Jam13Yuuka/game/options.rpy

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## This file contains options that can be changed to customize your game.
##
## 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.
## TODO: Change these top three values (config.name, build.name,
## and config.save_directory) to something unique for your project!
## Basics ######################################################################
## A human-readable name of the game. This is used to set the default window
## title, and shows up in the interface and error reports.
##
## The _() surrounding the string marks it as eligible for translation.
define config.name = _("Dimly Dreamt Lotus Flowers")
## A short name for the game used for executables and directories in the built
## distribution. This must be ASCII-only, and must not contain spaces, colons,
## or semicolons.
define build.name = "Dimly Dreamt Lotus Flowers"
## Save directory ##############################################################
##
## Controls the platform-specific place Ren'Py will place the save files for
## this game. The save files will be placed in:
##
## Windows: %APPDATA\RenPy\<config.save_directory>
##
## Macintosh: $HOME/Library/RenPy/<config.save_directory>
##
## Linux: $HOME/.renpy/<config.save_directory>
##
## This generally should not be changed, and if it is, should always be a
## literal string, not an expression.
## Note: a typical save_directory value looks like "FreshProject-1671818013"
define config.save_directory = "Jam13Yuuka-1258128491"
## The version of the game.
define config.version = "1.0"
## Text that is placed on the game's about screen. Place the text between the
## triple-quotes, and leave a blank line between paragraphs.
define gui.about = _p("""A game created in 3 days for Touhou Fan Game Jam 13.
By Jacoder23, Shyraku, Nanossis, hermit_irl, and Spear.
Uses EasyRenPyGui and Achievements for Ren'Py both by Feniks Development
Uses Renpy Auto Highlight and Kinetic Text Tags both by Wattson
Uses Lint+ by KigyoDev""")
# TODO: REPLACE THE ABOUT WITH NEW CREDITS WHEN POSSIBLE
## Sounds and music ############################################################
## These three variables control, among other things, which mixers are shown
## to the player by default. Setting one of these to False will hide the
## appropriate mixer.
define config.has_sound = True
define config.has_music = True
define config.has_voice = True
## To allow the user to play a test sound on the sound or voice channel,
## uncomment a line below and use it to set a sample sound to play.
# define config.sample_sound = "sample-sound.ogg"
# define config.sample_voice = "sample-voice.ogg"
## Uncomment the following line to set an audio file that will be played while
## the player is at the main menu. This file will continue playing into the
## game, until it is stopped or another file is played.
## Music that is played while the user is at the main menu.
define config.main_menu_music = "audio/main_menu.mp3"
## Transitions #################################################################
##
## These variables set transitions that are used when certain events occur.
## Each variable should be set to a transition, or None to indicate that no
## transition should be used.
## Entering or exiting the game menu.
define config.enter_transition = dissolve
define config.exit_transition = dissolve
## Between screens of the game menu.
define config.intra_transition = dissolve
## A transition that is used after a game has been loaded.
define config.after_load_transition = None
## Used when entering the main menu after the game has ended.
define config.end_game_transition = None
## Window management ###########################################################
##
## This controls when the dialogue window is displayed. If "show", it is always
## displayed. If "hide", it is only displayed when dialogue is present. If
## "auto", the window is hidden before scene statements and shown again once
## dialogue is displayed.
##
## After the game has started, this can be changed with the "window show",
## "window hide", and "window auto" statements.
define config.window = "auto"
## Transitions used to show and hide the dialogue window
define config.window_show_transition = Dissolve(.2)
define config.window_hide_transition = Dissolve(.2)
## Preference defaults #########################################################
## Controls the default text speed. The default, 0, is infinite, while any other
## number is the number of characters per second to type out.
default preferences.text_cps = 40
## The default auto-forward delay. Larger numbers lead to longer waits, with 0
## to 30 being the valid range.
default preferences.afm_time = 15
## Icon ########################################################################
##
## The icon displayed on the taskbar or dock.
define config.window_icon = "gui/window_icon.png"
## Custom Options ##############################################################
##
## Config variables that I like to have set up.
## Convenience for not crashing on grids without enough items
## https://www.renpy.org/doc/html/config.html#var-config.allow_underfull_grids
## In modern Ren'Py, this is already the default.
define config.allow_underfull_grids = True
## Default volume % for the various volume sliders
## https://www.renpy.org/doc/html/preferences.html#audio-channel-defaults
define config.default_music_volume = 0.5
define config.default_sfx_volume = 0.5
define config.default_voice_volume = 0.5
## Optional; this reverts the behaviour of the volume sliders back to
## pre-8.1, so muting the game shows the volume sliders all at 0
# define config.preserve_volume_when_muted = False
## The number of auto save slots Ren'Py will save to before it
## starts overwriting the first one
define config.autosave_slots = 6
## Same thing, but for quick save
define config.quicksave_slots = 6
define config.has_sync = False
## Build configuration #########################################################
##
## This section controls how Ren'Py turns your project into distribution files.
init python:
## 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, and "**.psd" matches psd files anywhere in the project.
## Classify files as None to exclude them from the built distributions.
build.classify('**~', None)
build.classify('**.bak', None)
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
build.classify('**.psd', None)
build.classify('game/cache/**', None)
## NOTE: This excludes markdown and txt files. If you use these formats
## for README or instructions, you may want to remove these lines.
build.classify('**.txt', None)
build.classify('**.md', None)
build.classify('**.rpy', None)
## To archive files, classify them as 'archive'.
build.classify("game/**.rpy", "archive")
build.classify("game/**.rpym", "archive")
build.classify("game/**.webp", "archive")
build.classify("game/**.webm", "archive")
build.classify("game/**.mp4", "archive")
build.classify("game/**.png", "archive")
build.classify("game/**.jpg", "archive")
build.classify("game/**.ttf", "archive")
build.classify("game/**.otf", "archive")
build.classify("game/**.mp3", "archive")
build.classify("game/**.wav", "archive")
build.classify("game/**.ogg", "archive")
build.classify("game/**.opus", "archive")
build.classify("game/**.rpyc", "archive")
build.classify("game/**.rpymc", "archive")
## Files matching documentation patterns are duplicated in a mac app build,
## so they appear in both the app and the zip file.
build.documentation('*.html')
build.documentation('*.txt')
## A Google Play license key is required to perform in-app purchases. It can be
## found in the Google Play developer console, under "Monetize" > "Monetization
## Setup" > "Licensing".
# define build.google_play_key = "..."
## The username and project name associated with an itch.io project, separated
## by a slash.
define build.itch_project = "jacoder23/dimly-dreamt-lotus-flowers"