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Added AllPlatforms version, based on Ren'Py engine, provided by fk1995
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# 全平台移植版本 | ||
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感谢fk1995提供,该版本基于`Ren'Py`引擎,欢迎大家提交pull requests 以及修复BUG! |
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## This file contains some of the options that can be changed to customize | ||
## your Ren'Py game. It only contains the most common options... there | ||
## is quite a bit more customization you can do. | ||
## | ||
## Lines beginning with two '#' marks are comments, and you shouldn't | ||
## uncomment them. Lines beginning with a single '#' mark are | ||
## commented-out code, and you may want to uncomment them when | ||
## appropriate. | ||
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init -1 python hide: | ||
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## Should we enable the use of developer tools? This should be | ||
## set to False before the game is released, so the user can't | ||
## cheat using developer tools. | ||
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config.developer = True | ||
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## These control the width and height of the screen. | ||
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config.screen_width = 800 | ||
config.screen_height = 600 | ||
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## This controls the title of the window, when Ren'Py is | ||
## running in a window. | ||
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config.window_title = u"CROSS✝CHANNEL" | ||
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# These control the name and version of the game, that are reported | ||
# with tracebacks and other debugging logs. | ||
config.name = "Cross Channel" | ||
config.version = "1.01" | ||
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######################################### | ||
# Themes | ||
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## We then want to call a theme function. theme.roundrect is | ||
## a theme that features the use of rounded rectangles. | ||
## | ||
## The theme function takes a number of parameters that can | ||
## customize the color scheme. | ||
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theme.crayon( | ||
## Theme: Crayon | ||
## Color scheme: Fine China | ||
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## The color of an idle widget face. | ||
widget = "#6A7183", | ||
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## The color of a focused widget face. | ||
widget_hover = "#1A2B47", | ||
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## The color of the text in a widget. | ||
widget_text = "#C9C9CB", | ||
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## The color of the text in a selected widget. (For | ||
## example, the current value of a preference.) | ||
widget_selected = "#E3E3E4", | ||
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## The color of a disabled widget face. | ||
disabled = "#ADB9CC", | ||
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## The color of disabled widget text. | ||
disabled_text = "#DFBA14", | ||
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## The color of informational labels. | ||
label = "#39435E", | ||
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## The color of a frame containing widgets. | ||
frame = "#ADB9CC", | ||
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## The background of the main menu. This can be a color | ||
## beginning with '#', or an image filename. The latter | ||
## should take up the full height and width of the screen. | ||
mm_root = "#F7F7FA", | ||
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## The background of the game menu. This can be a color | ||
## beginning with '#', or an image filename. The latter | ||
## should take up the full height and width of the screen. | ||
gm_root = "#F7F7FA", | ||
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## If this is True, the in-game window is rounded. If False, | ||
## the in-game window is square. | ||
rounded_window = False, | ||
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## And we're done with the theme. The theme will customize | ||
## various styles, so if we want to change them, we should | ||
## do so below. | ||
) | ||
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######################################### | ||
## These settings let you customize the window containing the | ||
## dialogue and narration, by replacing it with an image. | ||
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## The background of the window. In a Frame, the two numbers | ||
## are the size of the left/right and top/bottom borders, | ||
## respectively. | ||
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# style.window.background = Frame("frame.png", 12, 12) | ||
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## Margin is space surrounding the window, where the background | ||
## is not drawn. | ||
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# style.window.left_margin = 6 | ||
# style.window.right_margin = 6 | ||
# style.window.top_margin = 6 | ||
# style.window.bottom_margin = 6 | ||
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## Padding is space inside the window, where the background is | ||
## drawn. | ||
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# style.window.left_padding = 6 | ||
# style.window.right_padding = 6 | ||
# style.window.top_padding = 6 | ||
# style.window.bottom_padding = 6 | ||
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## This is the minimum height of the window, including the margins | ||
## and padding. | ||
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# style.window.yminimum = 250 | ||
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######################################### | ||
## This lets you change the placement of the main menu. | ||
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## The way placement works is that we find an anchor point | ||
## inside a displayable, and a position (pos) point on the | ||
## screen. We then place the displayable so the two points are | ||
## at the same place. | ||
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## An anchor/pos can be given as an integer or a floating point | ||
## number. If an integer, the number is interpreted as a number | ||
## of pixels from the upper-left corner. If a floating point, | ||
## the number is interpreted as a fraction of the size of the | ||
## displayable or screen. | ||
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# style.mm_menu_frame.xpos = 0.5 | ||
# style.mm_menu_frame.xanchor = 0.5 | ||
# style.mm_menu_frame.ypos = 0.75 | ||
# style.mm_menu_frame.yanchor = 0.5 | ||
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######################################### | ||
## These let you customize the default font used for text in Ren'Py. | ||
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## The file containing the default font. | ||
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# style.default.font = "DejaVuSans.ttf" | ||
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## The default size of text. | ||
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# style.default.size = 22 | ||
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## Note that these only change the size of some of the text. Other | ||
## buttons have their own styles. | ||
config.thumbnail_width=100 | ||
config.thumbnail_height=75 | ||
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######################################### | ||
## These settings let you change some of the sounds that are used by | ||
## Ren'Py. | ||
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## Set this to False if the game does not have any sound effects. | ||
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config.has_sound = True | ||
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## Set this to False if the game does not have any music. | ||
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config.has_music = True | ||
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## Set this to True if the game has voicing. | ||
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config.has_voice = True | ||
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## Sounds that are used when button and imagemaps are clicked. | ||
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# style.button.activate_sound = "click.wav" | ||
# style.imagemap.activate_sound = "click.wav" | ||
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## Sounds that are used when entering and exiting the game menu. | ||
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# config.enter_sound = "click.wav" | ||
# config.exit_sound = "click.wav" | ||
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## A sample sound that can be played to check the sound volume. | ||
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# config.sample_sound = "click.wav" | ||
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## Music that is played while the user is at the main menu. | ||
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# config.main_menu_music = "main_menu_theme.ogg" | ||
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######################################### | ||
## Help. | ||
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## This lets you configure the help option on the Ren'Py menus. | ||
## It may be: | ||
## - A label in the script, in which case that label is called to | ||
## show help to the user. | ||
## - A file name relative to the base directory, which is opened in a | ||
## web browser. | ||
## - None, to disable help. | ||
config.help = "README.html" | ||
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######################################### | ||
## Transitions. | ||
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## Used when entering the game menu from the game. | ||
config.enter_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=64) | ||
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## Used when exiting the game menu to the game. | ||
config.exit_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=64) | ||
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## Used between screens of the game menu. | ||
config.intra_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=64) | ||
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## Used when entering the game menu from the main menu. | ||
config.main_game_transition = ImageDissolve("sys/EFMSK_02_MSK.bmp",0.2,ramplen=32) | ||
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## Used when returning to the main menu from the game. | ||
config.game_main_transition = ImageDissolve("sys/EFMSK_06_MSK.bmp",time = 1.0,ramplen=32) | ||
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## Used when entering the main menu from the splashscreen. | ||
config.end_splash_transition = ImageDissolve("sys/EFMSK_06_MSK.bmp",ramplen = 64 ,time = 1.0) | ||
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## Used when entering the main menu after the game has ended. | ||
config.end_game_transition = dissolve | ||
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## Used when a game is loaded. | ||
config.after_load_transition = ImageDissolve("sys/CHATNS_WIP.bmp",ramplen = 256 ,time = 1.0,alpha=False) | ||
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## Used when the window is shown. | ||
config.window_show_transition = None | ||
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## Used when the window is hidden. | ||
config.window_hide_transition = None | ||
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## Used when showing NVL-mode text directly after ADV-mode text. | ||
config.adv_nvl_transition = dissolve | ||
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## Used when showing ADV-mode text directly after NVL-mode text. | ||
config.nvl_adv_transition = dissolve | ||
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## Used when yesno is shown. | ||
config.enter_yesno_transition = dissolve | ||
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## Used when the yesno is hidden. | ||
config.exit_yesno_transition = dissolve | ||
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## Used when entering a replay | ||
config.enter_replay_transition = dissolve | ||
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## Used when exiting a replay | ||
config.exit_replay_transition = dissolve | ||
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## Used when the image is changed by a say statement with image attributes. | ||
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config.say_attribute_transition = None | ||
config.windows_icon = "icon.png" | ||
config.window_icon = "icon.png" | ||
config.default_language = "simplified_chinese" | ||
if renpy.version(tuple=True)[1]>=99 or renpy.version(tuple=True)[0]>6: | ||
config.gestures["n"] = "game_menu" | ||
config.gestures["s"] = "rollback" | ||
config.gestures["w"] = "K_F7" | ||
config.gestures["e"] = "K_F6" | ||
config.gestures["s_e"] = "K_BACKQUOTE" | ||
######################################### | ||
## This is the name of the directory where the game's data is | ||
## stored. (It needs to be set early, before any other init code | ||
## is run, so the persistent information can be found by the init code.) | ||
python early: | ||
config.save_directory = "CrossChannel-1424578441" | ||
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init -1 python hide: | ||
######################################### | ||
## Default values of Preferences. | ||
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## Note: These options are only evaluated the first time a | ||
## game is run. To have them run a second time, delete | ||
## game/saves/persistent | ||
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## Should we start in fullscreen mode? | ||
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config.default_fullscreen = False | ||
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## The default text speed in characters per second. 0 is infinite. | ||
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#config.default_text_cps = 0 | ||
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## The default auto-forward time setting. | ||
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config.default_afm_time = 10 | ||
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######################################### | ||
## More customizations can go here. | ||
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## This section contains information about how to build your project into | ||
## distribution files. | ||
init python: | ||
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## The name that's used for directories and archive files. For example, if | ||
## this is 'mygame-1.0', the windows distribution will be in the | ||
## directory 'mygame-1.0-win', in the 'mygame-1.0-win.zip' file. | ||
build.directory_name = "CrossChannel-1.01" | ||
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## The name that's uses for executables - the program that users will run | ||
## to start the game. For example, if this is 'mygame', then on Windows, | ||
## users can click 'mygame.exe' to start the game. | ||
build.executable_name = "C+C" | ||
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## If True, Ren'Py will include update information into packages. This | ||
## allows the updater to run. | ||
build.include_update = False | ||
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## File patterns: | ||
## | ||
## The following functions take file patterns. File patterns are case- | ||
## insensitive, and matched against the path relative to the base | ||
## directory, with and without a leading /. If multiple patterns match, | ||
## the first is used. | ||
## | ||
## | ||
## In a pattern: | ||
## | ||
## / | ||
## Is the directory separator. | ||
## * | ||
## Matches all characters, except the directory separator. | ||
## ** | ||
## Matches all characters, including the directory separator. | ||
## | ||
## For example: | ||
## | ||
## *.txt | ||
## Matches txt files in the base directory. | ||
## game/**.ogg | ||
## Matches ogg files in the game directory or any of its subdirectories. | ||
## **.psd | ||
## Matches psd files anywhere in the project. | ||
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## Classify files as None to exclude them from the built distributions. | ||
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build.classify('**~', None) | ||
build.classify('**.bak', None) | ||
build.classify('**/.**', None) | ||
build.classify('**/#**', None) | ||
build.classify('**/thumbs.db', None) | ||
if renpy.android or renpy.ios: | ||
build.classify('game/**.mp4', None) | ||
else: | ||
build.classify('game/**.mpg', None) | ||
## To archive files, classify them as 'archive'. | ||
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build.classify('game/**.png', 'archive') | ||
build.classify('game/**.bmp', 'archive') | ||
build.classify('game/**.jpg', 'archive') | ||
build.classify('game/**.ogg', 'archive') | ||
build.classify('game/**.otf', 'archive') | ||
build.classify('game/**.ttf', 'archive') | ||
build.classify('game/**.ttc', 'archive') | ||
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## Files matching documentation patterns are duplicated in a mac app | ||
## build, so they appear in both the app and the zip file. | ||
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build.documentation('*.html') | ||
build.documentation('*.txt') | ||
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