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splash.rpy
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splash.rpy
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## splash.rpy
# This is where the splashscreen, disclaimer and menu code reside in.
# This python statement checks that 'audio.rpa', 'fonts.rpa' and 'images.rpa'
# are in the game folder and if the project is in a cloud folder (OneDrive).
# Note: For building a mod for PC/Android, you must keep the DDLC RPAs
# and decompile them for the builds to work.
init -100 python:
import os
if not renpy.android:
for archive in ['audio','images','fonts']:
if archive not in config.archives:
raise DDLCRPAsMissing(archive)
if renpy.windows:
onedrive_path = os.environ.get("OneDrive")
if onedrive_path is not None:
if onedrive_path in config.basedir:
raise IllegalModLocation
## Splash Message
# This python statement is where the splash messages reside in.
init python:
# This variable is the default splash message that people will see when
# the game launches.
splash_message_default = "This game is an unofficial fan game that is unaffiliated with Team Salvato."
# This array variable stores different kinds of splash messages you can use
# to show to the player on startup.
splash_messages = [
"Please support Doki Doki Literature Club.",
"Monika is watching you code."
]
### New in 3.0.0
## This recolor function allows you to recolor the GUI of DDLC easily without replacing
## the in-game assets.
##
## Syntax to use: recolorize("path/to/your/image", "#color1hex", "#color2hex", contrast value)
## Example: recolorize("gui/menu_bg.png", "#bdfdff", "#e6ffff", 1.25)
def recolorize(path, blackCol="#ffbde1", whiteCol="#ffe6f4", contr=1.29):
return im.MatrixColor(im.MatrixColor(im.MatrixColor(path, im.matrix.desaturate() * im.matrix.contrast(contr)), im.matrix.colorize("#00f", "#fff")
* im.matrix.saturation(120)), im.matrix.desaturate() * im.matrix.colorize(blackCol, whiteCol))
def process_check(stream_list):
if not renpy.windows:
for index, process in enumerate(stream_list):
stream_list[index] = process.replace(".exe", "")
for x in stream_list:
for y in process_list:
if re.match(r"^" + x + r"\b", y):
return True
return False
# This image text shows the splash message when the game loads.
image splash_warning = ParameterizedText(style="splash_text", xalign=0.5, yalign=0.5)
## Main Menu Images
# These image transforms store the images and positions of the game logo,
# the menu character sprites and main menu/pause menu screen images.
# This image shows the DDLC logo in the normal DDLC position.
image menu_logo:
"mod_assets/DDLCModTemplateLogo.png"
# im.Composite((512, 512), (0, 0), recolorize("mod_assets/logo_bg.png"), (0, 0), "mod_assets/logo_fg.png")
subpixel True
xcenter 240
ycenter 120
zoom 0.60
menu_logo_move
# This image shows the main menu polka-dot image.
image menu_bg:
topleft
"gui/menu_bg.png"
# recolorize("gui/menu_bg.png", "#ffdbf0", "#fff", 1)
menu_bg_move
# This image shows the pause menu polka-dot image.
image game_menu_bg:
topleft
"gui/menu_bg.png"
# recolorize("gui/menu_bg.png", "#ffdbf0", "#fff", 1)
menu_bg_loop
# This image transform shows the white fading effect in the main menu.
image menu_fade:
"white"
menu_fadeout
# These images show each respective characters' menu sprite and positions/animations.
image menu_art_y:
subpixel True
"gui/menu_art_y.png"
xcenter 600
ycenter 335
zoom 0.60
menu_art_move(0.54, 600, 0.60)
image menu_art_n:
subpixel True
"gui/menu_art_n.png"
xcenter 750
ycenter 385
zoom 0.58
menu_art_move(0.58, 750, 0.58)
image menu_art_s:
subpixel True
"gui/menu_art_s.png"
xcenter 510
ycenter 500
zoom 0.68
menu_art_move(0.68, 510, 0.68)
image menu_art_m:
subpixel True
"gui/menu_art_m.png"
xcenter 1000
ycenter 640
zoom 1.00
menu_art_move(1.00, 1000, 1.00)
# These images are the same as above but ghost themed for the secret ghost menu
# that appears rarely in-game .
image menu_art_y_ghost:
subpixel True
"gui/menu_art_y_ghost.png"
xcenter 600
ycenter 335
zoom 0.60
menu_art_move(0.54, 600, 0.60)
image menu_art_n_ghost:
subpixel True
"gui/menu_art_n_ghost.png"
xcenter 750
ycenter 385
zoom 0.58
menu_art_move(0.58, 750, 0.58)
image menu_art_s_ghost:
subpixel True
"gui/menu_art_s_ghost.png"
xcenter 510
ycenter 500
zoom 0.68
menu_art_move(0.68, 510, 0.68)
image menu_art_m_ghost:
subpixel True
"gui/menu_art_m_ghost.png"
xcenter 1000
ycenter 640
zoom 1.00
menu_art_move(1.00, 1000, 1.00)
# This image sprite shows a glitched Sayori menu sprite after Act 1 finishes.
image menu_art_s_glitch:
subpixel True
"gui/menu_art_s_break.png"
xcenter 470
ycenter 600
zoom 0.68
menu_art_move(.8, 470, .8)
# This image shows the main menu screen in the main/pause menu.
image menu_nav:
"gui/overlay/main_menu.png"
#recolorize("gui/overlay/main_menu.png", "#ffbde1")
menu_nav_move
## Main Menu Effects
# These transforms and image transform store the effects that appear in the
# main menu on startup.
# This image transform shows a particle burst effect image to the main menu when
# the game starts.
image menu_particles:
2.481
xpos 224
ypos 104
ParticleBurst("gui/menu_particle.png", explodeTime=0, numParticles=40, particleTime=2.0, particleXSpeed=3, particleYSpeed=3).sm
particle_fadeout
# This transform fades out the particle effects of the main menu
transform particle_fadeout:
easeout 1.5 alpha 0
# This transform moves the polka-dot menu background to the upper-left.
transform menu_bg_move:
subpixel True
topleft
parallel:
xoffset 0 yoffset 0
linear 3.0 xoffset -100 yoffset -100
repeat
parallel:
ypos 0
time 0.65
ease_cubic 2.5 ypos -500
# This transform loops the polka-dot moving effect.
transform menu_bg_loop:
subpixel True
topleft
parallel:
xoffset 0 yoffset 0
linear 3.0 xoffset -100 yoffset -100
repeat
# This transform moves the menu logo down to it's intended placement in-game.
transform menu_logo_move:
subpixel True
yoffset -300
time 1.925
easein_bounce 1.5 yoffset 0
# This transform moves the main menu screen in-game to be visible.
transform menu_nav_move:
subpixel True
xoffset -500
time 1.5
easein_quint 1 xoffset 0
# This transform fades out the main menu screen.
transform menu_fadeout:
easeout 0.75 alpha 0
time 2.481
alpha 0.4
linear 0.5 alpha 0
# This transform takes in a z-axis, x-axis and zoom numbers and moves the menu
# sprites to where they appear in the game.
transform menu_art_move(z, x, z2):
subpixel True
yoffset 0 + (1200 * z)
xoffset (740 - x) * z * 0.5
zoom z2 * 0.75
time 1.0
parallel:
ease 1.75 yoffset 0
parallel:
pause 0.75
ease 1.5 zoom z2 xoffset 0
## Team Salvato Splash Screen
# This image stores the Tean Salvato logo image that appears when the game starts.
image intro:
truecenter
"white"
0.5
"bg/splash.png" with Dissolve(0.5, alpha=True)
2.5
"white" with Dissolve(0.5, alpha=True)
0.5
# This image is a left over from DDLC's development that shows the splash message
# when the game starts.
image warning:
truecenter
"white"
"splash_warning" with Dissolve(0.5, alpha=True)
2.5
"white" with Dissolve(0.5, alpha=True)
0.5
## This init python statement checks if the character files are present in-game
## and writes them to the characters folder depending on the playthrough.
init python:
if not persistent.do_not_delete:
if renpy.android:
if not os.path.exists(os.path.join(os.environ['ANDROID_PUBLIC'], "characters")):
os.mkdir(os.path.join(os.environ['ANDROID_PUBLIC'], "characters"))
else:
if not os.path.exists(os.path.join(config.basedir, "characters")):
os.mkdir(os.path.join(config.basedir, "characters"))
restore_all_characters()
## These images are the background images shown in-game during the disclaimer.
image tos = "bg/warning.png"
image tos2 = "bg/warning2.png"
## This sets the persistent to false in order to choose a language.
default persistent.has_chosen_language = False
## This sets the first run variable to False to show the disclaimer.
default persistent.first_run = False
## This sets the lockdown check variable to False to show the warning for developers.
default persistent.lockdown_warning = False
## Startup Disclaimer
## This label calls the disclaimer screen that appears when the game starts.
label splashscreen:
## This python statement grabs the username and process list of the PC.
python:
process_list = []
currentuser = ""
if renpy.windows:
try: process_list = subprocess.check_output("wmic process get Description", shell=True).lower().replace("\r", "").replace(" ", "").split("\n")
except subprocess.CalledProcessError:
try:
process_list = subprocess.check_output("powershell (Get-Process).ProcessName", shell=True).lower().replace("\r", "").split("\n") # For W11 builds > 22000
for i, x in enumerate(process_list):
process_list[i] = x + ".exe"
except subprocess.CalledProcessError: pass
else:
try: process_list = subprocess.check_output("ps -A --format cmd", shell=True).decode('utf-8').split("\n") # Linux
except subprocess.CalledProcessError: process_list = subprocess.check_output("ps -A -o command", shell=True).decode('utf-8').split("\n") # MacOS
process_list.pop(0)
for name in ('LOGNAME', 'USER', 'LNAME', 'USERNAME'):
user = os.environ.get(name)
if user:
currentuser = user
## This if statement checks if we have passed the disclaimer and that the
## current version of the mod equals the old one or the autoload is set to
## the post-credit loop.
if persistent.first_run and (config.version == persistent.oldversion or persistent.autoload == "postcredits_loop"):
$ quick_menu = False
scene black
menu:
"A previous save file has been found. Would you like to delete your save data and start over?"
"Yes, delete my existing data.":
"Deleting save data...{nw}"
python:
delete_all_saves()
renpy.loadsave.location.unlink_persistent()
renpy.persistent.should_save_persistent = False
renpy.utter_restart()
"No, continue where I left off.":
$ restore_relevant_characters()
if renpy.version_tuple == (6, 99, 12, 4, 2187) and not renpy.get_autoreload():
if os.path.exists(config.gamedir + "/definitions/splash.rpy"):
"{b}Warning:{/b} You are running the DDLC Mod Template on a version of Ren'Py that may be depreciated in the near future."
"Mod Template development has been focused to support DDLC on either Ren'Py 7 and Ren'Py 8."
"While this template supports the current Ren'Py version, this may not be the case in the near future."
"It is highly recommended that you upgrade to Ren'Py 7 to continue mod development. More information can be found [here](https://www.reddit.com/r/DDLCMods/wiki/notices/#wiki_why_is_the_megathread_and_other_users_recommending_me_to_create_my_mod_in_ren.27py_7.3F)."
window hide
pause 1.0
window auto
if not persistent.lockdown_warning:
if os.path.exists(config.gamedir + "/core/lockdown_check.rpy"):
call lockdown_check
else:
$ persistent.lockdown_warning = True
if not persistent.first_run:
$ quick_menu = False
scene white
pause 0.5
scene tos
with Dissolve(1.0)
pause 1.0
## Switch to language selector. Borrowed from Ren'Py
if not persistent.has_chosen_language and translations:
if _preferences.language is None:
call choose_language
$ persistent.has_chosen_language = True
## You can edit this message but you MUST declare that your mod is
## unaffiliated with Team Salvato, requires that the player must
## finish DDLC before playing, has spoilers for DDLC, and where to
## get DDLC's files."
"[config.name] is a Doki Doki Literature Club fan mod that is not affiliated in anyway with Team Salvato."
"It is designed to be played only after the official game has been completed, and contains spoilers for the official game."
"Game files for Doki Doki Literature Club are required to play this mod and can be downloaded for free at: https://ddlc.moe or on Steam."
menu:
"By playing [config.name] you agree that you have completed Doki Doki Literature Club and accept any spoilers contained within."
"I agree.":
pass
$ persistent.first_run = True
scene tos2
with Dissolve(1.5)
pause 1.0
## This if statement checks if we are running any common streaming/recording
## software so the game can enable Let's Play Mode automatically and notify
## the user about it if extra settings are enabled.
if extra_settings:
if process_check(["obs32.exe", "obs64.exe", "obs.exe", "xsplit.core.exe", "livehime.exe", "pandatool.exe", "yymixer.exe", "douyutool.exe", "huomaotool.exe"]):
$ persistent.lets_play = True
call screen dialog("Let's Play Mode has been enabled automatically.\nThis mode allows you to skip content that\ncontains sensitive information or apply alternative\nstory options.\n\nThis setting will be dependent on the modder\nif they programmed these checks in their story.\n\n To turn off Let's Play Mode, visit Settings and\nuncheck Let's Play Mode.",
[Hide("dialog"), Return()])
scene white
## This python statement controls whether the Sayori Kill Early screen shows
## in-game. This feature has been commented out for mod safety reasons but can
## be used if needed.
# python:
# s_kill_early = None
# if persistent.playthrough == 0:
# try: renpy.file("../characters/sayori.chr")
# except IOError: s_kill_early = True
# if not s_kill_early:
# if persistent.playthrough <= 2 and persistent.playthrough != 0:
# try: renpy.file("../characters/monika.chr")
# except IOError: open(config.basedir + "/characters/monika.chr", "wb").write(renpy.file("monika.chr").read())
# if persistent.playthrough <= 1 or persistent.playthrough == 4:
# try: renpy.file("../characters/natsuki.chr")
# except IOError: open(config.basedir + "/characters/natsuki.chr", "wb").write(renpy.file("natsuki.chr").read())
# try: renpy.file("../characters/yuri.chr")
# except IOError: open(config.basedir + "/characters/yuri.chr", "wb").write(renpy.file("yuri.chr").read())
# if persistent.playthrough == 4:
# try: renpy.file("../characters/sayori.chr")
# except IOError: open(config.basedir + "/characters/sayori.chr", "wb").write(renpy.file("sayori.chr").read())
## This if statement controls which special poems are shown to the player in-game.
if not persistent.special_poems:
python hide:
# This variable sets a array of zeroes to assign poem numbers.
persistent.special_poems = [0,0,0]
# This sets the range of poem numbers to pick from.
a = range(1,12)
# This for loop loops 3 times (array number of special_poems) and
# assigns a random number to the array.
for i in range(3):
b = renpy.random.choice(a)
persistent.special_poems[i] = b
# This line makes sure we remove the number chosen from the range
# list to avoid duplicates.
a.remove(b)
## This variable makes sure the path of the base directory is Linux/macOS/Unix
## based than Windows as Python/Ren'Py prefers this placement.
$ basedir = config.basedir.replace('\\', '/')
## This if statement checks whether we have a auto-load set to load it than
## start the game screen as-new.
if persistent.autoload:
jump autoload
## This variable sets skipping to False for the splash screen.
$ config.allow_skipping = False
## This if statement checks if we are in Act 2, have not seen the ghost menu
## before and a random number is 0 from 0-63.
if persistent.playthrough == 2 and not persistent.seen_ghost_menu and renpy.random.randint(0, 63) == 0:
show black
# These variables set the splash and menu screen to be a ghost menu.
$ config.main_menu_music = audio.ghostmenu
$ persistent.seen_ghost_menu = True
$ persistent.ghost_menu = True
$ renpy.music.play(config.main_menu_music)
$ pause(1.0)
show end with dissolve_cg
$ pause(3.0)
$ config.allow_skipping = True
return
## This if statement checks if 'sayori.chr' was deleted after the disclaimer
## was made. This feature has been commented out for mod safety reasons but
## can be used if needed.
# if s_kill_early:
# show black
# play music "bgm/s_kill_early.ogg"
# $ pause(1.0)
# show end with dissolve_cg
# $ pause(3.0)
# scene white
# show expression "images/cg/s_kill_early.png":
# yalign -0.05
# xalign 0.25
# dizzy(1.0, 4.0, subpixel=False)
# show white as w2:
# choice:
# ease 0.25 alpha 0.1
# choice:
# ease 0.25 alpha 0.125
# choice:
# ease 0.25 alpha 0.15
# choice:
# ease 0.25 alpha 0.175
# choice:
# ease 0.25 alpha 0.2
# choice:
# ease 0.25 alpha 0.225
# choice:
# ease 0.25 alpha 0.25
# choice:
# ease 0.25 alpha 0.275
# choice:
# ease 0.25 alpha 0.3
# pass
# choice:
# pass
# choice:
# 0.25
# choice:
# 0.5
# choice:
# 0.75
# repeat
# show noise:
# alpha 0.1
# with Dissolve(1.0)
# show expression Text("Now everyone can be happy.", style="sayori_text"):
# xalign 0.8
# yalign 0.5
# alpha 0.0
# 600
# linear 60 alpha 0.5
# pause
# $ renpy.quit()
show white
$ persistent.ghost_menu = False
$ splash_message = splash_message_default
$ config.main_menu_music = audio.t1
$ renpy.music.play(config.main_menu_music)
show intro with Dissolve(0.5, alpha=True)
$ pause(2.5)
hide intro with Dissolve(0.5, alpha=True)
if persistent.playthrough == 2 and renpy.random.randint(0, 3) == 0:
$ splash_message = renpy.random.choice(splash_messages)
show splash_warning "[splash_message]" with Dissolve(0.5, alpha=True)
$ pause(1.5)
hide splash_warning with Dissolve(0.5, alpha=True)
$ pause(0.5)
$ config.allow_skipping = True
return
## This label is a left-over from DDLC's development that hides the Team Salvato
## logo and shows the splash message.
label warningscreen:
hide intro
show warning
pause 3.0
## This label is used when 'monika.chr' is deleted when the game starts Day 1 of
## Act 1. This feature has been commented out for mod safety reasons but can be
## used if needed.
# label ch0_kill:
# $ s_name = "Sayori"
# show sayori 1b zorder 2 at t11
# s "..."
# s "..."
# s "W-What..."
# s 1g "..."
# s "This..."
# s "What is this...?"
# s "Oh no..."
# s 1u "No..."
# s "This can't be it."
# s "This can't be all there is."
# s 4w "What is this?"
# s "What am I?"
# s "Make it stop!"
# s "PLEASE MAKE IT STOP!"
# $ delete_character("sayori")
# $ delete_character("natsuki")
# $ delete_character("yuri")
# $ delete_character("monika")
# $ renpy.quit()
# return
## This label checks if the save loaded matches the anti-cheat stored in the save.
label after_load:
$ restore_all_characters()
$ config.allow_skipping = allow_skipping
$ _dismiss_pause = config.developer
$ persistent.ghost_menu = False
$ style.say_dialogue = style.normal
## This 'if' statement makes sure if we are in Yuri's death CG in
## Act 2 to bring us back to the scene at a given time.
# if persistent.yuri_kill > 0 and persistent.autoload == "yuri_kill_2":
# if persistent.yuri_kill >= 1380:
# $ persistent.yuri_kill = 1440
# elif persistent.yuri_kill >= 1180:
# $ persistent.yuri_kill = 1380
# elif persistent.yuri_kill >= 1120:
# $ persistent.yuri_kill = 1180
# elif persistent.yuri_kill >= 920:
# $ persistent.yuri_kill = 1120
# elif persistent.yuri_kill >= 720:
# $ persistent.yuri_kill = 920
# elif persistent.yuri_kill >= 660:
# $ persistent.yuri_kill = 720
# elif persistent.yuri_kill >= 460:
# $ persistent.yuri_kill = 660
# elif persistent.yuri_kill >= 260:
# $ persistent.yuri_kill = 460
# elif persistent.yuri_kill >= 200:
# $ persistent.yuri_kill = 260
# else:
# $ persistent.yuri_kill = 200
# jump expression persistent.autoload
## use a 'elif' here than 'if' if you uncommented the code above.
## This statement checks if the anticheat number is equal to the
## anticheat number in the save file, else it errors out.
if anticheat != persistent.anticheat:
stop music
scene black
"The save file could not be loaded."
"Are you trying to cheat?"
$ m_name = "Monika"
show monika 1 at t11
if persistent.playername == "":
m "You're so funny."
else:
m "You're so funny, [persistent.playername]."
$ renpy.utter_restart()
else:
if persistent.playthrough == 0 and not persistent.first_load and not config.developer:
$ persistent.first_load = True
call screen dialog("Hint: You can use the \"Skip\" button to\nfast-forward through text you've already read.", ok_action=Return())
return
## This label loads the label saved in the autoload variable.
label autoload:
python:
if "_old_game_menu_screen" in globals():
_game_menu_screen = _old_game_menu_screen
del _old_game_menu_screen
if "_old_history" in globals():
_history = _old_history
del _old_history
renpy.block_rollback()
renpy.context()._menu = False
renpy.context()._main_menu = False
main_menu = False
_in_replay = None
# if persistent.yuri_kill > 0 and persistent.autoload == "yuri_kill_2":
# $ persistent.yuri_kill += 200
if renpy.get_return_stack():
$ renpy.pop_call()
jump expression persistent.autoload
## This label is used when the game starts to direct back to
## Yuri's Death CG from the main menu.
# label autoload_yurikill:
# if persistent.yuri_kill >= 1380:
# $ persistent.yuri_kill = 1440
# elif persistent.yuri_kill >= 1180:
# $ persistent.yuri_kill = 1380
# elif persistent.yuri_kill >= 1120:
# $ persistent.yuri_kill = 1180
# elif persistent.yuri_kill >= 920:
# $ persistent.yuri_kill = 1120
# elif persistent.yuri_kill >= 720:
# $ persistent.yuri_kill = 920
# elif persistent.yuri_kill >= 660:
# $ persistent.yuri_kill = 720
# elif persistent.yuri_kill >= 460:
# $ persistent.yuri_kill = 660
# elif persistent.yuri_kill >= 260:
# $ persistent.yuri_kill = 460
# elif persistent.yuri_kill >= 200:
# $ persistent.yuri_kill = 260
# else:
# $ persistent.yuri_kill = 200
# jump expression persistent.autoload
## This label sets the main menu music to Doki Doki Literature Club before the
## menu starts.
label before_main_menu:
$ config.main_menu_music = audio.t1
return
## This label is a left-over from DDLC's development that quits the game but shows
## a close-up Monika face before doing so.
label quit:
if persistent.ghost_menu:
hide screen main_menu
scene white
show expression "gui/menu_art_m_ghost.png":
xpos -100 ypos -100 zoom 3.5
pause 0.01
return