define x = Character("Name", color="#FF2400")
label start:
scene bg cave #insert "bg cave.png"
show lucy happy
"Wow, It's really really dark in here."
"Lucy" "Better watch out. You don't want to be eaten by a Grue."
l "Why are you trying to put words into my mouth? And who are you
calling \"it\"?"
show lucy mad at right
l "What's more, what are you going to do about the Grue problem? Are you just
going to leave me here?"
#Additional show logo base at rightish behind eileen
hide logo
#Postion
show eileen happy:
xalign 0.0 left side, 0.5 middle, 1.0 right side
yalign 1.0
#Transitions
define slowdissolve = Dissolve(1.0)
scene bg meadow
show sylvie green smile
with dissolve
dissolvelink
Takes 0.5 seconds to dissolve from the old to the new screen. An instance of the
Dissolve() transition class.
fadelink
Takes 0.5 seconds to fade to black, and then 0.5 seconds to fade to the new screen.
An instance of the Fade() transition class.
pixellatelink
Pixellates the old scene for .5 seconds, and the new scene for another .5 seconds.
An instance of the Pixellate() transition class.
movelink
Takes 0.5 seconds to the move images that have changed location to their new
locations. An instance of the MoveTransition() transition class.
Move transitions, and similar transitions like ease, can only be applied to a
single layer or all layers at once, using the with statement. It will not work in
other contexts such as ATL, ComposeTransition(), or other ways of applying
transitions.
moveinrightlink
Also: moveinleft, moveintop, moveinbottom
These move entering images onto the screen from the appropriate side, taking 0.5
seconds to do so.
moveoutrightlink
Also: moveoutleft, moveouttop, moveoutbottom
These move leaving images off the screen via the appropriate side, taking 0.5
seconds to do so.
easelink
Also: easeinright, easeinleft, easeintop, easeinbottom, easeoutright, easeoutleft,
easeouttop, easeoutbottom
These are similar to the move- family of transitions, except that they use a
cosine-based curve to slow down the start and end of the transition.
zoominlink
This zooms in entering images, taking 0.5 seconds to do so.
zoomoutlink
This zooms out leaving images, taking 0.5 seconds to do so.
zoominoutlink
This zooms in entering images and zooms out leaving images, taking 0.5 seconds to
do so.
vpunchlink
When invoked, this transition shakes the screen vertically for a quarter second.
Imitating and customizing this transition and hpunch is best done using ATL
Transitions.
hpunchlink
When invoked, this transition shakes the screen horizontally for a quarter second.
blindslink
Transitions the screen in a vertical blinds effect lasting 1 second. An instance of
the ImageDissolve() transition class.
squareslink
Transitions the screen in a squares effect lasting 1 second.
wipeleftlink
Also: wiperight, wipeup, wipedown
Wipes the scene in the given direction. Instances of the CropMove() transition
class.
slideleftlink
Also: slideright, slideup, slidedown
Slides the new scene in the given direction. Instances of the CropMove() transition
class.
slideawayleftlink
Also: slideawayright, slideawayup, slideawaydown
Slides the old scene in the given direction. Instances of the CropMove() transition
class.
pushrightlink
Also: pushleft, pushup, pushdown
These use the new scene to slide the old scene out the named side. Instances of the
PushMove() transition class.
irisinlink
Also: irisout
Use a rectangular iris to display the new screen, or hide the old screen. Instances
of the CropMove() transition class.
#Bgm loop always = true
play music "audio/name.mp3" fadeout 1.0 fadein 1.0 bgm
...
stop music fadeout 1.0
queue music "audio/next_track.opus"
stop music
#Sfx loo = false
play sound "audio/name.mp3"
#label
label start #For first introduction
label sprites #For expression
label background #For bg name.png
label bgm #For bg music
label choices:
default (something could get, ex: affection) = False
Name "Bla bla bla"
menu:
"bla":
jump to choices1_a
"bleh":
jump to choices1_b
label choices1_a:
Name "blah blah"
$ affection +1 = True
jump to continue_story
label choices1_b:
Name "Ble ble"
jump to continue_story
label flags:
if affection +1:
Name "Hell yeah"
else:
Name "Mother fuck"
label continue_story:
Name "story continue"
#Affection points
define earned_points_info = _("[points]{image=points.png} earned points")
g "I'm happy to see you you have [earned_points_info!ti]."
if points > 5:
$ mood = _("happy")
else:
$ mood = _("annoyed")
g "I'm [mood!t] to see you."
#Interpolation
!x
r/s (repr or str)
t (translate)
i (recursive interpolation)
q (quoting)
u (uppercase)
l (lowercase)
c (capitalize)
#Styling and Text Tags
# This line is correct.
"Plain {b}Bold {i}Bold-Italic{/i} Bold{/b} Plain"
# This line is incorrect, and will cause incorrect behavior.
"Plain {b}Bold {i}Bold-Italic{/b} Italic{/i} Plain"