diff --git a/style.css b/style.css index 2f1998dd..afe78e68 100644 --- a/style.css +++ b/style.css @@ -6,6 +6,7 @@ --list-background-color: #110d15; --text-color: white; --scrollbar-color: #2a2235; + --code-background: #100d15; } a { @@ -121,7 +122,7 @@ li { } code { - background: var(--list-background-color); + background: var(--code-background); } code.inline-code { @@ -137,13 +138,14 @@ pre.inline-code code { } pre.inline-code { - background: var(--list-background-color); + background: var(--code-background); padding: 1em; width: fit-content; } pre.hljs code, pre.hljs code * { + background: var(--code-background); font-family: monospace; white-space: pre-wrap; } @@ -271,7 +273,7 @@ hue-6-2: #e6c07b .hljs { color: #abb2bf; - background: #2a2235; + background: var(--code-background); } .hljs-comment, @@ -291,7 +293,7 @@ hue-6-2: #e6c07b .hljs-selector-tag, .hljs-deletion, .hljs-subst { - color: #e06c75; + color: #e06c75 !important; } .hljs-literal { @@ -303,7 +305,7 @@ hue-6-2: #e6c07b .hljs-addition, .hljs-attribute, .hljs-meta .hljs-string { - color: #98c379; + color: #98c379 !important; } .hljs-attr, diff --git a/wiki/Modding The Engine/Creating characters/index.html b/wiki/Modding The Engine/Creating characters/index.html index d9950893..ce14f064 100644 --- a/wiki/Modding The Engine/Creating characters/index.html +++ b/wiki/Modding The Engine/Creating characters/index.html @@ -90,7 +90,7 @@
There's a lot to unpack, but we'll go over the character
node's properties first:
There's a lot to unpack, but we'll go over the character
node's properties first:
sprite
determines which sprite to load, if you have a spritesheet with a different name.isPlayer
determines whether your character is a player character or not (for example, boyfriend is a player character).These are about all properties you can apply to the character node.
You can obviously apply more properties and access them in Scripts, see Character/Stage Scripts.
As for animation nodes, they're pretty self-explanatory but here's a list of properties of them too:
+As for the anim
nodes, they're pretty self-explanatory but here's a list of properties of them too:
name
defines the internal name of the animation (used for scripting)anim
is the prefix for finding the animation in the spritesheet.There's a lot to pack but we will explain what's going on here.
-First, to start with the "parent node", which is the stage
node, that is where stage options are being defined.
First, to start with the "parent node", which is the stage
node, that is where stage options are being defined.
<stage zoom="0.9" name="stage" folder="stages/default/" startCamPosY="600" startCamPosX="1000">
Noting options that you can set there:
@@ -100,9 +100,9 @@folder
which changes the destination of where the sprites are taken from (like images/stages/default/
).startCamPosX, startCamPosY
set the destination of where the camera starts from (before countdown)As for the other nodes, there's about 7 types
of them (and more if you script them in, see Character/Stage Scripts), we'll go through each of them.
As for the other nodes, there's about 7 types of them (and more if you script them in, see Character/Stage Scripts), we'll go through each of them.
(note that it's important which order you put them in because they will take the same order in-game too)
-sprite
, spr
, sparrow
)sprite
, spr
, sparrow
)The sprite node defines the basic sprites in a stage.
<sprite name="bg" x="-600" y="-200" sprite="stageback" scroll="0.9"/>
@@ -127,13 +127,13 @@ sprite
, playOnCountdown
tells the sprite whether or not to play it's animation during countdown or not.
beatInterval, beatOffset
, honestly, I don't even know what this shit is okay.You can also define animations by giving it a child node called anim
. A sprite node with an animation node looks something like this:
You can also define animations by giving it a child node called anim
. A sprite node with an animation node looks something like this:
<sprite name="dancer1" sprite="limoDancer" type="onbeat">
<anim name="danceLeft" anim="bg dancer sketch PINK" loop="false"/>
<anim name="danceRight" anim="bg dancer sketch PINK" loop="false"/>
</sprite>
-An anim node can define these options:
+An anim
node can define these options:
name
defines the internal name of the animation (used for scripting)anim
is the prefix for finding the animation in the spritesheet.sprite
, <property name="velocity.x" type="float" value="40.0">
</sprite>
-solid
, box
)solid
, box
)Solid nodes are sprites that is, unlike a Sprite Node, composed of only one select color. This node has less parameters since it doesn't use images.
Creating one of these looks something like this:
<solid name="void" color="#FFFFFF" width="1280" height="720">
-(there's a difference between using solid
and box
, while solid
offers more performance, it might break with shaders and other stuff, so if that happens, use box
instead)
(there's a difference between using solid
and box
, while solid
offers more performance, it might break with shaders and other stuff, so if that happens, use box
instead)
Accepted parameters:
name
internal name.solid
, x
and y
determine the position in the stage.
width
and height
defines the size of the solid/box.boyfriend
, bf
, player
, girlfriend
, gf
, dad
, opponent
, character
, char
)boyfriend
, bf
, player
, girlfriend
, gf
, dad
, opponent
, character
, char
)Character nodes are used to position characters in the stage. A Character node looks something like this:
<boyfriend x="200" y="400"/>
@@ -176,15 +176,15 @@ boyfriend
, flip
for if you want to flip the character for specifically for the stage.
scroll
, scrollx
and scrolly
to change the scrollFactor of the character.For the character
and char
nodes only use them if you want to change a specific character (ex. if you want to change pico's positions)
For the character
and char
nodes only use them if you want to change a specific character (ex. if you want to change pico's positions)
<character name="pico" x="400" y="200">
Keep in mind that where you put these nodes is important as the character will be layered depending on that.
<boyfriend/>
<sprite name="stageCurtains" x="-500" y="-300" sprite="stagecurtains" scroll="1.3"/>
-(this will put boyfriend behind the stageCurtains
sprite)
ratings
, combo
)(this will put boyfriend behind the stageCurtains
sprite)
ratings
, combo
)This node is only used to position the rating sprites and does nothing else (atm). Positioning in nodes doesn't matter here.
<ratings x="200" y="400">
diff --git a/wiki/Modding The Engine/Cutscenes or Dialogues.html b/wiki/Modding The Engine/Cutscenes or Dialogues.html
index 6fa147e7..54db9faa 100644
--- a/wiki/Modding The Engine/Cutscenes or Dialogues.html
+++ b/wiki/Modding The Engine/Cutscenes or Dialogues.html
@@ -105,19 +105,19 @@ This dialogue covers all types of characters (only having 3 types of positions).
-Starting with the dialogue
node, it only has 2 parameters:
Starting with the dialogue
node, it only has 2 parameters:
box
which, well, determines the textbox that it should use.forceBoxDefaultTxtSound
which overrides all text sounds and applies the default one.For the char
node, it has the following parameters:
For the char
node, it has the following parameters:
name
determines which character to introduce.position
determines the position which the character stays on.textSound
determines what sound the character should play when it speaks. (takes from the ./sounds
folder)defaultAnim
i have no idea what that is broAs for the line
node, the example shows it's default usage, so the next parameters are mostly for advanced usage:
As for the line
node, the example shows it's default usage, so the next parameters are mostly for advanced usage:
bubble
determines the animation the textbox should play.callback
determines what function to call in a Dialogue Script (see Cutscenes/Dialogue Scripts)playSound
is the sound that plays once you proceed to the next line.nextSound
also plays a sound once you proceed to the next line. (I really can't figure out why this exists)The line
node also accepts format
children, to format different parts of the text. The parameters are:
The line
node also accepts format
children, to format different parts of the text. The parameters are:
color
for coloring.font
to change the font of the text.We'll quickly go through the parameters here, for character
:
We'll quickly go through the parameters here, for character
:
name
which defines the internal name used for scripting.x
and y
define it's position in-game.playOnCountdown
tells the sprite whether or not to play it's animation during countdown or not.beatInterval, beatOffset
, honestly, I don't even know what this shit is okay.As for the anim
nodes, these are the parameters:
As for the anim
nodes, these are the parameters:
name
defines the internal name of the animation (used for scripting)anim
is the prefix for finding the animation in the spritesheet.There's a lot to unpack but we'll go over each step in understanding this.
-The dialoguebox
node parameters and also the anim
node parameters are exactly like the Dialogue Character ones (such as sprite
for dialoguebox), so we'll skip those. (keep in mind if you make an animation with an -open
at the end it will be used as an opening animation).
For the text
node, which is required for this Dialogue Box to be considered valid, has the following parameters:
The dialoguebox
node parameters and also the anim
node parameters are exactly like the Dialogue Character ones (such as sprite
for dialoguebox
), so we'll skip those. (keep in mind if you make an animation with an -open
at the end it will be used as an opening animation).
For the text
node, which is required for this Dialogue Box to be considered valid, has the following parameters:
x
and y
to change the positioning of the text in the box.width
to determine the width of the field.borderColor
for coloring the border.Now, for the charpos
node, it's pretty simple, these are the parameters:
Now, for the charpos
node, it's pretty simple, these are the parameters:
name
is the name of the position.x
and y
is for the position itself, i guess.Some config is still required for things like Discord RPC. so we're gonna get over them here.
All of these configs can be found in ./data/config/
{
- "clientID": discord token,
- "logoKey": "icon"
-}
+{
+ "clientID": discord token,
+ "logoKey": "icon"
+}
Before doing this, make sure to make a discord application at https://discord.com/developers/applications, if you don't know how... please search a guide on google. After that, copy the application ID and insert it there.
credits.xml
@@ -220,10 +220,10 @@ credits.xml
</menu>
-As you can see, there's 2 types of nodes: credit
and github
. credit
is the basic crediting node which can be applied to anyone, and github
pulls the user from it's database and can only be used for people who have accounts on GitHub (also automatically redirects to their GitHub profile page.)
As you can see, there's 2 types of nodes: credit
and github
. credit
is the basic crediting node which can be applied to anyone, and github
pulls the user from it's database and can only be used for people who have accounts on GitHub (also automatically redirects to their GitHub profile page.)
Their parameters are as follows:
credit
+credit
name
which is the name of the person.desc
determines the description of that person.color
changes the color of the text that displays the name.portrait
determines whether or not to crop the picture to a circular form.github
+github
user
determines which user to grab from the GitHub database.customName
is the display name you wish to refer to the person.portrait
determines whether or not to crop the picture to a circular form.Also, if you notice, you can wrap these with the menu
node to separate the credits (like probably having an artist submenu and stuff)
Also, if you notice, you can wrap these with the menu
node to separate the credits (like probably having an artist submenu and stuff)
options.xml is explained in this article Custom options.