confirm_button:
    properties gui.button_properties("confirm_button")

style confirm_button_text:
    properties gui.button_text_properties("confirm_button")


## Skip indicator screen #######################################################
##
## The skip_indicator screen is displayed to indicate that skipping is in
## progress.
##
## https://www.renpy.org/doc/html/screen_special.html#skip-indicator

screen skip_indicator():

    zorder 100
    style_prefix "skip"

    frame:

        hbox:
            spacing 9

            text _("Skipping")

            text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"
            text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
            text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"


## This transform is used to blink the arrows one after another.
transform delayed_blink(delay, cycle):
    alpha .5

    pause delay

    block:
        linear .2 alpha 1.0
        pause .2
        linear .2 alpha 0.5
        pause (cycle - .4)
        repeat


style skip_frame is empty
style skip_text is gui_text
style skip_triangle is skip_text

style skip_frame:
    ypos gui.skip_ypos
    background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile)
    padding gui.skip_frame_borders.padding

style skip_text:
    size gui.notify_text_size

style skip_triangle:
    ## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
    ## glyph in it.
    font "DejaVuSans.ttf"


## Notify screen ###############################################################
##
## The notify screen is used to show the player a message. (For example, when
## the game is quicksaved or a screenshot has been taken.)
##
## https://www.renpy.org/doc/html/screen_special.html#notify-screen

screen notify(message):

    zorder 100
    style_prefix "notify"

    frame at notify_appear:
        text "[message!tq]"

    timer 3.25 action Hide('notify')


transform notify_appear:
    on show:
        alpha 0
        linear .25 alpha 1.0
    on hide:
        linear .5 alpha 0.0


style notify_frame is empty
style notify_text is gui_text

style notify_frame:
    ypos gui.notify_ypos

    background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile)
    padding gui.notify_frame_borders.padding

style notify_text:
    properties gui.text_properties("notify")


## NVL screen ##################################################################
##
## This screen is used for NVL-mode dialogue and menus.
##
## https://www.renpy.org/doc/html/screen_special.html#nvl


screen nvl(dialogue, items=None):

    window:
        style "nvl_window"

        has vbox:
            spacing gui.nvl_spacing

        ## Displays dialogue in either a vpgrid or the vbox.
        if gui.nvl_height:

            vpgrid:
                cols 1
                yinitial 1.0

                use nvl_dialogue(dialogue)

        else:

            use nvl_dialogue(dialogue)

        ## Displays the menu, if given. The menu may be displayed incorrectly if
        ## config.narrator_menu is set to True, as it is above.
        for i in items:

            textbutton i.caption:
                action i.action
                style "nvl_button"

    add SideImage() xalign 0.0 yalign 1.0


screen nvl_dialogue(dialogue):

    for d in dialogue:

        window:
            id d.window_id

            fixed:
                yfit gui.nvl_height is None

                if d.who is not None:

                    text d.who:
                        id d.who_id

                text d.what:
                    id d.what_id


## This controls the maximum number of NVL-mode entries that can be displayed at
## once.
define config.nvl_list_length = gui.nvl_list_length

style nvl_window is default
style nvl_entry is default

style nvl_label is say_label
style nvl_dialogue is say_dialogue

style nvl_button is button
style nvl_button_text is button_text

style nvl_window:
    xfill True
    yfill True

    background "gui/nvl.png"
    padding gui.nvl_borders.padding

style nvl_entry:
    xfill True
    ysize gui.nvl_height

style nvl_label:
    xpos gui.nvl_name_xpos
    xanchor gui.nvl_name_xalign
    ypos gui.nvl_name_ypos
    yanchor 0.0
    xsize gui.nvl_name_width
    min_width gui.nvl_name_width
    text_align gui.nvl_name_xalign

style nvl_dialogue:
    xpos gui.nvl_text_xpos
    xanchor gui.nvl_text_xalign
    ypos gui.nvl_text_ypos
    xsize gui.nvl_text_width
    min_width gui.nvl_text_width
    text_align gui.nvl_text_xalign
    layout ("subtitle" if gui.nvl_text_xalign else "tex")

style nvl_thought:
    xpos gui.nvl_thought_xpos
    xanchor gui.nvl_thought_xalign
    ypos gui.nvl_thought_ypos
    xsize gui.nvl_thought_width
    min_width gui.nvl_thought_width
    text_align gui.nvl_thought_xalign
    layout ("subtitle" if gui.nvl_text_xalign else "tex")

style nvl_button:
    properties gui.button_properties("nvl_button")
    xpos gui.nvl_button_xpos
    xanchor gui.nvl_button_xalign

style nvl_button_text:
    properties gui.button_text_properties("nvl_button")



################################################################################
## Mobile Variants
################################################################################

style pref_vbox:
    variant "medium"
    xsize 675

## Since a mouse may not be present, we replace the quick menu with a version
## that uses fewer and bigger buttons that are easier to touch.
screen quick_menu():
    variant "touch"

    zorder 100

    if quick_menu:

        hbox:
            style_prefix "quick"

            xalign 0.5
            yalign 1.0

            textbutton _("Back") action Rollback()
            textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
            textbutton _("Auto") action Preference("auto-forward", "toggle")
            textbutton _("Menu") action ShowMenu()


style window:
    variant "small"
    background "gui/phone/textbox.png"

style radio_button:
    variant "small"
    foreground "gui/phone/button/check_[prefix_]foreground.png"

style check_button:
    variant "small"
    foreground "gui/phone/button/check_[prefix_]foreground.png"

style nvl_window:
    variant "small"
    background "gui/phone/nvl.png"

style main_menu_frame:
    variant "small"
    background "gui/phone/overlay/main_menu.png"

style game_menu_outer_frame:
    variant "small"
    background "gui/phone/overlay/game_menu.png"

style game_menu_navigation_frame:
    variant "small"
    xsize 510

style game_menu_content_frame:
    variant "small"
    top_margin 0

style pref_vbox:
    variant "small"
    xsize 600

style bar:
    variant "small"
    ysize gui.bar_size
    left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
    right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile)

style vbar:
    variant "small"
    xsize gui.bar_size
    top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
    bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)

style scrollbar:
    variant "small"
    ysize gui.scrollbar_size
    base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)

style vscrollbar:
    variant "small"
    xsize gui.scrollbar_size
    base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)

style slider:
    variant "small"
    ysize gui.slider_size
    base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
    thumb "gui/phone/slider/horizontal_[prefix_]thumb.png"

style vslider:
    variant "small"
    xsize gui.slider_size
    base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
    thumb "gui/phone/slider/vertical_[prefix_]thumb.png"

style slider_pref_vbox:
    variant "small"
    xsize None

style slider_pref_slider:
    variant "small"
    xsize 900

Code: Select all

# The script of the game goes in this file.

# Declare characters used by this game. The color argument colorizes the
# name of the character.

define f = Character("Fina", who_color="#ffc0cb", what_color="#000000")
define c = Character("China", who_color="#ffff00", what_color="#000000")
define t = Character("Tiffany", who_color="#ffff00", what_color="#000000")
define m = Character("Maddox", who_color="#ffa500", what_color="#000000")
define i = Character("Ivy", who_color="#008000", what_color="#000000")
define d = Character("Daisy", who_color="#ffff00", what_color="#000000")
define j = Character("Jasper", who_color="#0000ff", what_color="#000000")
define z = Character("Topaz", who_color="#ffff00", what_color="#000000")
define a = Character("Aya", who_color="#0000ff", what_color="#000000")
define s = Character("Mr.Snake", who_color="#00ffff", what_color="#000000")
define g = Character("[name]", who_color="#000000", what_color="#000000")
define pov = Character("[povname]", who_color="#000000", what_color="#000000")
define u = Character("????", who_color="#000000", what_color="#000000")
define narrator = Character(None, italics=True)
define paper = Character("A Note", kind=nvl)

init:
    image white = "#fff"
    image black = "#000"
    image loading_1 = "images/misc/loading1.png"
    image loading_2 = "images/misc/loading2.png"
    image loading_3 = "images/misc/loading3.png"


label splashscreen:
    scene loading_1
    with dissolve
    $ renpy.pause (1.0, hard=True)
    
    scene loading_2
    $ renpy.pause (1.0, hard=True)
    
    scene loading_3
    $ renpy.pause (1.0, hard=True)
    
    scene white
    with dissolve
    $ renpy.pause (1.0, hard=True)
    
    show text "This game was made by SOPhia." with dissolve
    $ renpy.pause (1.0, hard=True)
    
    hide text with dissolve
    $ renpy.pause (1.0, hard=True)
    
    return

init python:
    mp = MultiPersistent("Elementary School")
    
$ persistent.completed = False

init:

    python:
    
        import math

        class Shaker(object):
        
            anchors = {
                'top' : 0.0,
                'center' : 0.5,
                'bottom' : 1.0,
                'left' : 0.0,
                'right' : 1.0,
                }
        
            def __init__(self, start, child, dist):
                if start is None:
                    start = child.get_placement()
                #
                self.start = [ self.anchors.get(i, i) for i in start ]  # central position
                self.dist = dist    # maximum distance, in pixels, from the starting point
                self.child = child
                
            def __call__(self, t, sizes):
                # Float to integer... turns floating point numbers to
                # integers.                
                def fti(x, r):
                    if x is None:
                        x = 0
                    if isinstance(x, float):
                        return int(x * r)
                    else:
                        return x

                xpos, ypos, xanchor, yanchor = [ fti(a, b) for a, b in zip(self.start, sizes) ]

                xpos = xpos - xanchor
                ypos = ypos - yanchor
                
                nx = xpos + (1.0-t) * self.dist * (renpy.random.random()*2-1)
                ny = ypos + (1.0-t) * self.dist * (renpy.random.random()*2-1)

                return (int(nx), int(ny), 0, 0)
        
        def _Shake(start, time, child=None, dist=100.0, **properties):

            move = Shaker(start, child, dist=dist)
        
            return renpy.display.layout.Motion(move,
                          time,
                          child,
                          add_sizes=True,
                          **properties)

        Shake = renpy.curry(_Shake)
    #

#

init:
    $ sshake = Shake((0, 0, 0, 0), 1.0, dist=15)
    
transform alpha_dissolve:
    alpha 0.0
    linear 0.5 alpha 1.0
    on hide:
        linear 0.5 alpha 0
    # This is to fade the bar in and out, and is only required once in your script
    
screen timer_test:
    timer time repeat False action [Hide("timer_test"),Jump("far_away")]
    bar value AnimatedValue(0, time, time, time) xmaximum 200 xalign 0.5 yalign 0.05 
    
screen unknown1():
    vbox:
        xmaximum 400
        bar value AnimatedValue(value=u1, range=max_u1, delay=2.0)
        text "Unknown: [u1]/[max_u1]"
        
screen finabar1():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love1, range=max_love1, delay=2.0)
        text "Fina love bar: [love1]/[max_love1]"
        
screen finabar2():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love2, range=max_love2, delay=2.0)
        text "Fina love bar: [love2]/[max_love2]"
        
screen finabar3():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love3, range=max_love3, delay=2.0)
        text "Fina love bar: [love3]/[max_love3]"        

screen unknown2():
    vbox:
        xmaximum 400
        bar value AnimatedValue(value=u2, range=max_u2, delay=2.0)
        text "Unknown: [u2]/[max_u2]"

screen chinabar1():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love4, range=max_love4, delay=2.0)
        text "China love bar: [love4]/[max_love4]"

screen chinabar2():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love5, range=max_love5, delay=2.0)
        text "China love bar: [love5]/[max_love5]"

screen chinabar3():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love6, range=max_love6, delay=2.0)
        text "China love bar: [love6]/[max_love6]"

screen unknown3():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=u3, range=max_u3, delay=2.0)
        text "Unknown: [u3]/[max_u3]"

screen tiffanybar1():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love7, range=max_love7, delay=2.0)
        text "Tiffany love bar: [love7]/[max_love7]"

screen tiffanybar2():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love8, range=max_love8, delay=2.0)
        text "Tiffany love bar: [love8]/[max_love8]"

screen tiffanybar3():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=love9, range=max_love9, delay=2.0)
        text "Tiffany love bar: [love9]/[max_love9]"

screen unknown4():
    vbox:
        xmaximum 400
        bar value AnimatedValue(value=u4, range=max_u4, delay=2.0)
        text "Unknown: [u4]/[max_u4]"

screen ivybar1():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like1, range=max_like1, delay=2.0)
        text "Ivy like bar: [like1]/[max_like1]"

screen ivybar2():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like2, range=max_like2, delay=2.0)
        text "Ivy like bar: [like2]/[max_like2]"

screen ivybar3():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like3, range=max_like3, delay=2.0)
        text "Ivy like bar: [like3]/[max_like3]"

screen unknown5():
    vbox:
        xmaximum 400
        bar value AnimatedValue(value=u5, range=max_u5, delay=2.0)
        text "Unknown: [u5]/[max_u5]"

screen maddoxbar1():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like4, range=max_like4, delay=2.0)
        text "Maddox like bar: [like4]/[max_like4]"

screen maddoxbar2():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like5, range=max_like5, delay=2.0)
        text "Maddox like bar: [like5]/[max_like5]"

screen maddoxbar3():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like6, range=max_like6, delay=2.0)
        text "Maddox like bar: [like6]/[max_like6]"

screen unknown6():
    vbox:
        xmaximum 400
        bar value AnimatedValue(value=u6, range=max_u6, delay=2.0)
        text "Unknown: [u6]/[max_u6]"

screen daisybar1():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like7, range=max_like7, delay=2.0)
        text "Daisy like bar: [like7]/[max_like7]"

screen daisybar2():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like8, range=max_like8, delay=2.0)
        text "Daisy like bar: [like8]/[max_like8]"

screen daisybar3():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like9, range=max_like9, delay=2.0)
        text "Daisy like bar: [like9]/[max_like9]"

screen unknown7():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=u7, range=max_u7, delay=2.0)
        text "Unknown: [u7]/[max_u7]"

screen mrsnakebar1():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like10, range=max_like10, delay=2.0)
        text "Mr.Snake like bar: [like10]/[max_like10]"

screen mrsnakebar2():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like11, range=max_like11, delay=2.0)
        text "Mr.Snake like bar: [like11]/[max_like11]"

screen mrsnakebar3():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like12, range=max_like12, delay=2.0)
        text "Mr.Snake like bar: [like12]/[max_like12]"

screen unknown8():
    vbox:
        xmaximum 400
        bar value AnimatedValue(value=u8, range=max_u8, delay=2.0)
        text "Unknown: [u8]/[max_u8]"

screen jasperbar1():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like13, range=max_like13, delay=2.0)
        text "Jasper like bar: [like13]/[max_like13]"

screen jasperbar2():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like14, range=max_like14, delay=2.0)
        text "Jasper like bar: [like14]/[max_like14]"

screen jasperbar3():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like15, range=max_like15, delay=2.0)
        text "Jasper like bar: [like15]/[max_like15]"

screen unknown9():
    vbox:
        xmaximum 400
        bar value AnimatedValue(value=u9, range=max_u9, delay=2.0)
        text "Unknown: [u9]/[max_u9]"

screen topazbar1():
    vbox:
        xalign 0.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like16, range=max_like16, delay=2.0)
        text "Topaz like bar: [like16]/[max_like16]"

screen topazbar2():
    vbox:
        xalign 0.5
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like17, range=max_like17, delay=2.0)
        text "Topaz like bar: [like17]/[max_like17]"

screen topazbar3():
    vbox:
        xalign 1.0
        ypos 1
        xmaximum 400
        bar value AnimatedValue(value=like18, range=max_like18, delay=2.0)
        text "Topaz like bar: [like18]/[max_like18]"


default max_u1 = 100
default u1 = 0
default max_u2 = 100
default u2 = 0
default max_u3 = 100
default u3 = 0
default max_u4 = 100
default u4 = 0
default max_u5 = 100
default u5 = 0
default max_u6 = 100
default u6 = 0
default max_u7 = 100
default u7 = 0
default max_u8 = 100
default u8 = 0
default max_u9 = 100
default u9 = 0
default max_love1 = 100
default love1 = 0
default max_love2 = 100
default love2 = 0
default max_love3 = 100
default love3 = 0
default max_love4 = 100
default love4 = 0
default max_love5 = 100
default love5 = 0
default max_love6 = 100
default love6 = 0
default max_love7 = 100
default love7 = 0
default max_love8 = 100
default love8 = 0
default max_love9 = 100
default love9 = 0
default max_like1 = 100
default like1 = 0
default max_like2 = 100
default like2 = 0
default max_like3 = 100
default like3 = 0
default max_like4 = 100
default like4 = 0
default max_like5 = 100
default like5 = 0
default max_like6 = 100
default like6 = 0
default max_like7 = 100
default like7 = 0
default max_like8 = 100
default like8 = 0
default max_like9 = 100
default like9 = 0
default max_like10 = 100
default like10 = 0
default max_like11 = 100
default like11 = 0
default max_like12 = 100
default like12 = 0
default max_like13 = 100
default like13 = 0
default max_like14 = 100
default like14 = 0
default max_like15 = 100
default like15 = 0
default max_like16 = 100
default like16 = 0
default max_like17 = 100
default like17 = 0
default max_like18 = 100
default like18 = 0

init -50 python:
    def LongNVLText(talker, text):
        text = text.strip()
        splittedText = []

        maxPageLength = 34 # Max. number of chars per page
        
        while (len(text) > maxPageLength):
            foundBlankPosition = text.rfind(' ', 0, maxPageLength + 1)
        
            if (foundBlankPosition < 0):
                foundBlankPosition = maxPageLength + 1 # If no blank present then print all you get
                
                
            subText = text[0:foundBlankPosition + 1]
                
            splittedText.append(subText)
                
            text = text[foundBlankPosition:].strip()
            
        if (len(text) > 0):
            splittedText.append(text) # Print all remaining text
        
        totalTextPages = len(splittedText)
        currentPage = 0
        
        for printText in splittedText:
            currentPage = currentPage + 1

            if (len(printText) > 0): # Only print something if there is something to print
                talker(printText)
            
                if (currentPage < totalTextPages): # New page!
                    nvl_clear()
                    
init:
    $ door_pass = "42306"
       

init -1 python:
    display_desc = ""
    glossary_dict = \
    {'Fina': 'My new friend since i was transferred yesterday, she seems good and friendly to me!',
     'Tiffany': 'A friend of Fina, most likely they are little sisters. A clumsy and energetic.',
     'Maddox': 'A science student teacher. He is extremely sensitive, cold, and aggresive. Possible a sibling from Fina and Tiffany',
     'Mr.Snake': 'A talking dragon-snake-like. A librarian and a happy animal who loves reading books!'  
          
     }
    
define persistent.unlocked = []

# The game starts here.

label start:
    
    #Defining the mail functions
    $ mail = []
    $ mail_queue = []
    $ contacts = []
    
    #Did the game beat the first part?
    $ mp.beat_part_1 = False
    
    #Defining the choices. Let the choice True?
    $ go = False
    $ dontgo = False
    $ share = False
    $ dontshare = False
    
    #Defining the contacts (characters)
    $ fina = Contact("Fina", "fina_draft")

    define flashbulb = Fade(0.2, 0.0, 0.8, color='#fff')

    scene bg classroomnoon 1
    with flashbulb
    
    $ persistent.unlock_1 = True
    $ persistent.unlock_1 = False
    
    show screen mailbox_overlay
    "Wohoo! Finally class is over."

    "Oh yeah, since the reporting is tomorrow, i gotta work out with Fina."
    
    play sound "sfx/open door.ogg"

    show f happy2 3
    with moveinright
    
    show screen unknown1

    u "Hi!"
    
    "This is Fina, we are classmates. I only met her since i was transferred in here since yesterday."
    
    "Even i don't want to make friends, she is just too friendly."
    
    "I hope someone won't talk harsh things to me."
    
    $ persistent.unlocked.append('Fina')
    
    $ renpy.notify("You unlocked a new glossary.")
    
    hide screen unknown1
    
    show screen finabar1
    
    f "How are you?"
    
    show f concerned 3 with dissolve
    f "Oh! i forgot your name, what was it again?"
    
    screen input(prompt):
        window at truecenter:    # --> you can change your input screen's window's position here
            xmaximum 500
            background Image("gui/nameinput.png")  # --> You can change the solid color background with your own image
            vbox:
                xalign 0.5
                yalign 0.5
                text prompt style "input_prompt"
                input id "input"
            
    python:
      name = renpy.input("What is your name?")

      name = name.strip() or "Human"
      
    show f happy 1 with dissolve
    f "Oh yeah! it's [name], right?"
    
    g "Yes, i thought you never forget such a thing!"
    
    show f neko 1 with dissolve
    f "Of course i don't!"
    
    show f concerned 1 with dissolve
    f "But hey, the reporting is tomorrow! we should finish it today!"
    
    g "Oh yeah.."
    
    f "Did you bring it?"
    
    g "It's in my bag."
    
    show f happy 1 with dissolve
    f "I'll be laying in the floor, while you are finding the project."
    
    hide f happy 1
    with dissolve
    
    g "Let me see.."
    
    $ renpy.pause(3.0, hard=True)
    
    g "Aha!"
    
    scene black
    with dissolve
    
    g "There you go, at least it doesn't get wet or something."
    
    f "Oho! thanks [name]!"
    
    f "I hope we will get passed in the project!"
    
    g "Yeah."
    
    $ renpy.pause(3.0, hard=True)
    
    g "Oh, Fina? do you need a pencil?"
    
    f "Hmm?"
    
    g "If you use a ballpen, and you will get a mistake.. You know."
    
    f "Well okay!"
    
    g "There, it's sharp. Be careful."
    
    f "Nah! don't worry about me! i've been always using sharp pencil you know?"
    
    g "I guess you do.."
    
    $ renpy.pause(3.0, hard=True)
    
    
    #Showing fina background helping with the player
    scene finabg
    with fade
    
    $ persistent.unlock_26 = True
    $ persistent.unlock_26 = False
    
    f "Hmmmmmm..."
    
    g "..."
    
    f "Wait..!"
    
    g "Hm?"
    
    f "I guess you have been working this a whole day!"
    
    g "Well.. yeah. Since i am bored, so yeah."
    
    f "Ohoho! i really love energetic people!"
    
    f "...."
    
    $ renpy.pause(3.0, hard=True)
    
    g "Ummmm.. Fina?"
    
    scene finabg2
    with dissolve
    
    $ persistent.unlock_1 = True
    $ persistent.unlock_1 = False
    
    f "Hmhm?"
    
    g "You misspelled Philippines.. Phillippines. It must be Philippines, remove the l, and stay both two p's."
    
    f "Oooooohh! i made a mistake!"
    
    scene finabg
    with dissolve
    
    f "Okay! i'll respelling it again!"
    
    $ renpy.pause(3.0, hard=True)
    
    scene bg classroomnoon 1
    with dissolve
    
    show f happy 1
    with dissolve
    
    g "i guess there is no time to do it right now?"
    
    show f concerned 4 with dissolve
    f "I should better do this in my dorm."
    
    g "Oh, there are dorms in this school?"
    
    show f happy2 2 with dissolve
    f "Yeah! 4 of them, we used to live in here!"
    
    g "As a school? cool!"
    
    f "Exactly! if you want to live here, just tell us!"
    
    g "Isn't supposed to be the owner of this school?"
    
    show f happy2 3 with dissolve
    f "WE are the ownerof this school!"
    
    show f sidelook 2 with dissolve
    f "Well, each of us. As owners."
    
    show f happy2 1 with dissolve
    f "If you want to live in here, there will be someone send you a message!"
    
    f "It's just in top right corner of the screen!"
    
    f "Here! take this!"
    
    g "Whoa! it's.. heavy!"
    
    show f happy 1 with dissolve
    f "It's just a tablet! you can read or reply some people you've been texting to!"
    
    g "Oh i see.."
    
    f "Cool right? you can even talk some bots in there!"
    
    show f sidelook 2 with dissolve
    f "Since.. there is nothing to do.."
    
    u "Fina!!" with sshake
    
    show f concerned 4 with dissolve
    f "Hm?"
    
    t "Oww.."
    
    transform slightright:
        xalign 0.75
        yalign 1.0
    
    show t wow 3 at slightright
    with moveinright
    
    show screen unknown3
    
    u "Fina! China wants to talk to you in her dorm! She had something to say!"
    
    show f happy 2 with dissolve
    f "Okay! See you later [name]!"
    
    hide f happy 2
    with moveoutright
    
    hide screen finabar1
    
    show t wow 2 at center
    with move
    
    show t happy 2 with dissolve
    t "Oh! so you are [name], am i right?"
    
    g "Yes.."
    
    show t happy2 2 with dissolve
    t "My name is Tiffany! friend of Fina, or.. Sister."
    
    hide screen unknown3
    
    show screen tiffanybar2
    
    show t happy2 1 with dissolve
    t "I am glad i met you!"
    
    $ persistent.unlocked.append('Tiffany')
    
    $ renpy.notify("You unlocked a new glossary.")
    
    t "Sorry for distracting your time with Fina, she's been too busy when class id finished."
    
    g "It's okay! im in free time too!"
    
    show t closed 2 with dissolve
    t "Well that's good!"
    
    show t happy 3 with dissolve
    t "Well if that's so, i gotta go and talk to my friends!"
    
    g "Okay, see you later."
    
    show t happy2 3 with dissolve
    t "Byebye!"
    
    hide t happy2 3 with dissolve
    $ renpy.pause(2.0, hard=True)
    
    hide screen tiffanybar2
     
    t "Owwie!" with sshake
    
    g "Are you okay?"
    
    t "Yup! i am always like this!"
    
    g "Oookay. Be careful next time!"

    
    t "Of course!"
    
    $ renpy.pause(2.0, hard=True)
    
    t "Awawa!" with sshake
    
    g "Sigh.."
    
    t "D-Don't worry! Hehe!"
    
    play sound "sfx/close door.ogg"
    
    $ renpy.pause (1.0, hard=True)
    
    g "I should head outside and sit on that bench."
    
    scene bg hallwaynoon 1
    with wipeleft
    
    $ persistent.unlock_25 = True
    $ persistent.unlock_25 = False
    
    g "..."
    
    $ renpy.pause (1.0, hard=True)
    
    $ renpy.notify("You got a new message in the top right corner!")
    $ add_message("New Message!!", "Notebook Bot", "Hello! i am the notebook. You are just decided to stay in Dorm #3! You are matched with 1 guy, and 2 girls with doubledecked bed. And most of all, have fun in the Friendly elementary school!")
    
    g "Haaaa.. so tired!"
    
    if check("New Message!!"):
        g "Oh? am i decided in the Dorm #3? so Fina really telling me this!"
        
        g "I should ask the OWNERS or some sort like that."
        
        g "I should take a nap before asking them."
        
        jump normalgame1
        
    else:
        
        g "Hmmm.. guess i should take a nap for a while."
        
        jump normalgame1
        
        label normalgame1:
            $ renpy.pause (1.0, hard=True)
            
            g "Hmm.. im not really sleepy right now."
            
            show m normal 1 with dissolve
            
            show screen unknown5
            
            u "Hey."
            
            g "?"
            
            u "Im talking to you."
            
            g "Oh.. hi?"
            
            show m normal2 1 with dissolve
            u "Almost forgot, my name is Maddox Summer. A science teacher."
            
            $ persistent.unlocked.append('Maddox')
    
            $ renpy.notify("You unlocked a new glossary.")
            
            hide screen unknown5
            
            show screen maddoxbar2
            
            g "Hi Maddox!"
            
            m "What about you?"
            
            g "Im [name], i am just transferred in here since yesterday!"
            
            show m normal 2 with dissolve
            m "Hi, [name]. I am glad to meet you."
            
            g "Sure! i just want to meet new people in here."
            
            show m happy 2 with dissolve
            m "Heh. Im sure there are more people in this school."
            
            show m normal 3 with dissolve
            m "So, what are you doing in here anyway?"
            
            g "Just sitting in this bench, got nothin to do.."
            
            show m normal2 3 with dissolve
            m "Oh, by the way. Sorry for wasting your time."
            
            scene black
            
            m "Since you are bored, wanna come with me in the library?"
            
            menu:
                 t "..."
                 
                 "Go":
                     jump go
                     
                 "Don't go":
                     jump dontgo
                    
                     label go:
                         $ go = True
                         g "Well.. sure! i want to hang out with you!"
                        
                         show m happy 1 with dissolve
                         m "Thanks, i'll treat with you later on."
                        
                         show m normal 1 with dissolve
                         m "..."
                        
                         m "Seriously, let's go."
                        
                         hide m normal 1
                         with moveoutright
                        
                         hide screen maddoxbar2
                        
                         scene bg staircaseupnoon 1
                         with wipeleft
                        
                         $ persistent.unlock_28 = True
                         $ persistent.unlock_28 = False
                         
                         show m happy 3 at center
                         with moveinleft
                        
                         show screen maddoxbar2
                        
                         m "Just upstairs."
                        
                         m "Don't worry, as i said. Not that far."
                        
                         hide m happy 3 at center
                         with dissolve
                        
                         hide screen maddoxbar2
                        
                         scene bg hallwaynoon 3
                         with wipeleft
                        
                         $ persistent.unlock_27 = True
                         $ persistent.unlock_27 = False
                        
                         scene bg librarynoon 1
                         with wipeleft
                        
                         $ persistent.unlock_29 = True
                         $ persistent.unlock_29 = False
                        
                         show m normal 1 at center
                         with moveinleft
                        
                         show screen maddoxbar2
                         
                         m "Here we are. Library."
                        
                         "When i looked around in this room, there are no more people sitting or reading some books."
                        
                         "The shelves are full of books, not even a single hole into it."
                        
                         g "So.. uhh.. what should we do?"
                        
                         show m normal2 1 with dissolve
                         m "Hmm. Just take a seat, i'll get some books for you."
                        
                         g "Okay."
                        
                         hide m normal2 1
                         with dissolve
                        
                         hide screen maddoxbar2
                        
                         $ renpy.pause (2.0, hard=True)
                        
                         "When two minutes later.."
                        
                         $ renpy.notify("You got a new message in the top right corner!")
                         $ add_message("You gotta read this!", "Notebook Bot", "Hello again [name]! looks like you've been meeting a science teacher am i right? Don't tell me i know! i am just a bot! Later, i'll start asking for my name! TTYL!")
                        
                         if check("You gotta read this!"):
                             g "Another text from a bot.. i should give it a name later.."
        
                             g "I am glad that i have a another friend bot! I dunno.."
        
                             jump normalgame2
                         else:
                             g "I should probably continue on waiting for Maddox.."
                            
                             jump normalgame2
                            
                             label normalgame2:
                                 m "Hey, how many books do you want to read?"
                                
                                 g "Just.. two. That's enough to read."
                                
                                 m "Well okay."
                                
                                 $ renpy.pause (2.0, hard=True)
                                
                                 show m normal 1 
                                 with dissolve
                                
                                 show screen maddoxbar2
                                
                                 m "Here."
                                
                                 g "Thank you!"
                                
                                 show m normal 3 with dissolve
                                
                                 m "By the way, i haven't introduced my librarian yet."
                                
                                 show m normal2 3 with dissolve
                                 m "Mr.Snake!!"
                                
                                 show s happy 1 at right
                                 with moveinright
                                
                                 show screen mrsnakebar2
                                
                                 s "Hooohoo!"
                                
                                 show m ins 1 with dissolve
                                 m "Hey, could you give us some MORE books please?"
                                
                                 s "Yeah sure!!"
                                
                                 show s happy2 1 with dissolve
                                 s "Oh! i never seen this student before! Are you new here?"
                                
                                 g "Yes! i transferred here since yesterday."
                                
                                 s "Oooh! Im Mr.Snake! a librarian in this school!"
                                
                                 $ persistent.unlocked.append('Mr.Snake')
    
                                 $ renpy.notify("You unlocked a new glossary.")
                                
                                 g "Nice to meet you!"
                                
                                 s "I'll be right back for the books!"
                                
                                 hide s happy2 1
                                 with moveoutright
                                
                                 hide screen mrsnakebar2
                                
                                 show m normal2 2 with dissolve
                                 m "Hey [name]."
                                
                                 g "Hmm?"
                                
                                 m "Are you even interested in books?"
                                
                                 g "Yeah, sometimes, I do love science and arts also!"
                                
                                 show m happy 2 with dissolve
                                 m "That's cool."
                                
                                 m "You will be more talented if you work harder."
                                
                                 m "Just like me, i will take classes sometimes."
                                
                                 m "Of course, i am a scientist either. I do love making thing i wanted."
                                
                                 show m normal 2 with dissolve
                                 m "But the only one thing i angry about is, people making favor from me."
                                
                                 g "Oh.. i see."
                                
                                 m "That is why i am always being alone making some things in the science lab."
                                
                                 show s happy2 1 at right
                                 with moveinright
                                
                                 show screen mrsnakebar2
                                
                                 s "Im back!"
                                
                                 s "There you go! The books you wanted!"
                                 
                                 show m normal 3 with dissolve
                                 m "Thanks."
                                
                                 show s happy 1 with dissolve
                                 s "Oh! Right! I gotta continue to work, have fun you two!"
                                
                                 s "Later [name]!"
                                
                                 hide screen mrsnakebar2
                                
                                 show m normal2 3 with dissolve
                                 m "So uh, wanna share a book with me?"
                                
                                 menu:
                                    
                                     m "if you don't, you can get one from me."
                                    
                                     "Share with him":
                                         jump share
                                        
                                     "Don't share":
                                         jump dontshare
                                        
                                         label share:
                                             $ share = True
                                             g "i would love to!"
                                            
                                             show m happy 1 with dissolve
                                             m "Well, okay. I'll go seat down first."
                                            
                                             hide m happy 1
                                             with dissolve
                                            
                                             #Pretending showing the event cg of maddox holding a book for the player.
                                             m "Here, there is some extra lessons on it."
                                            
                                             g "Oh thanks."
                                              
                                             #Still a pic of maddox putting his hand down to read
                                             m "Have fun, i'll be reading now."
                                            
                                             #A still pic of maddox his eyes down on book.
                                             g "..."
                                            
                                             $ renpy.pause (2.0, hard-True)
                                            
                                             g "Umm.. Maddox?"
                                            
                                             m "Hmm? What is it?"
                                            
                                             g "Why this writings is too very familiar? You wrote this right?"
                                            
                                             m "Well of course. I made all of this if i ever blowed your mind."
                                            
                                             g "Of course i do! I just took a guess."
                                            
                                             m "Hm. Just have fun reading."
                                            
                                             $ renpy.pause (2.0, hard-True)
                                            
                                             scene black
                                             with dissolve
                                            
                                             "As soon i continued on reading, i was interested on Maddox's lessons and his writings."
                                            
                                             "When the time is already 4:23 pm, i was thinking if i will go home or instead, i'll just stay here."
                                            
                                             "I wonder how did they eat for 3 times a day. Maybe there is some sort kind of a kitchen who ever cooks it."
                                            
                                             scene bg librarynoon 1
                                             with dissolve
                                            
                                             g "Maddox?"
                                            
                                             show m happy 1 at center
                                             with dissolve
                                            
                                            
                                             
                                             
                                            
                                            
                        
                                            
                                            
                                            
                                            
                                            
                                            


                                
                                
                                
                                
                                
                                
                                
                                
                                
                        
                        



                        
                        

        
            
    
    
    
    
    
    
    
    
    
    
        
    
    
    







































































































































































































































































































































































































































































































































































































































































































































    $ persistent.completed = True
    $ renpy.quit()
    
    
    
    
    
    
    
    
    
    
    

Code: Select all

################################################################################
## Initialization
################################################################################

## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2

## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
    gui.init(1920, 1080)



################################################################################
## GUI Configuration Variables
################################################################################


## Colors ######################################################################
##
## The colors of text in the interface.

## An accent color used throughout the interface to label and highlight text.
define gui.accent_color = '#000000'

## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = '#aaaaaa'

## The small color is used for small text, which needs to be brighter/darker to
## achieve the same effect.
define gui.idle_small_color = '#888888'

## The color that is used for buttons and bars that are hovered.
define gui.hover_color = '#000000'

## The color used for a text button when it is selected but not focused. A
## button is selected if it is the current screen or preference value.
define gui.selected_color = '#555555'

## The color used for a text button when it cannot be selected.
define gui.insensitive_color = '#aaaaaa7f'

## Colors used for the portions of bars that are not filled in. These are not
## used directly, but are used when re-generating bar image files.
define gui.muted_color = '#666666'
define gui.hover_muted_color = '#999999'

## The colors used for dialogue and menu choice text.
define gui.text_color = '#404040'
define gui.interface_text_color = '#404040'


## Fonts and Font Sizes ########################################################

## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"

## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"

## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"

## The size of normal dialogue text.
define gui.text_size = 33

## The size of character names.
define gui.name_text_size = 45

## The size of text in the game's user interface.
define gui.interface_text_size = 33

## The size of labels in the game's user interface.
define gui.label_text_size = 36

## The size of text on the notify screen.
define gui.notify_text_size = 24

## The size of the game's title.
define gui.title_text_size = 75


## Main and Game Menus #########################################################

## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"


## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line at a
## time.

## The height of the textbox containing dialogue.
define gui.textbox_height = 278

## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0


## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = 360
define gui.name_ypos = 0

## The horizontal alignment of the character's name. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0

## The width, height, and borders of the box containing the character's name, or
## None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None

## The borders of the box containing the character's name, in left, top, right,
## bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)

## If True, the background of the namebox will be tiled, if False, the
## background of the namebox will be scaled.
define gui.namebox_tile = False


## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 402
define gui.dialogue_ypos = 75

## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = 1116

## The horizontal alignment of the dialogue text. This can be 0.0 for left-
## aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0


## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects of
## how buttons are displayed.

## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None

## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(6, 6, 6, 6)

## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False

## The font used by the button.
define gui.button_text_font = gui.interface_text_font

## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size

## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color

## The horizontal alignment of the button text. (0.0 is left, 0.5 is center, 1.0
## is right).
define gui.button_text_xalign = 0.0


## These variables override settings for different kinds of buttons. Please see
## the gui documentation for the kinds of buttons available, and what each is
## used for.
##
## These customizations are used by the default interface:

define gui.radio_button_borders = Borders(27, 6, 6, 6)

define gui.check_button_borders = Borders(27, 6, 6, 6)

define gui.confirm_button_text_xalign = 0.5

define gui.page_button_borders = Borders(15, 6, 15, 6)

define gui.quick_button_borders = Borders(15, 6, 15, 0)
define gui.quick_button_text_size = 21
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color

## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.

# define gui.navigation_button_width = 250


## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.

define gui.choice_button_width = 1185
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(150, 8, 150, 8)
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = "#444444"


## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot uses
## image files in gui/button, like the other kinds of buttons.

## The save slot button.
define gui.slot_button_width = 414
define gui.slot_button_height = 309
define gui.slot_button_borders = Borders(15, 15, 15, 15)
define gui.slot_button_text_size = 21
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color

## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 384
define config.thumbnail_height = 216

## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2


## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.

## The position of the left side of the navigation buttons, relative to the left
## side of the screen.
define gui.navigation_xpos = 60

## The vertical position of the skip indicator.
define gui.skip_ypos = 15

## The vertical position of the notify screen.
define gui.notify_ypos = 68

## The spacing between menu choices.
define gui.choice_spacing = 33

## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = 6

## Controls the amount of spacing between preferences.
define gui.pref_spacing = 15

## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = 0

## The spacing between file page buttons.
define gui.page_spacing = 0

## The spacing between file slots.
define gui.slot_spacing = 15

## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0


## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.

## Generic frames.
define gui.frame_borders = Borders(6, 6, 6, 6)

## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(60, 60, 60, 60)

## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(24, 8, 75, 8)

## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(24, 8, 60, 8)

## Should frame backgrounds be tiled?
define gui.frame_tile = False


## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars. All of the other
## bars are only used in creator-written screens.

## The height of horizontal bars, scrollbars, and sliders. The width of vertical
## bars, scrollbars, and sliders.
define gui.bar_size = 38
define gui.scrollbar_size = 18
define gui.slider_size = 38

## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False

## Horizontal borders.
define gui.bar_borders = Borders(6, 6, 6, 6)
define gui.scrollbar_borders = Borders(6, 6, 6, 6)
define gui.slider_borders = Borders(6, 6, 6, 6)

## Vertical borders.
define gui.vbar_borders = Borders(6, 6, 6, 6)
define gui.vscrollbar_borders = Borders(6, 6, 6, 6)
define gui.vslider_borders = Borders(6, 6, 6, 6)

## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"


## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.

## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250

## The height of a history screen entry, or None to make the height variable at
## the cost of performance.
define gui.history_height = 210

## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = 233
define gui.history_name_ypos = 0
define gui.history_name_width = 233
define gui.history_name_xalign = 1.0

## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = 255
define gui.history_text_ypos = 3
define gui.history_text_width = 1110
define gui.history_text_xalign = 0.0


## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.

## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 15, 0, 30)

## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6

## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = 173

## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 15

## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 645
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 225
define gui.nvl_name_xalign = 1.0

## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 675
define gui.nvl_text_ypos = 12
define gui.nvl_text_width = 885
define gui.nvl_text_xalign = 0.0

## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 360
define gui.nvl_thought_ypos = 0
define gui.nvl_thought_width = 1170
define gui.nvl_thought_xalign = 0.0

## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 675
define gui.nvl_button_xalign = 0.0

## Localization ################################################################

## This controls where a line break is permitted. The default is suitable
## for most languages. A list of available values can be found at https://
## www.renpy.org/doc/html/style_properties.html#style-property-language

define gui.language = "unicode"


################################################################################
## Mobile devices
################################################################################

init python:

    ## This increases the size of the quick buttons to make them easier to touch
    ## on tablets and phones.
    if renpy.variant("touch"):

        gui.quick_button_borders = Borders(60, 21, 60, 0)

    ## This changes the size and spacing of various GUI elements to ensure they
    ## are easily visible on phones.
    if renpy.variant("small"):

        ## Font sizes.
        gui.text_size = 45
        gui.name_text_size = 54
        gui.notify_text_size = 38
        gui.interface_text_size = 45
        gui.button_text_size = 45
        gui.label_text_size = 51

        ## Adjust the location of the textbox.
        gui.textbox_height = 360
        gui.name_xpos = 120
        gui.text_xpos = 135
        gui.text_width = 1650

        ## Change the size and spacing of various things.
        gui.slider_size = 54

        gui.choice_button_width = 1860

        gui.navigation_spacing = 30
        gui.pref_button_spacing = 15

        gui.history_height = 285
        gui.history_text_width = 1035

        gui.quick_button_text_size = 30

        ## File button layout.
        gui.file_slot_cols = 2
        gui.file_slot_rows = 2

        ## NVL-mode.
        gui.nvl_height = 255

        gui.nvl_name_width = 458
        gui.nvl_name_xpos = 488

        gui.nvl_text_width = 1373
        gui.nvl_text_xpos = 518
        gui.nvl_text_ypos = 8

        gui.nvl_thought_width = 1860
        gui.nvl_thought_xpos = 30

        gui.nvl_button_width = 1860
        gui.nvl_button_xpos = 30




Or maybe it will work if i use the older code like screens, options and gui? :?
I am a friendly user, please respect and have a good day.


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User avatar
isobellesophia
Miko-Class Veteran
Posts: 979
Joined: Mon Jan 07, 2019 2:55 am
Completed: None
Projects: Maddox and Friends! (AI Teacher friend), Friendly Universities! (Soon)
Organization: Friendly Teachers series
Deviantart: SophBelle
itch: Child Creation
Location: Philippines, Mindanao
Contact:

Re: Choice menu replaced by a textbox

#9 Post by isobellesophia »

By the way sorry the long text.



Everything seems fine since i created a new project, (like the picture on the above.)

And the choice menu is okay,

But suddenly, when i copied the game files, (except the screens or etc..)


It changes back on its weird position which i cannot move or edit it back.
It must be the script, right? The screens and the others are okay. (Since i replaced it from the new project.)

I added a file on the game called, messages.rpy and extras.rpy. (I made this since the choice menu glitch hasn't been appeared yet.)


I think it must be the pictures, probably?
OR it must be the gui file? (This is what ive been thinking, because the choice image is in the gui file i know its obvious. If it is the gui, or whatever is in that file, i could just rename it.)

And plus, the new Ren'py i used is 7.1.3 (i used this version since i made this project.)

Why would the textbox will appear? And why the choice menu is gone? And last, why does the menuitem is in the left side of the screen? (This is my first time encountering a problem like this, O____O)


Everything is so fine since i have no problem on this. What do i do? :? (Choices is too important on the VN games.)
I am a friendly user, please respect and have a good day.


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