######### # To show quick menu throughout the game, even when window (dialog box + name label) is hidden label pfstart: $ suppress_overlay = False $ quick_menu = True show screen quick_menu # removing start label override from dictionary python: config.label_overrides.pop("start") jump start ######### # To show quick menu after loading old saves label pf_after_load: $ suppress_overlay = False $ quick_menu = True show screen quick_menu # removing after_load label override from dictionary python: config.label_overrides.pop("after_load") if renpy.has_label("after_load"): call after_load return ######### # Ren'Py will automatically call this label if the player clicks history button, # but the game has no history (a menu item named history is missing). label history_screen: show screen game_has_no_history $ renpy.pause(2) hide screen game_has_no_history return # This is the message screen game_has_no_history(): vbox: style "choice_vbox" text "This game has no history screen, sorry!": style "say_dialogue" xpos 0 ypos 0 text_align 0.5 # Ren'Py init section init 999: ######### ## quick menu redesign screen quick_menu(): # Bind Alt+Shift+M to toggle Quick Menu, set suppress_overlay to False no matter what key "alt_K_m" action [ If(suppress_overlay, SetVariable('quick_menu', True ), If(quick_menu, SetVariable('quick_menu', False ), SetVariable('quick_menu', True ))), SetVariable('suppress_overlay', False ) ] zorder 100 if quick_menu: hbox: style_prefix "quick" xalign 1.0 yalign 1.0 textbutton "◀-|" action Rollback() xpos -40 # tooltip _("Back") textbutton "▶▶" action Skip() alternate Skip(fast=True, confirm=True) xpos -30 # tooltip _("Skip") if _preferences.afm_enable: # display stop button when enabled, that has a red hover color textbutton "a ■": text_hover_color "#F00" xpos -20 # tooltip _("Auto disable") action Preference("auto-forward", "disable") else : textbutton "a ▶" action Preference("auto-forward", "enable") xpos -20 # tooltip _("Auto enable") # display play button when disabled textbutton "▼" action If(renpy.get_screen("say"), HideInterface(), None) xoffset -10 # tooltip _("Hide interface") hbox: style_prefix "quick" xalign 0.0025 yalign 1.0 textbutton _("Hist") action ShowMenu('history') # tooltip _("History") textbutton _("Save") action ShowMenu('save') # tooltip _("Save") textbutton _("Load") action ShowMenu('load') # tooltip _("Load") textbutton _("Q.S") action QuickSave() # tooltip _("Quick Save") textbutton _("Q.L") action QuickLoad() # tooltip _("Quick Load") textbutton _("Prefs") action ShowMenu('preferences') # tooltip _("Preferences") #$ tooltip = GetTooltip() #if tooltip: # if _preferences.afm_enable: # $ ttcolor = "#FF0000" # else: # $ ttcolor = "#00FF00" # text "[tooltip]" yalign 1.0 xalign 0.5 color ttcolor outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] size int(config.screen_height / 60) ######### ## text box text outline (black) and color (white) style say_dialogue: color "#FFFFFF" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] ######### ## name box text outline style say_label: outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] ######### ## input prompt text style style input_prompt: color "#FFFFFF" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] ######### ## input text style style input: color "#FFFFFF" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] ######### ## choice button text style style choice_button_text: #font "DejaVuSans.ttf" idle_color "#FFF" hover_color "#00FF00" insensitive_color "#808080FF" idle_outlines [ (absolute(5), "#FFF0", absolute(1), absolute(1)), (absolute(2), "#000", absolute(1), absolute(1)) ] hover_outlines [ (absolute(5), "#0F08", absolute(1), absolute(1)), (absolute(2), "#000", absolute(1), absolute(1)) ] insensitive_outlines [ (absolute(5), "#808080C0", absolute(1), absolute(1)), (absolute(2), "#000", absolute(1), absolute(1)) ] ######### ## quick menu button text style style quick_button_text: background None font "DejaVuSans.ttf" size int(config.screen_height / 30) idle_color "#8885" hover_color "#0F0F" insensitive_color "#4445" outlines [ (absolute(1), "#000A", absolute(0), absolute(0)) ] hover_outlines [ (absolute(1), "#000F", absolute(0), absolute(0)) ] ######### ## quick menu button style style quick_button is default: background None xpadding 5 ######### ## text box background style window: background None ######### ## name box background style namebox: color "#FFFFFF" background None ######### ## choice button background style choice_button: background None ######### ## enable quick menu $ quick_menu = True $ suppress_overlay = False ######### ## Game-specific overrides ######### View of Family - the latest version tested: v0.1.1 ## Overriding MC's character text color and outline defined via what_color and what_outline in script.rpy ## Removing background from the choice menu window if config.name == "View of family": define y = DynamicCharacter("povname", color="#000080") screen choice(items): style_prefix "choice" vbox: for i in items: textbutton i.caption action i.action ######### Dual Family [Gumdrop Games] - the latest version tested: v0.98ce ## Removing all of the what_color and what_outline settings if config.name == "Dual Family": define ps = DynamicCharacter("ps_name", color="#faff70") define m = DynamicCharacter("m_name", color="#c579fc") define x = DynamicCharacter("x_name", color="#ffbcbc") define f = DynamicCharacter("f_name", color="#5998ff") define pf = DynamicCharacter("pf_name", color="#5998ff") define d = DynamicCharacter("d_name", color="#ffaddb") define w = DynamicCharacter("w_name", color="#c579fc") define s = DynamicCharacter("s_name", color="#faff70") define a = DynamicCharacter ("a_name", color="#4fe57a") define l = DynamicCharacter ("l_name", color="#4fe57a") define n = DynamicCharacter ("n_name", color="#d13cb8") define q = DynamicCharacter ("q_name", color="#d13cb8") define mu = Character("", color="#c579fc") define fu = Character("", color="#5998ff") define w2 = DynamicCharacter("w_name", color="#c579fc") define m1 = Character("", color="#c579fc") define du = Character("", color="#ffaddb") define sk = Character("Skeleton", color="#fff") define k = Character ("Karen", color="#d13cb8") define k2 = Character ("", color="#d13cb8") define g1 = Character ("Ghoulish Girl", color="#bcddff") define g2 = Character ("Jawsome Girl", color="#d1a22e") define r = Character ("Redhead Girl", color="#ff6d6d") define o = Character ("Sultry Girl", color="#5e37cc") define h = Character ("Hoodie Girl", color="#5cd6b3") define i = Character ("Isaac", color="#a00000") define c = Character ("Cashier", color="#a00000") define b = Character ("Ben", color="#ffb459") define b2 = Character ("", color="#ffb459") define l2 = Character ("", color="#4fe57a") define h2 = Character ("", color="#5cd6b3") define r2 = Character ("", color="#ff6d6d") define ha = Character ("Mara", color="#5cd6b3") define ra = Character ("Maddy", color="#ff6d6d") define ho = Character ("Hostess", color="#700024") ######### Au-pair Innocence SE [Alex] - the latest version tested: v0.9 ## Removing all of the what_color and what_outline settings ## If you prefer to keep these colors, just change the value that config.name variable is compared to ## on the next line from "Au-pair innocence SE" to "Au-pair innocence SEabcdefg" for example. Save this file, reload game. if config.name == "Au-pair innocence SE": define t = Character('Tasha', color="#ff5353", image = 'tasha') define a = Character('Alex', color="#f0ff00", image = 'alex') define f = Character('David', color="#fcc863", image ='david') define ala = Character("Ala", color="#c354f7", image ='ala') define k = Character("Kevin", color="#9ccd3d", image ='kevin') define ta = Character("Tanya", color="#48d877", image ='tanya') define o = Character("Oliver", color="#28d9ff", image ='oliver') define c = Character('Charlotte', color="#ebf239", image ='charlotte') define co = Character('Conor', color="#99c7ff", image ='conor') define ma = Character('Mark', color="#59c7ff", image ='mark') define j = Character('Jake', color="#75c700", image ='jake') ######### Life [Fasder] - the latest version tested: v0.06.03 ######### Thinking About You [Noir Desir] - the latest version tested: v0.2 ######### Indecent Desires [Vilelab] - 0.1 ## Making the the text easier to read in the dialog box by changing the font to Ren'Py default DejaVu Sans. if config.name == "Life" or config.name == "Thinking About You" or config.name == "Indecent Desires": style say_dialogue: font "DejaVuSans.ttf" ######### Life With Pleasure [] - the latest version tested: v0.3 ## Overriding dialogue text with Ren'Py default (DejaVu Sans) ## Since the game font was smaller than default, the size was also enlarged if build.name == "LifeWithPlesuare" or build.name == "LifeWithPleasure": style say_dialogue: font "DejaVuSans.ttf" define gui.text_size = 30 ######### Where The Heart Is [CheekyGimp] - the latest version tested: EP9 ## Removing all the partially transparent character text boxes. Like I said, I don't like boxes ## covering the picture, even when they're partially transparent. The loss of a static character portrait ## with it isn't much of a loss anyway. if config.name == "Where The Heart Is": define A = Character('Angel', color="#c8ffc8") define B = Character('Bella', color="#a22a10") define C = Character('Jolina', color="#927e74") define CH = Character('Chad', color="#fda948") define D = Character('Debbie', color="#b5287f") define E = Character('Elaine', color="#c8ffc8") define G = Character('Greg', color="#939941") define F = Character('Francois', color="#939941") define FI = Character('Fiona', color="#e12421") define I = Character("[player_name]", color="#ffffff") define J = Character('Jenna', color="#fda948") define K = Character('Katie', color="#9f8fcc") define L = Character('Lily', color="#588ebd") define M = Character('Monica', color="#e12421") define N = Character('Natasha', color="#a22a10") define R = Character('Roger', color="#fda948") define S = Character('Sammy', color="#588ebd") define W = Character('Wanda', color="#b5287f") define X = Character ('????', color="#c8ffc8") define Z = Character('Zarah', color="#939941") ######### Family Matters [Perv2k16] - latest version tested: v1.0 ## Narrator's name label text color from black to white if config.name == "Family Matters": define perv = Character('Perv2k16', color="#ffffff") define cashier = Character("Cashier", color="#ffffff") ######### Deeper [Thundorn Games] - latest version tested: v0.0.531 ## Added outline for the choice button text if config.name == "Deeper": style choice_button_text: outlines [ (absolute(1.5), "#000", absolute(1), absolute(1)) ] ######### Seraphim Academy [Trinity Games] - latest version tested: Chapter 1 ## Added outline for the choice button text ## Pagekeys disabled in the choice viewport until I can find a better solution to keep older versions of the Ren'Py parser ## from crashing on it if config.name == "Seraphim Academy": style choice_button_text: outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] style window: background None # The next section of code belongs to Trinity Games, it's copied from the game and modified to remove background screen choice(items): style_prefix "choice" fixed: viewport: yinitial 0 if choice_screen_show_scrollbar: scrollbars "vertical" mousewheel True draggable True #pagekeys True side_yfill True vbox: for i in items: textbutton i.caption action [SetVariable("choice_screen_show_scrollbar", False), i.action] ######### A New Home [Envixer] - the latest version tested: v0.7 ## Making the the text easier to read in the dialog box by changing the font to Ren'Py default DejaVu Sans. if config.name == "A New Home" or config.name == "A New Home v0.7": define gui.text_font = "DejaVuSans.ttf" define gui.choice_button_text_font = gui.text_font ######### Babysitter [T4bbo] - the latest version tested: v0.1.4 ## Replacing large stats button with a small quickmenu-style text button. Replacing thick grey and kinda fuzzy outlines in the dialog box ## and name box with my sharp high contrast outlines and making text a bit smaller. Changing default name label color from black to white. ## Changing choice menu button outlines to black and insensitive, idle color to white, hover color to green if config.name == "Babysitter": screen control(): hbox: style_group "quick" textbutton ("stats") xpos 0 ypos 0 action If(renpy.get_screen("stat_box"), Hide("stat_box"), Show("stat_box")) # following code is mostly copied from T4bbo's game and modified screen say(who, what, side_image=None, two_window=True): # Decide if we want to use the one-window or two-window variant. if not two_window: # The one window variant. window: id "window" has vbox: style "say_vbox" if who: text who id "who" text what id "what" else: # The two window variant. vbox xpos 240: style "say_two_window_vbox" if who: window: style "say_who_window" #xpos -240 ypos 155 text who: size 20 outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] xalign 0.5 italic True id "who" window: id "window" has vbox: style "say_vbox" text what id "what": outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] color "#FFFFFF" size 20 # If there's a side image, display it above the text. if side_image: add side_image else: add SideImage() xalign 0.0 yalign 1.0 # Use the quick menu. use quick_menu style quick_button_text: is default size 14 style say_label: color "#FFFFFF" style menu_choice: is default color "#FFFFFF" idle_color "#FFFFFF" hover_color "#00FF00" insensitive_color "#808080" outlines [ (absolute(2), "#000", absolute(1), absolute(1)) ] ######### A Wife And Mother [Lust & Passion] - the latest version tested: v0.055 ## Since the text of every freakin' choice button in the game is colored s-e-p-a-r-a-t-e-l-y to black, it is impossible to override it. ## To change that color, the whole script of the game would have to be modified and color tags removed from there. D'oh... ## So this is an attempt to be clever and create "active" bright outlines to it. Seems to be working :-P if build.name == "A_Wife_And_Mother": style choice_button_text: idle_outlines [ (absolute(2), "#FFF", absolute(1), absolute(1)) ] hover_outlines [ (absolute(2), "#0F0", absolute(1), absolute(1)) ] insensitive_outlines [ (absolute(2), "#F00", absolute(1), absolute(1)) ] ######### Freeloading Family [FFCreation] - the latest version tested: v0.19 ## Removing fancy text box backgrounds and changing colored outlines of the name labels to patch default if config.name == "Freeloading Family": define alarm = Character('Alarm' ) define s = DynamicCharacter("sis_name", image="sister", window_left_margin=0, who_color="#e8004d" ) define m = Character('You' ) define mel = Character('Melody', image="melody", window_left_margin=0, who_color="#bd01bd" ) define dev = Character('Developer', image="dev", window_left_margin=0 ) define q = Character('???', image="unknown", window_left_margin=0 ) define l = Character('Leah', image="leah", window_left_margin=0, who_color="#00abd9" ) define t = Character('Susan', image="susan", window_left_margin=0, who_color="#4e4e4e" ) define k = Character('Karina', image="karina", window_left_margin=0, who_color="c9c94c" ) define gen = Character('The Gentleman', who_color="#8b4513" ) define h = Character('Hailey', image="hailey", window_left_margin=0, who_color="ec008c" ) define ev = Character('Everyone' ) define f = Character('Dad' ) define c = Character('Customer' ) define v = Character('Voice' ) define tv = Character('TV Show' ) define d = Character('Dean' ) define r = Character('Clerk' ) define u = Character('???' ) define st = Character("", image="sister", what_italic=True, window_left_margin=0, who_color="#e8004d" ) define led = Character("Leah's Dad") define lem = Character("Leah's Mom") ######### Life with Mary [LikesBlondes] - the latest version tested: v0.27 ## Removing completely static character side images that are just covering up large part of the screen, ## adding nothing to the game. Name label already says who's talking, the image is redundant. if config.name == "Life with Mary": define p = Character('[player_name]', color="#ff6666") define mi = Character('Mike', color="#206be5") define m = Character('Mary', color="#f2170c") define cl = Character('Clerk', color="#42f4d4") define cli = Character('Client', color="#1c3bb5") define s = Character('Simone', color="#a7f977") define v = Character('Vanessa', color="#53f442") define mus = Character('Museum employee', color="#9842f4") define ice = Character('Ice rink employee', color="#1d7575") define barista = Character('Barista', color="#751d62") define andi = Character('Andy', color="#ea0b73") define j = Character('John', color="#1c3bb5") define carl = Character('Carl', color="#ff6e51") define james = Character('James', color="#1c3bb5") define gf = Character('[ex_name]', color="#a7f977") define w1 = Character('Woman', color="#ff1aff") define w2 = Character('Woman', color="#c6538c") ######### Pandora's Box [] - the latest version tested: v0.1 if config.name == "Pandora's Box": style say_dialogue: font "DejaVuSans.ttf" size 32 color "#FFFFFFFF" define gui.text_color = '#FFFFFFFF' define gui.interface_text_color = '#FFFFFFFF' ######### Haley's story [Viitgames] - the latest version tested: v0.01 if config.name == "Haleys story": style say_dialogue: font "DejaVuSans.ttf" define p = Character('[player_name]', color="#ff6666") define a = Character('Adriana', color="#520575") define v = Character('Victor', color="#000b4c") define h = Character('Haley', color="#f71b73") define d = Character('Diane', color="#f9b300") define s = Character('Sandra', color="#f93500") define al = Character('Alana', color="#2d9900") define hank = Character('Hank', color="#007a99") define jim = Character('Jim', color="#7451b5") ######### [LewdLab] 'Dreams of Desire - The Lost Memories' and 'Midnight Paradise' ## Replacing the extra bulky font with Ren'Py's default if config.name == "Dreams of Desire - The Lost Memories" or config.name == "Midnight Paradise": screen say(who, what): style_prefix "say" window: id "window" yoffset 12 if who is not None: window: id "namebox" style "namebox" text who.upper() id "who" font "DejaVuSans.ttf" size 60 xalign 0.5 yalign 0.5 text what id "what" font "DejaVuSans.ttf" ######### The Awakening [SLim Games] - the latest version tested: 0.1 ## Removing "hardcoded" text box backgrounds and static character side images by redefining characters if build.name == "TheAwakening": define y = Character("[y1]") define m = Character("[m1]") define u = Character("???") define s = Character("[s1]") define l = Character("Linda") define f = Character("[f1]") define k = Character("Klara B.") define p = Character("Mail girl") define ma = Character("Margaret") define w = Character("Will") define c = Character("Cashier") ######### Big City's Pleasures [Porcus] - the latest version tested: 0.2.2b ## Removing "hardcoded" grey color and italic style from the dialog text (italic dialog text ## plus quotes around it plus italic character name was marking the thoughts of characters, ## this only removes italic from the text, italic names and quotes will remain as they are. if config.name == "Big City's Pleasures": style say_dialogue: size 32 define t = Character("Tony",color="#0174DF") define tt = Character("[t]",color="#0174DF", italic=True, what_italic=True) define g = Character("Gina",color="#FE2E64") define gg = Character("Gina",color="#FE2E64", italic=True, what_italic=True) define j = Character("Jessy",color="#FE642E") define jj = Character("Jessy",color="#FE642E", italic=True, what_italic=True) define jk = Character("Jacklyn",color="#7F8C8D") define jkjk = Character("Jacklyn",color="#7F8C8D", italic=True, what_italic=True) define k = Character("Katia",color="#7DCEA0") define kk = Character("Katia",color="#7DCEA0", italic=True, what_italic=True) define m = Character("Maylin",color="#0E6655") define mm = Character("Maylin",color="#0E6655", italic=True, what_italic=True) define l = Character("Lian",color="#21618C") define ll = Character("Lian",color="#21618C", italic=True, what_italic=True) define a = Character("Alexia",color="#D4AC0D") define aa = Character("Alexia",color="#D4AC0D", italic=True, what_italic=True) define ch = Character("Charlene",color="#D5F5E3") define chch = Character("Charlene",color="#D5F5E3", italic=True, what_italic=True) define J = Character("Judy",color="#F5CBA7") define JJ = Character("Judy",color="#F5CBA7", italic=True, what_italic=True) define c = Character("Cassandra",color="#A569BD") define cc = Character("Cassandra",color="#A569BD", italic=True, what_italic=True) define C = Character("Cassie",color="#A569BD") define CC = Character("Cassie",color="#A569BD", italic=True, what_italic=True) define w = Character(_("Camarera"),color="#A569BD") define ww = Character(_("Camarera"),color="#A569BD", italic=True, what_italic=True) define us = Character(_("Secretaria"),color="#A569BD") define unkm = Character("...",color="#1E90FF") define unkf = Character("...",color="#FF1493") define o = Character("Olivia",color="#FFAFA8") define oo = Character("Olivia",color="#FFAFA8", italic=True, what_italic=True) define r = Character("Rachel",color="#B7950B") define rr = Character("Rachel",color="#B7950B", italic=True, what_italic=True) define b = Character("Becky",color="#F9EBEA") define bb = Character("Becky",color="#F9EBEA", italic=True, what_italic=True) define s = Character("Scott",color="#0000b3") define ss = Character("Scott",color="#0000b3", italic=True, what_italic=True) define S = Character("Sam",color="#CF8942") define SS = Character("Sam",color="#CF8942", italic=True, what_italic=True) define sab = Character("Sabrina",color="#8A122F") define SAB = Character("Sabrina",color="#8A122F", italic=True, what_italic=True) define ac = Character(_("Srta. Cooper"),color="#B12D4D") #Addison Cooper define acac = Character(_("Srta. Cooper"),color="#B12D4D", italic=True, what_italic=True) define doc1 = Character(_("Doctora"),color="#CC0099") ######### The Personal Assistant [JLCreation] - the latest version tested: v1.0 ## Character name color from grey to white, removed "Story Teller" character name. if build.name == "The_Personal_Assistant": style say_label: color "#FFF" define t = Character("") ######### Heavy Five [Nottravis] - the latest version tested: Ch 1 ## Character name color from grey to white, removed "Story Teller" character name. if config.name == "Heavy Five": $ gui.name_ypos = 20 $ gui.textbox_height = 200 $ gui.name_xpos = 20 $ gui.text_xpos = 100 $ gui.text_width = 1650 $ player_fname = "Bob" $ player_lname = "Miststück" $ b = Character("Becca") $ bs = Character("Jane") $ mc = Character("You,\n[player_fname]\n[player_lname]") $ c = Character("Chris") $ s = Character("Sarah") $ a = Character("Annie") $ k = Character("Kelly") $ am = Character("Amanda") $ m = Character("Mike") $ j = Character("John") $ act = Character("Actual") $ van = Character("Vanguard") $ t = Character("Trish") ######### Earth's Sexiest Heroes [Kappuru Games] - the latest version tested: 0.3 ## Removing character dialog backgrounds if config.name == "Earth's Sexiest Heroes": define bw_t = Character("Black Widow Thinking", image="black_widow") define ca_t = Character("Captain America Thinking", image="captain_america") define nf_t = Character("Nick Fury Thinking", image="nick_fury") define mh_t = Character("Maria Hill Thinking", image="maria_hill") define fr_mmc = Character("[mmc_default_name]", image="mmc") define fr_mmc_t = Character("[mmc_default_name] Thinking", image="mmc") define fr_fmc = Character("[name_choice]", image="fmc") define fr_fmc_t = Character("[name_choice] Thinking", image="fmc") define mr_fmc = Character("[fmc_default_name]", image="fmc") define mr_fmc_t = Character("[fmc_default_name] Thinking", image="fmc") define mr_mmc = Character("[name_choice]", image="mmc") define mr_mmc_t = Character("[name_choice] Thinking", image="mmc") ######### Echoes Of Lust [Inceton] - the latest version tested: Ep 3 ## Narrator font set to Ren'Py default if config.name == "EchoesOfLust": define n = Character("",what_color="#efd300") ######### Bad Memories [recreation] - the latest version tested: v0.1 ## Redefine characters to remove huge fancy name label font, fix name label size and position if config.name == "Bad Memories": style say_label: size 33 color "#FFF" define gui.name_ypos = 50 define gui.dialogue_xpos = 400 define gui.name_xpos = 150 define gui.namebox_width = 200 define n = Character(None) define q = Character(None) define name_only = Character(None) define pc = Character("[pc_name]", who_color="#2b68b2") define pcsure = Character("[pcsure]") define pcgender = "[pcgender]" define pcthink = Character("[pcthink_name]", who_color="#2b68b2", what_prefix="(", what_suffix=")") define e = Character("Ellie") define m = Character("[name_m]") define j = Character("Jada") define t1 = Character("Therapist") define t = Character("Katherine") define ts = Character("Katie") ######### Kindread: The Redburns [Inkalicious] - the latest version tested: ch3 ## Thinking style if config.name == "Kindread: The Redburns": style thinking: color "#ffffff" outlines [ (absolute(2), "#00a", absolute(1), absolute(1)) ] size style.say_dialogue_text.size ######### Babysitters [T4bbo] - the latest version tested: v0.0.1 ## Replacing large stats button with a small quickmenu-style text button and making dialog text a bit smaller. Changing default name label and dialog text color from black to white. Removing what_outlines from name labels. if config.name == "Babysitters": define mik = DynamicCharacter("player_name", color="#1e90ff") define ton = Character("Tony", color = "#ffddff") define eri = Character('Erica', color="#ff69b4") define jes = Character('Jessica', color="#FF0000") define lar = Character('Lara', color="#8b0000") define jon = Character('John', color="#bc8f8f") define wic = Character('Dr. Wick', color = "#fff") define sas = Character('Sasha', color="#9370db") define jan = Character('Jane', color = "f1f442") define mir = Character('Miranda', color = "2a075b") define ang = Character('Angelica', color = "#5b3007") define xxx = Character('Uknown person', color = "#fff") # say dialogue screen say(who, what): vbox: yalign 0.999 if who: frame: ypos 94 ymaximum 88 yminimum 88 xminimum 380 xmaximum 380 xpos 8 background None text who id "who" xalign 0.5 color "#FFFFFF" frame: ysize 150 xanchor -0.25 xmaximum 1520 xminimum 1520 xpadding 125 background None text what id "what" xpos -25 yalign 0.45 xmaximum 2150 color "#FFFFFF" size 29 # Use the quick menu. use quick_menu style window: xalign 0.5 xfill True yalign gui.textbox_yalign ysize gui.textbox_height variant "small" style namebox: xpos gui.name_xpos xanchor gui.name_xalign xsize gui.namebox_width ypos 23 ysize gui.namebox_height padding gui.namebox_borders.padding style quick_button_text: is default size 14 screen control(): vbox: style_prefix "quick" textbutton _("Stats") xpos 0 ypos 0 action If(renpy.get_screen("stat_box"), Hide("stat_box"), Show("stat_box")) ######### The Way [Zee95] - v0.23a ## Removing character dialog styles to apply the style of this patch if config.name == "The Way": define z = DynamicCharacter("p_name", image = "mc", screen = "say" ) define s = Character("", screen = "say" ) define jan = Character("Janet", image = "jan", screen = "say" ) define ade = Character("Adele", image = "ade", screen = "say") define tyr = Character("Tyron", image = "tyr", screen = "say") define ang = Character("Angelina", image = "ang", screen = "say") define msj = Character("Mrs.Jonas", image = "msj", screen = "say") define mse = Character("Miss Estevez", image = "mse", screen = "say") define pao = Character("Paola", image = "paola", screen = "say") define fran = Character("Frank", image = "fran", screen = "say") define ram = Character("Ramon", image = "ram", screen = "say") define hen = Character("Henry", image = "hen", screen = "say") define carlos = Character("Carlos", image = "carlos", screen = "say") define sonya = Character("Sonya", image = "sonya", screen = "say") define melis = Character("Melissa", image = "melis", screen = "say") define alisha = Character("Alisha", image = "alisha", screen = "say") define moniq = Character("Monique", image = "moniq", screen = "say") define strn = Character("Stranger", image = "strn", screen = "say") define anna = Character("Anna", image = "anna", screen = "say") define deb = Character("Debby", image = "deb", screen = "say") define est = Character("Estelle", image = "est", screen = "say") define girl = Character("Girl", image = "strn", screen = "say") define man = Character("Man", image = "strn", screen = "say") define mat = Character("Matt", image = "mat", screen = "say") define alis = Character("Alice", image = "alis", screen = "say") define sec = Character("Security guard", image = "strn", screen = "say") define cop = Character("Cop", image = "strn", screen = "say") define wom = Character("Women", image = "strn", screen = "say") define john = Character("John The Maniac", image = "strn", screen = "say") define jm = Character("John's mom", image = "strn", screen = "say") define girl = Character("Girl", image = "strn", screen = "say") define raf = Character("Rafiq", image = "raf", screen = "say") define jol = Character("Joulia", image = "jol", screen = "say") define seb = Character("Sebastian", image = "seb", screen = "say") define lis = Character("Lisa", image = "lis", screen = "say") define vic = Character("Victoria", image = "vic", screen = "say") define nurs = Character("Nurse", image = "strn", screen = "say") define pat = Character("Patrick", image = "pat", screen = "say") define bat = Character("Batty", image = "bat", screen = "say") define dag = Character("Doug", image = "dag", screen = "say") define mar = Character("Maria", image = "mar", screen = "say") define wai = Character("Waiter", image = "strn", screen = "say") define vinc = Character("Vincent", image = "vinc", screen = "say") define osc = Character("Oscar", image = "osc", screen = "say") ######### Forgotten Paradise [Void Star] - v0.12 ## Removing character dialog styles to apply the style of this patch if config.name == "Forgotten Paradise": define mc = Character("[player_name]", color = "#85B200", image = "mc") define ad = Character("[alien_daughter]", color = "#F1DDF7", image = "ad") define eli = Character("Elisande", color = "#B78E7B", image = "eli") define voidstar = Character("Void Star", color = "#FFFFFF", image = "voidstar") define alex = Character("Alex", color = "#FFFFFF", image = "alex") define qm = Character("???", color = "#FFFFFF", image = "qm") define walter = Character("Walter", color = "#E1A588", image = "walter") define ivy = Character("Ivy", color = "#822100", image = "ivy") define ingrid = Character("Ingrid", color = "#624720", image = "ingrid") define mira = Character("Mira", color = "#55332B", image = "mira") define luna = Character("Luna", color = "#CACAD9", image = "luna") define dany = Character("Dany", color = "#F5E483", image = "dany") define ramsay = Character("Ramsay", color = "#C2C2BA", image = "ramsay") define r = Character("Ruby", color = "#FF9999", image = "ruby") define z = Character("Zoey", color = "#DFBFFF", image = "zoey") define jack = Character("Jack", color = "#999999", image="jack") define e = Character("Elyse", color = "#4DFFA6", image = "elyse") define j = Character("Jane", color = "#007095", image = "jane") define a = Character("Andre", color = "#FFFF00", image = "andre") define edis = Character("Edis", color = "#F34E52", image = "edis") define amir = Character("Amir", color = "#B25900", image = "amir") define d = Character("Dahlia", color = "#FF2626", image = "dahlia") define shp = Character("Karin", color = "#8C0000", image = "karin") define aur = Character("Aurora", color = "#486DA2", image = "aurora") define l = Character("Lexa", color = "#008C00", image = "lexa") define chloe = Character("Chloe", color = "#006DD9", image = "chloe") define m = Character("Melisa", color = "#FFC926", image = "melisa") define v = Character("Victor", color = "#BFFFDF", image = "victor") define cass = Character("Cassandra", color = "#A64DFF", image="cass") ######### Primal Instinct [SilkandMilkProductions] - v0.03 ## Removing character dialog styles to apply the style of this patch if build.name == "PrimalInstinct": define mc = Character("[mc]") define s = Character('Sandra') define a = Character("Alex") define b = Character("Blake") define m = Character("Meghan") define u = Character("???") define me = Character("Mei" ) define lw = Character("Lawan") define n = Character("Mr. Novak") define mi = Character("Misha") ######### Estate: Dominate [Henissart] - v0.17 R2 ## Removing dark grey colors from character labels if config.name == "Estate : Dominate": define vic = Character(("Victor")) define driver = Character(("Driver")) define uvoice = Character(("Voice")) ######### Gates Motel [P_S_Y_C_H_O] - v0.3b ## Removing colors from character dialog text if config.name == "Gates Motel": define dev = Character("PSYCHO", who_color= "#4e4c4b") define unknown = Character("?????", who_color="#c5c6c4") define m = Character("[mc]", who_color="#FFFFFF") define n = Character("[no]", who_color="#0099ff") define g = Character("[gr]", who_color="#a4fd00") define a = Character("[al]", who_color="#fe8aff") define r = Character("[ro]", who_color="#7f0004") define savage = Character("Savage", who_color="#c98929") define s = Character("[sa]", who_color="#c98929") ######### Taboo Stories ## Removing background from characters if build.name == "TabooStories": define narrator = Character(what_italic=True) define y1 = Character("You") define unk = Character("???") define e = Character("Elli", color="#ffa0ef") define mia = Character("Mia", color="#ffa0ef") define jo = Character("Joppie") # Python init section init 999 python: ######### ## Clean up possible gui overrides set by game dev attribts=["quick_button_borders", "quick_button_text_size", "quick_button_text_idle_color", "quick_button_text_idle_color", "quick_button_text_selected_color", "quick_button_width", "quick_button_text_font"] for attribt in attribts: try: getattr(gui, attribt) except: pass else: delattr(gui, attribt) ######### ## remapping start label to show quick menu by adding it to the config.label_overrides dictionary config.label_overrides["start"] = "pfstart" config.label_overrides["after_load"] = "pf_after_load" # code inspired by bossapplesauce if config.name == "Indecent Desires": hardcoded = {} def rm_bold(text): def text_repl(t): if t.group(0).startswith("\{b\}"): return "" elif t.group(0).startswith("\{\/b\}"): return "" return hardcoded[text] if text in hardcoded else renpy.re.sub( r'(?:\{b\}|\{\/b\})', text_repl, text ) config.say_menu_text_filter = rm_bold ######### Parental Love [Luxee] - the latest version tested: v0.6 ## Overriding outline settings forced via init python and not by redefining styles if config.name == "Parental Love": renpy.register_style_preference("text", "decorated", style.say_dialogue, "outlines", [ (2, "#000", 1, 1) ]) renpy.register_style_preference("text", "decorated", style.say_label, "outlines", [ (2, "#000", 1, 1) ]) ######### Babysitter [T4bbo] - the latest version tested: v0.1.4 ## Removing text box and menu button backgrounds, making custom "thought" tag color brighter if config.name == "Babysitter" or config.name == "Babysitters": style.say_who_window.background = None style.menu_choice_button.background = None style.menu_choice_button.hover_background = None # following code is copied from T4bbo's game and modified def my_tag(tag, argument, contents): return [ (renpy.TEXT_TAG, u"i"), (renpy.TEXT_TAG, u"color=#a2b6ff"), #1a4aff ] + contents + [ (renpy.TEXT_TAG, u"/color"), (renpy.TEXT_TAG, u"/i"), ] config.custom_text_tags["t"] = my_tag