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script.rpy
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66 lines (47 loc) · 1.79 KB
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# Create new SCState objects to hold the state of our customizable sprite's
# settings. This is necessary to persist the customization selections in
# the game's save data.
#
# One SCState object is needed for every customized character sprite in use.
default player_sprite_state = SCState()
# For the antagonist, set some different defaults than the player.
default antagonist_sprite_state = SCState({
"skin_color": 3,
"clothes": 1,
"hair_style": 2,
"hair_color": "#526f48",
"accessories": 3,
"eye_color": 2
})
# Define our characters like normal.
define pc = Character("Player", image="player")
define an = Character("Antagonist", image="antagonist", color="#a174b0")
label after_load:
# !!IMPORTANT!!
# Recall the saved state for all our custom sprites.
$ sc_player_sprite.set_state(player_sprite_state)
$ sc_antagonist_sprite.set_state(antagonist_sprite_state)
return
label start:
# !!IMPORTANT!!
# Set the state for all our custom sprites.
$ sc_player_sprite.set_state(player_sprite_state)
$ sc_antagonist_sprite.set_state(antagonist_sprite_state)
scene classroom
show player at left
show antagonist relaxed smile at right:
xzoom -1.0
pc "Customize my sprite!"
$ quick_menu = False
call screen sprite_creator("player", sc_player_sprite)
$ quick_menu = True
show player relaxed smile
show antagonist -relaxed -smile
an "Now customize {i}my{/i} sprite!"
$ quick_menu = False
call screen sprite_creator("antagonist", sc_antagonist_sprite)
$ quick_menu = True
show antagonist angry_brows grin
pc "Now both characters are customized separately!"
an "Use this for whatever evil purposes you will."
return