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transforms.rpy
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501 lines (450 loc) · 10.3 KB
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# Transforms.rpy
# This defines the placements and animations in DDLC
# Base for other transforms (not used in the game)
transform tcommon(x=640, z=0.80):
yanchor 1.0 subpixel True
on show:
ypos 1.03
zoom z*0.95 alpha 0.00
xcenter x yoffset -20
easein .25 yoffset 0 zoom z*1.00 alpha 1.00
on replace:
alpha 1.00
parallel:
easein .25 xcenter x zoom z*1.00
parallel:
easein .15 yoffset 0 ypos 1.03
transform tinstant(x=640, z=0.80):
xcenter x yoffset 0 zoom z*1.00 alpha 1.00 yanchor 1.0 ypos 1.03
# This pulls out the character that is talking and makes them bigger
transform focus(x=640, z=0.80):
yanchor 1.0 ypos 1.03 subpixel True
on show:
zoom z*0.95 alpha 0.00
xcenter x yoffset -20
easein .25 yoffset 0 zoom z*1.05 alpha 1.00
yanchor 1.0 ypos 1.03
on replace:
alpha 1.00
parallel:
easein .25 xcenter x zoom z*1.05
parallel:
easein .15 yoffset 0
# This causes the character to sink down
transform sink(x=640, z=0.80):
xcenter x yoffset 0 yanchor 1.0 ypos 1.03 zoom z*1.00 alpha 1.00 subpixel True
easein .5 ypos 1.06
# This makes the character jump
transform hop(x=640, z=0.80):
xcenter x yoffset 0 yanchor 1.0 ypos 1.03 zoom z*1.00 alpha 1.00 subpixel True
easein .1 yoffset -20
easeout .1 yoffset 0
# Like hop but for a character that is focused
transform hopfocus(x=640, z=0.80):
xcenter x yoffset 0 yanchor 1.0 ypos 1.03 zoom z*1.05 alpha 1.00 subpixel True
easein .1 yoffset -21
easeout .1 yoffset 0
# This causes the character to dip down for a second and come back up
transform dip(x=640, z=0.80):
xcenter x yoffset 0 yanchor 1.0 ypos 1.03 zoom z*1.00 alpha 1.00 subpixel True
easein .25 yoffset 25
easeout .25 yoffset 0
# This causes the character to wobble from side to side and up and down
transform panic(x=640, z=0.80):
xcenter x yoffset 0 yanchor 1.0 ypos 1.03 zoom z*1.00 alpha 1.00 subpixel True
parallel:
ease 1.2 yoffset 25
ease 1.2 yoffset 0
repeat
parallel:
easein .3 xoffset 20
ease .6 xoffset -20
easeout .3 xoffset 0
repeat
# This causes the character to fly in
transform leftin(x=640, z=0.80):
xcenter -300 yoffset 0 yanchor 1.0 ypos 1.03 zoom z*1.00 alpha 1.00 subpixel True
easein .25 xcenter x
# This hides the character
transform thide(z=0.80):
subpixel True
transform_anchor True
on hide:
easein .25 zoom z*0.95 alpha 0.00 yoffset -20
transform lhide:
subpixel True
on hide:
easeout .25 xcenter -300
# Normal positioning and animation based on how many characters
transform t41:
tcommon(200)
transform t42:
tcommon(493)
transform t43:
tcommon(786)
transform t44:
tcommon(1080)
transform t31:
tcommon(240)
transform t32:
tcommon(640)
transform t33:
tcommon(1040)
transform t21:
tcommon(400)
transform t22:
tcommon(880)
transform t11:
tcommon(640)
# Makes the character pop in
transform i41:
tinstant(200)
transform i42:
tinstant(493)
transform i43:
tinstant(786)
transform i44:
tinstant(1080)
transform i31:
tinstant(240)
transform i32:
tinstant(640)
transform i33:
tinstant(1040)
transform i21:
tinstant(400)
transform i22:
tinstant(880)
transform i11:
tinstant(640)
# Makes the character the focus
transform f41:
focus(200)
transform f42:
focus(493)
transform f43:
focus(786)
transform f44:
focus(1080)
transform f31:
focus(240)
transform f32:
focus(640)
transform f33:
focus(1040)
transform f21:
focus(400)
transform f22:
focus(880)
transform f11:
focus(640)
# Makes the character sink
transform s41:
sink(200)
transform s42:
sink(493)
transform s43:
sink(786)
transform s44:
sink(1080)
transform s31:
sink(240)
transform s32:
sink(640)
transform s33:
sink(1040)
transform s21:
sink(400)
transform s22:
sink(880)
transform s11:
sink(640)
# Makes the character hop
transform h41:
hop(200)
transform h42:
hop(493)
transform h43:
hop(786)
transform h44:
hop(1080)
transform h31:
hop(240)
transform h32:
hop(640)
transform h33:
hop(1040)
transform h21:
hop(400)
transform h22:
hop(880)
transform h11:
hop(640)
# Makes the character in focus, hop
transform hf41:
hopfocus(200)
transform hf42:
hopfocus(493)
transform hf43:
hopfocus(786)
transform hf44:
hopfocus(1080)
transform hf31:
hopfocus(240)
transform hf32:
hopfocus(640)
transform hf33:
hopfocus(1040)
transform hf21:
hopfocus(400)
transform hf22:
hopfocus(880)
transform hf11:
hopfocus(640)
# Makes the character dip
transform d41:
dip(200)
transform d42:
dip(493)
transform d43:
dip(786)
transform d44:
dip(1080)
transform d31:
dip(240)
transform d32:
dip(640)
transform d33:
dip(1040)
transform d21:
dip(400)
transform d22:
dip(880)
transform d11:
dip(640)
# Makes the character fly in from the left
transform l41:
leftin(200)
transform l42:
leftin(493)
transform l43:
leftin(786)
transform l44:
leftin(1080)
transform l31:
leftin(240)
transform l32:
leftin(640)
transform l33:
leftin(1040)
transform l21:
leftin(400)
transform l22:
leftin(880)
transform l11:
leftin(640)
# When MC opens his eyes to Sayori's face
transform face(z=0.80, y=500):
subpixel True
xcenter 640
yanchor 1.0 ypos 1.03
yoffset y
zoom z*2.00
# Fade for a new CG
transform cgfade:
on show:
alpha 0.0
linear 0.5 alpha 1.0
on hide:
alpha 1.0
linear 0.5 alpha 0.0
# A little wiggle for Natsuki in the closet
transform n_cg2_wiggle:
subpixel True
xoffset 0
easein 0.15 xoffset 20
easeout 0.15 xoffset 0
easein 0.15 xoffset -15
easeout 0.15 xoffset 0
easein 0.15 xoffset 10
easeout 0.15 xoffset 0
easein 0.15 xoffset -5
ease 0.15 xoffset 0
transform n_cg2_wiggle_loop:
n_cg2_wiggle
1.0
repeat
# Zoom after falling where MC sees Natsuki's face
transform n_cg2_zoom:
subpixel True
truecenter
xoffset 0
easeout 0.20 zoom 2.5 xoffset 200
# Controls the default dissolve speed
define dissolve = Dissolve(0.25)
# Special dissolves for CGs and Scenes
define dissolve_cg = Dissolve(0.75)
define dissolve_scene = Dissolve(1.0)
# Dissolves the whole scene
define dissolve_scene_full = MultipleTransition([
False, Dissolve(1.0),
Solid("#000"), Pause(1.0),
Solid("#000"), Dissolve(1.0),
True])
# Dissolves out from black for start of a new scene
define dissolve_scene_half = MultipleTransition([
Solid("#000"), Pause(1.0),
Solid("#000"), Dissolve(1.0),
True])
# Fade out to black
define close_eyes = MultipleTransition([
False, Dissolve(0.5),
Solid("#000"), Pause(0.25),
True])
# Fade out from black
define open_eyes = MultipleTransition([
False, Dissolve(0.5),
True])
# Sudden Darkness
define trueblack = MultipleTransition([
Solid("#000"), Pause(0.25),
Solid("#000")
])
# Controls `wipeleft`'s wipe
define wipeleft = ImageDissolve("images/menu/wipeleft.png", 0.5, ramplen=64)
# Wipes to black and then to a new scene
define wipeleft_scene = MultipleTransition([
False, ImageDissolve("images/menu/wipeleft.png", 0.5, ramplen=64),
Solid("#000"), Pause(0.25),
Solid("#000"), ImageDissolve("images/menu/wipeleft.png", 0.5, ramplen=64),
True])
define tpause = Pause(0.25)
# White noises and effects
image noise:
truecenter
"images/bg/noise1.jpg"
pause 0.1
"images/bg/noise2.jpg"
pause 0.1
"images/bg/noise3.jpg"
pause 0.1
"images/bg/noise4.jpg"
pause 0.1
xzoom -1
"images/bg/noise1.jpg"
pause 0.1
"images/bg/noise2.jpg"
pause 0.1
"images/bg/noise3.jpg"
pause 0.1
"images/bg/noise4.jpg"
pause 0.1
yzoom -1
"images/bg/noise1.jpg"
pause 0.1
"images/bg/noise2.jpg"
pause 0.1
"images/bg/noise3.jpg"
pause 0.1
"images/bg/noise4.jpg"
pause 0.1
xzoom 1
"images/bg/noise1.jpg"
pause 0.1
"images/bg/noise2.jpg"
pause 0.1
"images/bg/noise3.jpg"
pause 0.1
"images/bg/noise4.jpg"
pause 0.1
yzoom 1
repeat
# Makes a noise overlay transparent
transform noise_alpha:
alpha 0.25
# Have the noise fade in to 40%
transform noisefade(t=0):
alpha 0.0
t
linear 5.0 alpha 0.40
# Vignette around the edge of the screen
image vignette:
truecenter
"images/bg/vignette.png"
# Have the vignette fade in
transform vignettefade(t=0):
alpha 0.0
t
linear 25.0 alpha 1.00
# A random flicker in and out of Vignette
transform vignetteflicker(t=0):
alpha 0.0
t + 2.030
parallel:
alpha 1.00
linear 0.2 alpha 0.8
0.1
alpha 0.7
linear 0.1 alpha 1.00
alpha 0.0
1.19
repeat
parallel:
easeout 20 zoom 3.0
transform layerflicker(t=0):
truecenter
t + 2.030
parallel:
zoom 1.05
linear 0.2 zoom 1.04
0.1
zoom 1.035
linear 0.1 zoom 1.05
zoom 1.0
1.19
repeat
parallel:
easeout_bounce 0.3 xalign 0.6
easeout_bounce 0.3 xalign 0.4
repeat
# Rewind Effect used in Act 2
transform rewind:
truecenter
zoom 1.20
parallel:
easeout_bounce 0.2 xalign 0.55
easeout_bounce 0.2 xalign 0.45
repeat
parallel:
easeout_bounce 0.33 yalign 0.55
easeout_bounce 0.33 yalign 0.45
repeat
# Heartbeat effect used with Yandere Yuri and the Final Act
transform heartbeat:
heartbeat2(1)
transform heartbeat2(m):
truecenter
parallel:
0.144
zoom 1.00 + 0.07 * m
easein 0.250 zoom 1.00 + 0.04 * m
easeout 0.269 zoom 1.00 + 0.07 * m
zoom 1.00
1.479
repeat
parallel:
easeout_bounce 0.3 xalign 0.5 + 0.02 * m
easeout_bounce 0.3 xalign 0.5 - 0.02 * m
repeat
# Motion for Yuri's Eyes
transform yuripupils_move:
function yuripupils_function
init python:
def yuripupils_function(trans, st, at):
trans.xoffset = -1 + random.random() * 9 - 4
trans.yoffset = 3 + random.random() * 6 - 3
return random.random() * 1.2 + 0.3
# Have a character pop in instantly with a given transparency
transform malpha(a=1.00):
i11
alpha a