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Scratch Pad

The document outlines a script for a visual novel, detailing various scenes, audio cues, and character interactions. It includes conditional logic for character appearances and actions based on player choices, as well as audio effects for immersion. Additionally, it features a menu system for zooming in and out of scenes and managing character states and inventory items.

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darkysleepy025
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© © All Rights Reserved
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0% found this document useful (0 votes)
16 views4 pages

Scratch Pad

The document outlines a script for a visual novel, detailing various scenes, audio cues, and character interactions. It includes conditional logic for character appearances and actions based on player choices, as well as audio effects for immersion. Additionally, it features a menu system for zooming in and out of scenes and managing character states and inventory items.

Uploaded by

darkysleepy025
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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# quick menu

if persistent.quick_menu:
$ quick_menu = True

show razor2 r blush onlayer back


with dissolve

scene bg basement razor2 postreveal onlayer back at Position(ypos=1125)


show razor2 close enthusiatic onlayer front at Position(ypos=1125)
with fade

play audio "audio/final/__metal_run.wav"


show razor2 r charge onlayer back
with dissolve

play audio "audio/final/Razor_ImpaleSwordBody_6.wav"


hide bg onlayer back
hide cg onlayer back
hide razor2 onlayer back
scene bg black

play audio "audio/final/Razor_ImpaleSwordBody_6.wav"


play audio "audio/one_shot/door_bedroom.wav"

show bg wild woods talk onlayer back


show mid wild woods talk onlayer front
show fore wild woods talk onlayer inyourface
with dissolve

show bg wild woods onlayer back


show mid wild woods onlayer front
show fore wild woods onlayer inyourface
with dissolve

stop music fadeout 15.0


stop sound fadeout 15.0
stop tertiary fadeout 15.0

play audio "audio/final/Nightmare_MaleBreath_1.wav"


play audio "audio/final/Nightmare_BloodFlow_1.wav"

play audio "audio/final/__metal_step.wav"


play audio "audio/final/__metal_run.wav"

play audio "audio/one_shot/footstep_run_medium.wav"


play audio "audio/one_shot/footsteps_stone.wav"
play audio "audio/one_shot/footsteps_hike_short.wav"
play audio "audio/one_shot/footsteps_creaky.wav"

if stranger_schism_count == 1:
hide fore onlayer front
show stranger start talk onlayer back at Position(ypos=1125)
with dissolve
else:
show stranger center talk onlayer farback at Position(ypos=1125)

if stranger_schism_count == 1:
show stranger start onlayer back at Position(ypos=1125)
else:
show stranger center onlayer farback at Position(ypos=1125)

if stranger_schism_count == 1:
hide stranger onlayer back
hide farback onlayer farback
hide fore onlayer front
hide bg onlayer back
show stranger center onlayer farback

if persistent.quick_menu:
$ quick_menu = True

# pickup blade

$ blade_held = True
$ default_mouse = "blade"
play audio "audio/one_shot/knife_pickup.wav"

# drop blade

$ blade_held = False
$ default_mouse = "default"
play audio "audio/one_shot/knife_bounce_several.wav"

# bloody mouse

play audio "audio/one_shot/footsteps_stone.wav"

$ princess_satisfy += 1
$ princess_deny += 1
$ princess_free += 1
$ princess_kept += 1

$ default_mouse = "blood"

################
if stranger_schism_first == "gentle":
p ""
elif stranger_schism_first == "harsh":
sp ""
elif stranger_schism_first == "neutral":
p ""

if stranger_schism_gentle:
""
if stranger_schism_neutral:
""
if stranger_schism_harsh:
""
if stranger_schism_evil:
""
if stranger_schism_monster:
""

label zoom_test:
menu:

n "Test screen"

"{i}• Zoom in.{/i}":


show bg path onlayer farback at flip, Position(ypos=1125), zoom_in
show midground path onlayer back at flip, Position(ypos=1125), zoom_in
show front path onlayer front at flip, Position(ypos=1125), zoom_in

"{i}• Zoom out.{/i}":


show bg path onlayer farback at flip, Position(ypos=1125), zoom_out
show midground path onlayer back at flip, Position(ypos=1125), zoom_out
show front path onlayer front at flip, Position(ypos=1125), zoom_out

jump zoom_test

voice "audio/voices/mound/bonus/path.wav"
mound "This path is already worn by travel and has been seen by one of my many
eyes. You cannot walk it again. Change your course.\n"
menu:
extend ""

"{i}• [[Dodge.]{/i}":
voice "audio/voices/ch2/beast/_encounter/hero/31.wav"
hero "Wait... what?!\n"

voice "audio/voices/mound/bonus/path.wav"
mound "This path is already worn by travel and has been seen by one of
my many eyes. You cannot walk it again. Change your course.\n"
voice "audio/voices/ch2/beast/_encounter/hero/31.wav"
hero "Wait... what?!\n"

# wild music

#$ renpy.music.set_volume(0.55, channel='music2')
#$ renpy.music.set_volume(0.05, channel='music3')
#play music "audio/music/wild/the_wild_l1.ogg" loop
#play music2 "audio/music/wild/the_wild_l2.ogg" loop
#play music3 "audio/music/wild/the_wild_l3.ogg" loop
#play music4
#play music5

#$ renpy.music.set_volume(0.05, 0.5, channel='music')


#$ renpy.music.set_volume(1.0, 0.5, channel='music2')
#$ renpy.music.set_volume(0.5, 0.5, channel='music3')

#$ renpy.music.set_volume(1.0, 1.75, channel='music')


#$ renpy.music.set_volume(0.55, 1.75, channel='music2')
#$ renpy.music.set_volume(0.05, 1.75, channel='music3')
# resetting variables for future loops

"{i}• TEST BUTTON{/i}":


hide bg onlayer farback
hide midground onlayer back
hide front onlayer front
play secondary "audio/music/full/The Long Quiet Soft FINAL.ogg" loop fadein 1.0
stop sound
stop music

#$ mound_fight_triggered = True
#$ final_ending = "leave"
$ loops_finished = 5
$ stubborn_met = True
$ hunted_met = True
$ smitten_met = True
$ paranoid_met = True
$ skeptic_met = True
$ cheated_met = True
$ opportunist_met = True
$ cold_met = True
$ broken_met = True
$ contrarian_met = True
$ witch_end = "witch_betray"
$ first_mound = "witch"
$ first_princess = "gentle"
$ second_mound = "fury"
$ third_mound = "dereal"
$ damsel_end = "dereal"
$ grey_source = "damsel"
$ fourth_mound = "wildnerves"
$ wild_end = "joined"
$ fifth_mound = "razorheart"
$ razor_end = "peace"
show farback quiet onlayer farback at Position(ypos=1125)
show content m empty onlayer front at Position(ypos=1125)
show mirror frame onlayer front at Position(ypos=1125)
show player mirror onlayer front at Position(ypos=1125)
jump mirror_finale
#$ loops_destroyed = 2
#$ loops_finished = 4
#$ oblivion_when_met = 2

jump felina_cabin_staging

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