Compare commits

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26 Commits
Author SHA1 Message Date
shweet 30bfde4182 Held interactions keep their area, new ones start only on click 2026-11-13 01:26:46 -05:00
shweet d51a6b7e63 Mochiy Pop One as the game font, trimmed to Latin 2026-11-13 01:23:47 -05:00
shweet 9172d63b97 Belly churns after gurgles 2026-11-13 01:19:08 -05:00
shweet 430e076b44 Font Awesome taskbar icons with lips for kiss 2026-11-13 01:16:01 -05:00
shweet 9983365f74 Fixed-width taskbar meters 2026-11-13 01:04:37 -05:00
shweet 4e3abaa381 Draw the touch ring in engine instead of a particle 2026-11-13 01:02:25 -05:00
shweet dcd3006f24 Hard black shadow for floating numbers 2026-11-13 00:57:34 -05:00
shweet ee3430d5cb Line trails, ring on impact, colored shadowed numbers, subtler pitch, no digest rumble 2026-11-13 00:54:34 -05:00
shweet 4fac37b7f5 Flatten resources to gfx and sfx folders 2026-11-13 00:48:36 -05:00
shweet fdfea89373 Juice: pitch variation, squash, dust, trails, jiggle, breathing, hit-stop, numbers, stage-up, digest and rare flair 2026-11-13 00:45:55 -05:00
shweet 7e27ffad94 Crumbs from eaten food 2026-11-13 00:21:29 -05:00
shweet 8b343d5a4a No sound on opening a window 2026-11-13 00:16:53 -05:00
shweet 518e2b3cc5 Drop character credits 2026-11-13 00:15:18 -05:00
shweet ee13be56d7 Select screen with a centered preview and a portrait taskbar 2026-11-13 00:11:24 -05:00
shweet e0e43d9285 Close taskbar windows on clicking off them 2026-11-13 00:07:32 -05:00
shweet 7dbb4cc154 Shared character defaults, fixed paths and names, one global font 2026-11-13 00:01:38 -05:00
shweet 4962eac7a8 Toasts in the top right, newest first 2026-11-12 23:36:07 -05:00
shweet eb03fc9d1d Wider taskbar scaled to window, bigger fonts and a cheats button 2026-11-12 23:26:25 -05:00
shweet 37e87f168a Taskbar with icon buttons, stat bars and modal stats, catalog and settings windows 2026-11-12 23:20:18 -05:00
shweet f900a0d01f Dialogue markup and lines, shared common folder, item atlases, ids, seconds and key checks 2026-11-12 22:51:11 -05:00
shweet 3e9a0cbd34 Split play into body, items, interactions, autofeed and camera, with events, commands and literal strings 2026-11-12 22:14:04 -05:00
shweet 167f1a5ddd Save window position 2026-11-12 21:53:01 -05:00
shweet 1cf4d1ea85 Docs, is-named bool functions and MSVC utf-8 2026-11-12 21:48:04 -05:00
shweet 1a0db1abbd Rewrite on simdjson with a flat src and smack-style build 2026-11-12 21:43:49 -05:00
shweet 2d11cddc5e Character data and anm2 to JSON 2026-11-12 21:07:31 -05:00
shweet 84e8ab1a2c Mini and snivy animation edits 2026-11-12 21:01:00 -05:00
455 changed files with 209731 additions and 426522 deletions

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+30 -9
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@@ -1,11 +1,32 @@
BasedOnStyle: LLVM
IndentWidth: 4
ColumnLimit: 120
PointerAlignment: Left
ReferenceAlignment: Left
AllowShortFunctionsOnASingleLine: All
AllowShortIfStatementsOnASingleLine: true
CommentPragmas: '^'
BreakBeforeBraces: Allman
NamespaceIndentation: All
FixNamespaceComments: false
BreakBeforeBraces: Custom
BraceWrapping:
AfterCaseLabel: true
AfterClass: true
AfterControlStatement: Always
AfterEnum: true
AfterFunction: true
AfterNamespace: true
AfterStruct: true
AfterUnion: true
AfterExternBlock: true
BeforeCatch: true
BeforeElse: true
BeforeLambdaBody: false
BeforeWhile: true
SplitEmptyFunction: false
SplitEmptyRecord: false
RemoveBracesLLVM: true
InsertBraces: false
SortIncludes: Never
AllowShortFunctionsOnASingleLine: None
AllowShortIfStatementsOnASingleLine: Never
AllowShortLoopsOnASingleLine: false
AllowShortBlocksOnASingleLine: Never
AllowShortLambdasOnASingleLine: Inline
AccessModifierOffset: -4
IndentCaseLabels: true
IndentPPDirectives: BeforeHash
NamespaceIndentation: None
PointerAlignment: Left
-3
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@@ -1,3 +0,0 @@
CompileFlags:
CompilationDatabase: out/build/linux-debug
Add: [-std=gnu++23]
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Whitespace-only changes.
+4 -5
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@@ -1,9 +1,8 @@
build/
build-web/
concept/
release/
out/
external/
.codex
AGENTS.md
__pycache__/
tools/
CLAUDE.md
resources/icons/
*-autosave.kra
+11 -15
View File
@@ -1,18 +1,14 @@
[submodule "external/SDL"]
path = external/SDL
url = https://github.com/libsdl-org/SDL
[submodule "external/SDL_mixer"]
path = external/SDL_mixer
url = https://github.com/libsdl-org/SDL_mixer
[submodule "external/imgui"]
path = external/imgui
url = https://github.com/ocornut/imgui
[submodule "external/glm"]
path = external/glm
url = https://github.com/g-truc/glm
[submodule "external/tinyxml2"]
path = external/tinyxml2
url = https://github.com/leethomason/tinyxml2
[submodule "external/physfs"]
path = external/physfs
url = https://github.com/icculus/physfs
[submodule "external/sdl"]
path = external/sdl
url = https://github.com/libsdl-org/SDL.git
branch = release-3.4.x
[submodule "external/stb"]
path = external/stb
url = https://github.com/nothings/stb.git
[submodule "external/simdjson"]
path = external/simdjson
url = https://github.com/simdjson/simdjson
shallow = true
-61
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@@ -1,61 +0,0 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Debug (CMake Debug preset)",
"type": "cppdbg",
"request": "launch",
"preLaunchTask": "cmake: build debug",
"program": "${workspaceFolder}/out/build/linux-debug/bin/Debug/shweets-sim",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}/out/build/linux-debug/bin/Debug",
"environment": [],
"externalConsole": false,
"MIMode": "gdb",
"miDebuggerPath": "/usr/bin/gdb",
"setupCommands": [
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing"
},
{
"description": "Set disassembly flavor to Intel",
"text": "-gdb-set disassembly-flavor intel"
}
],
"windows": {
"type": "cppvsdbg",
"program": "${workspaceFolder}/out/build/x64-Debug/bin/Debug/shweets-sim.exe",
"cwd": "${workspaceFolder}/out/build/x64-Debug/bin/Debug"
}
},
{
"name": "Run (CMake Release preset)",
"type": "cppdbg",
"request": "launch",
"noDebug": true,
"preLaunchTask": "cmake: build release",
"program": "${workspaceFolder}/out/build/linux-release/bin/Release/shweets-sim",
"args": [],
"cwd": "${workspaceFolder}/out/build/linux-release/bin/Release",
"environment": [],
"externalConsole": false,
"MIMode": "gdb",
"miDebuggerPath": "/usr/bin/gdb",
"windows": {
"type": "cppvsdbg",
"program": "${workspaceFolder}/out/build/x64-Release/bin/Release/shweets-sim.exe",
"cwd": "${workspaceFolder}/out/build/x64-Release/bin/Release"
}
},
{
"name": "Web (Emscripten + Chromium)",
"type": "node-terminal",
"request": "launch",
"preLaunchTask": "web: run",
"command": "echo \"Web task complete. If Chromium did not open, run task: web: open chromium\"",
"cwd": "${workspaceFolder}"
}
]
}
-165
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@@ -1,165 +0,0 @@
{
"version": "2.0.0",
"tasks": [
{
"label": "cmake: configure debug",
"type": "shell",
"linux": {
"command": "cmake --preset linux-debug"
},
"windows": {
"command": "cmake --preset x64-Debug"
},
"problemMatcher": []
},
{
"label": "cmake: build debug",
"type": "shell",
"linux": {
"command": "cmake --build --preset linux-debug"
},
"windows": {
"command": "cmake --build --preset x64-Debug"
},
"dependsOn": "cmake: configure debug",
"group": {
"kind": "build",
"isDefault": true
},
"problemMatcher": [
"$gcc"
]
},
{
"label": "cmake: configure release",
"type": "shell",
"linux": {
"command": "cmake --preset linux-release"
},
"windows": {
"command": "cmake --preset x64-Release"
},
"problemMatcher": []
},
{
"label": "cmake: build release",
"type": "shell",
"linux": {
"command": "cmake --build --preset linux-release"
},
"windows": {
"command": "cmake --build --preset x64-Release"
},
"dependsOn": "cmake: configure release",
"problemMatcher": [
"$gcc"
]
},
{
"label": "linux: run debug",
"type": "shell",
"linux": {
"command": "${workspaceFolder}/out/build/linux-debug/bin/Debug/shweets-sim"
},
"options": {
"cwd": "${workspaceFolder}/out/build/linux-debug/bin/Debug"
},
"windows": {
"command": "echo \"linux: run debug is Linux-only\" && exit 1"
},
"dependsOn": "cmake: build debug",
"problemMatcher": []
},
{
"label": "linux: run release",
"type": "shell",
"linux": {
"command": "${workspaceFolder}/out/build/linux-release/bin/Release/shweets-sim"
},
"options": {
"cwd": "${workspaceFolder}/out/build/linux-release/bin/Release"
},
"windows": {
"command": "echo \"linux: run release is Linux-only\" && exit 1"
},
"dependsOn": "cmake: build release",
"problemMatcher": []
},
{
"label": "web: configure",
"type": "shell",
"linux": {
"command": "sh -lc 'if ! command -v emcmake >/dev/null 2>&1; then if [ -n \"$EMSDK\" ] && [ -f \"$EMSDK/emsdk_env.sh\" ]; then . \"$EMSDK/emsdk_env.sh\" >/dev/null 2>&1; elif [ -f \"$HOME/emsdk/emsdk_env.sh\" ]; then . \"$HOME/emsdk/emsdk_env.sh\" >/dev/null 2>&1; elif [ -f \"../emsdk/emsdk_env.sh\" ]; then . \"../emsdk/emsdk_env.sh\" >/dev/null 2>&1; else echo \"Emscripten not found. Install emsdk or set EMSDK env var.\"; exit 1; fi; fi; emcmake cmake -S . -B out/build/web -DCMAKE_BUILD_TYPE=Release'"
},
"windows": {
"command": "echo \"web tasks are configured for Linux (emsdk + python + chromium).\" && exit 1"
},
"problemMatcher": []
},
{
"label": "web: build",
"type": "shell",
"linux": {
"command": "sh -lc 'if ! command -v emcmake >/dev/null 2>&1; then if [ -n \"$EMSDK\" ] && [ -f \"$EMSDK/emsdk_env.sh\" ]; then . \"$EMSDK/emsdk_env.sh\" >/dev/null 2>&1; elif [ -f \"$HOME/emsdk/emsdk_env.sh\" ]; then . \"$HOME/emsdk/emsdk_env.sh\" >/dev/null 2>&1; elif [ -f \"../emsdk/emsdk_env.sh\" ]; then . \"../emsdk/emsdk_env.sh\" >/dev/null 2>&1; else echo \"Emscripten not found. Install emsdk or set EMSDK env var.\"; exit 1; fi; fi; cmake --build out/build/web -j$(nproc)'"
},
"windows": {
"command": "echo \"web tasks are configured for Linux (emsdk + python + chromium).\" && exit 1"
},
"dependsOn": "web: configure",
"problemMatcher": []
},
{
"label": "web: serve",
"type": "shell",
"linux": {
"command": "sh -lc 'PID_FILE=/tmp/shweets-sim-web-http.pid; LOG_FILE=/tmp/shweets-sim-web-http.log; WEB_ROOT=out/build/web; URL=http://127.0.0.1:8000/bin/Release/index.html; [ -f \"$WEB_ROOT/bin/Release/index.html\" ] || { echo \"Web output not found at $WEB_ROOT/bin/Release/index.html (run web: build)\"; exit 1; }; if [ -f \"$PID_FILE\" ] && kill -0 \"$(cat \"$PID_FILE\")\" 2>/dev/null; then kill \"$(cat \"$PID_FILE\")\" >/dev/null 2>&1 || true; rm -f \"$PID_FILE\"; fi; nohup python3 -m http.server 8000 --bind 127.0.0.1 --directory \"$WEB_ROOT\" >\"$LOG_FILE\" 2>&1 & echo $! >\"$PID_FILE\"; echo \"Started web server on http://127.0.0.1:8000 (root: $WEB_ROOT)\"; READY=0; for _ in $(seq 1 40); do if command -v curl >/dev/null 2>&1; then curl -fsS \"$URL\" >/dev/null 2>&1 && READY=1 && break; elif command -v wget >/dev/null 2>&1; then wget -qO- \"$URL\" >/dev/null 2>&1 && READY=1 && break; fi; sleep 0.1; done; [ \"$READY\" = \"1\" ] || { echo \"Web server did not become ready. See /tmp/shweets-sim-web-http.log\"; exit 1; }'"
},
"windows": {
"command": "echo \"web tasks are configured for Linux (emsdk + python + chromium).\" && exit 1"
},
"problemMatcher": []
},
{
"label": "web: stop server",
"type": "shell",
"linux": {
"command": "sh -lc 'PID_FILE=/tmp/shweets-sim-web-http.pid; if [ -f \"$PID_FILE\" ] && kill -0 \"$(cat \"$PID_FILE\")\" 2>/dev/null; then kill \"$(cat \"$PID_FILE\")\" && rm -f \"$PID_FILE\" && echo \"Stopped web server\"; else rm -f \"$PID_FILE\" && echo \"Web server not running\"; fi'"
},
"windows": {
"command": "echo \"web tasks are configured for Linux (emsdk + python + chromium).\" && exit 1"
},
"problemMatcher": []
},
{
"label": "web: open chromium",
"type": "shell",
"linux": {
"command": "sh -lc 'URL=http://127.0.0.1:8000/bin/Release/index.html; (xdg-open \"$URL\" >/dev/null 2>&1 || chromium --new-tab \"$URL\" >/dev/null 2>&1 || chromium-browser --new-tab \"$URL\" >/dev/null 2>&1 || google-chrome --new-tab \"$URL\" >/dev/null 2>&1 || google-chrome-stable --new-tab \"$URL\" >/dev/null 2>&1 || python3 -m webbrowser \"$URL\" >/dev/null 2>&1) & sleep 0.15; echo \"Requested browser open: $URL\"'"
},
"windows": {
"command": "start http://127.0.0.1:8000/index.html"
},
"problemMatcher": []
},
{
"label": "web: prepare",
"dependsOrder": "sequence",
"dependsOn": [
"web: build",
"web: serve"
],
"problemMatcher": []
},
{
"label": "web: run",
"type": "shell",
"linux": {
"command": "sh -lc 'set -e; if ! command -v emcmake >/dev/null 2>&1; then if [ -n \"$EMSDK\" ] && [ -f \"$EMSDK/emsdk_env.sh\" ]; then . \"$EMSDK/emsdk_env.sh\" >/dev/null 2>&1; elif [ -f \"$HOME/emsdk/emsdk_env.sh\" ]; then . \"$HOME/emsdk/emsdk_env.sh\" >/dev/null 2>&1; elif [ -f \"../emsdk/emsdk_env.sh\" ]; then . \"../emsdk/emsdk_env.sh\" >/dev/null 2>&1; else echo \"Emscripten not found. Install emsdk or set EMSDK env var.\"; exit 1; fi; fi; emcmake cmake -S . -B out/build/web -DCMAKE_BUILD_TYPE=Release; cmake --build out/build/web -j$(nproc); PID_FILE=/tmp/shweets-sim-web-http.pid; LOG_FILE=/tmp/shweets-sim-web-http.log; WEB_ROOT=out/build/web; URL=http://127.0.0.1:8000/bin/Release/index.html; [ -f \"$WEB_ROOT/bin/Release/index.html\" ] || { echo \"Web output not found at $WEB_ROOT/bin/Release/index.html\"; exit 1; }; if [ -f \"$PID_FILE\" ] && kill -0 \"$(cat \"$PID_FILE\")\" 2>/dev/null; then kill \"$(cat \"$PID_FILE\")\" >/dev/null 2>&1 || true; rm -f \"$PID_FILE\"; fi; nohup python3 -m http.server 8000 --bind 127.0.0.1 --directory \"$WEB_ROOT\" >\"$LOG_FILE\" 2>&1 & echo $! >\"$PID_FILE\"; echo \"Started web server on http://127.0.0.1:8000 (root: $WEB_ROOT)\"; READY=0; for _ in $(seq 1 40); do if command -v curl >/dev/null 2>&1; then curl -fsS \"$URL\" >/dev/null 2>&1 && READY=1 && break; elif command -v wget >/dev/null 2>&1; then wget -qO- \"$URL\" >/dev/null 2>&1 && READY=1 && break; fi; sleep 0.1; done; [ \"$READY\" = \"1\" ] || { echo \"Web server did not become ready. See /tmp/shweets-sim-web-http.log\"; exit 1; }; (xdg-open \"$URL\" >/dev/null 2>&1 || chromium --new-tab \"$URL\" >/dev/null 2>&1 || chromium-browser --new-tab \"$URL\" >/dev/null 2>&1 || google-chrome --new-tab \"$URL\" >/dev/null 2>&1 || google-chrome-stable --new-tab \"$URL\" >/dev/null 2>&1 || python3 -m webbrowser \"$URL\" >/dev/null 2>&1 || { echo \"Could not launch browser automatically. Open: $URL\"; exit 0; }) & sleep 0.15; echo \"Requested browser open: $URL\"'"
},
"windows": {
"command": "echo \"web tasks are configured for Linux (emsdk + python + chromium).\" && exit 1"
},
"problemMatcher": []
}
]
}
+56 -266
View File
@@ -1,284 +1,74 @@
cmake_minimum_required(VERSION 3.27)
project(shweets-sim LANGUAGES C CXX)
cmake_minimum_required(VERSION 3.24)
if(POLICY CMP0205)
cmake_policy(SET CMP0205 NEW)
endif()
project(shweets_sim LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(BUILD_SHARED_LIBS OFF)
# Two builds: Release (the default) and Debug.
if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
set(CMAKE_BUILD_TYPE Release)
endif()
if(MSVC)
set(CMAKE_SUPPRESS_REGENERATION ON)
set(CMAKE_VS_INCLUDE_INSTALL_TO_DEFAULT_BUILD OFF)
add_compile_options(/utf-8)
endif()
if(NOT CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
if(NOT CMAKE_CONFIGURATION_TYPES)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "Build type" FORCE)
endif()
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS Debug Release)
endif()
if(MSVC)
set(CMAKE_C_FLAGS_DEBUG "/Od /Zi" CACHE STRING "" FORCE)
set(CMAKE_CXX_FLAGS_DEBUG "/W4 /permissive- /Od /Zi" CACHE STRING "" FORCE)
set(CMAKE_C_FLAGS_RELEASE "/O2 /DNDEBUG" CACHE STRING "" FORCE)
set(CMAKE_CXX_FLAGS_RELEASE "/W4 /permissive- /O2 /DNDEBUG" CACHE STRING "" FORCE)
else()
set(CMAKE_C_FLAGS_DEBUG "-O0 -g" CACHE STRING "" FORCE)
set(CMAKE_CXX_FLAGS_DEBUG "-Wall -Wpedantic -O0 -g" CACHE STRING "" FORCE)
set(CMAKE_C_FLAGS_RELEASE "-O3 -DNDEBUG" CACHE STRING "" FORCE)
set(CMAKE_CXX_FLAGS_RELEASE "-Wall -Wpedantic -O3 -DNDEBUG" CACHE STRING "" FORCE)
endif()
# Release builds: -O2, link-time optimization, unused code and data dropped, and the symbols stripped.
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_RELEASE ON)
add_compile_options("$<$<CONFIG:Release>:-O2;-ffunction-sections;-fdata-sections>")
add_link_options("$<$<CONFIG:Release>:-Wl,--gc-sections;-s>")
endif()
set(SDL_STATIC ON CACHE BOOL "" FORCE)
# SDL: static, with only the video (OpenGL) and audio pieces the game uses.
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
if (NOT WIN32)
set(SDL_ALSA ON CACHE BOOL "" FORCE)
set(SDL_ALSA_SHARED ON CACHE BOOL "" FORCE)
set(SDL_JACK ON CACHE BOOL "" FORCE)
set(SDL_JACK_SHARED ON CACHE BOOL "" FORCE)
set(SDL_PIPEWIRE ON CACHE BOOL "" FORCE)
set(SDL_PIPEWIRE_SHARED ON CACHE BOOL "" FORCE)
set(SDL_SNDIO ON CACHE BOOL "" FORCE)
set(SDL_SNDIO_SHARED ON CACHE BOOL "" FORCE)
endif ()
set(SDL_HAPTIC OFF CACHE BOOL "" FORCE)
set(SDL_JOYSTICK OFF CACHE BOOL "" FORCE)
set(SDL_SENSOR OFF CACHE BOOL "" FORCE)
set(SDL_HIDAPI OFF CACHE BOOL "" FORCE)
set(SDL_CAMERA OFF CACHE BOOL "" FORCE)
set(SDL_TRAY OFF CACHE BOOL "" FORCE)
set(SDL_VULKAN OFF CACHE BOOL "" FORCE)
add_subdirectory(external/SDL EXCLUDE_FROM_ALL)
set(SDL_STATIC ON CACHE BOOL "" FORCE)
set(SDL_OPENGL ON CACHE BOOL "" FORCE)
set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
set(SDL_EXAMPLES OFF CACHE BOOL "" FORCE)
foreach(OPTION RENDER GPU VULKAN CAMERA HAPTIC HIDAPI JOYSTICK POWER SENSOR DIALOG TRAY OPENGLES OFFSCREEN DUMMYVIDEO
DISKAUDIO DUMMYAUDIO OSS JACK SNDIO KMSDRM IBUS LIBURING)
set(SDL_${OPTION} OFF CACHE BOOL "" FORCE)
endforeach()
add_subdirectory(external/sdl EXCLUDE_FROM_ALL)
set(SDLMIXER_DEPS_SHARED OFF CACHE BOOL "" FORCE)
set(SDLMIXER_AIFF OFF CACHE BOOL "" FORCE)
set(SDLMIXER_AU OFF CACHE BOOL "" FORCE)
set(SDLMIXER_FLAC_LIBFLAC OFF CACHE BOOL "" FORCE)
set(SDLMIXER_FLAC_DRFLAC OFF CACHE BOOL "" FORCE)
set(SDLMIXER_GME OFF CACHE BOOL "" FORCE)
set(SDLMIXER_MOD_XMP OFF CACHE BOOL "" FORCE)
set(SDLMIXER_MP3_DRMP3 OFF CACHE BOOL "" FORCE)
set(SDLMIXER_MP3_MPG123 OFF CACHE BOOL "" FORCE)
set(SDLMIXER_MIDI_FLUIDSYNTH OFF CACHE BOOL "" FORCE)
set(SDLMIXER_MIDI_TIMIDITY OFF CACHE BOOL "" FORCE)
set(SDLMIXER_OPUS ON CACHE BOOL "" FORCE)
set(SDLMIXER_VOC OFF CACHE BOOL "" FORCE)
set(SDLMIXER_VORBIS_STB ON CACHE BOOL "" FORCE)
set(SDLMIXER_VORBIS_VORBISFILE OFF CACHE BOOL "" FORCE)
set(SDLMIXER_VORBIS_TREMOR OFF CACHE BOOL "" FORCE)
set(SDLMIXER_WAVE ON CACHE BOOL "" FORCE)
set(SDLMIXER_WAVPACK OFF CACHE BOOL "" FORCE)
set(SDLMIXER_TEST OFF CACHE BOOL "" FORCE)
set(SDLMIXER_INSTALL OFF CACHE BOOL "" FORCE)
add_subdirectory(external/SDL_mixer EXCLUDE_FROM_ALL)
# simdjson: its single-file build, static, without exceptions, with only the AVX2 parser and the portable one.
add_library(simdjson STATIC external/simdjson/singleheader/simdjson.cpp)
target_include_directories(simdjson SYSTEM PUBLIC external/simdjson/singleheader)
target_compile_definitions(simdjson PUBLIC SIMDJSON_EXCEPTIONS=0 SIMDJSON_IMPLEMENTATION_ICELAKE=0
SIMDJSON_IMPLEMENTATION_WESTMERE=0)
set(PHYSFS_BUILD_SHARED OFF CACHE BOOL "" FORCE)
set(PHYSFS_BUILD_STATIC ON CACHE BOOL "" FORCE)
set(PHYSFS_BUILD_TEST OFF CACHE BOOL "" FORCE)
set(PHYSFS_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(PHYSFS_BUILD_WX_TEST OFF CACHE BOOL "" FORCE)
set(PHYSFS_ARCHIVE_ZIP ON CACHE BOOL "" FORCE)
set(PHYSFS_ARCHIVE_7Z OFF CACHE BOOL "" FORCE)
set(PHYSFS_ARCHIVE_GRP OFF CACHE BOOL "" FORCE)
set(PHYSFS_ARCHIVE_HOG OFF CACHE BOOL "" FORCE)
set(PHYSFS_ARCHIVE_PAK OFF CACHE BOOL "" FORCE)
set(PHYSFS_ARCHIVE_WAD OFF CACHE BOOL "" FORCE)
set(PHYSFS_ARCHIVE_DIR ON CACHE BOOL "" FORCE)
set(PHYSFS_DISABLE_INSTALL ON CACHE BOOL "" FORCE)
add_subdirectory(external/physfs)
# Dear ImGui: the core, and its SDL3 and OpenGL 3 backends.
add_library(imgui STATIC external/imgui/imgui.cpp external/imgui/imgui_draw.cpp external/imgui/imgui_tables.cpp
external/imgui/imgui_widgets.cpp external/imgui/backends/imgui_impl_sdl3.cpp
external/imgui/backends/imgui_impl_opengl3.cpp)
target_include_directories(imgui SYSTEM PUBLIC external/imgui external/imgui/backends)
target_compile_definitions(imgui PUBLIC IMGUI_DISABLE_OBSOLETE_FUNCTIONS IMGUI_DISABLE_DEMO_WINDOWS)
target_link_libraries(imgui PUBLIC SDL3::SDL3-static)
set(IMGUI_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/imgui)
set(TINYXML2_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/tinyxml2)
set(GLM_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/glm)
set(PHYSFS_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/physfs)
file(GLOB SOURCES CONFIGURE_DEPENDS src/*.cpp)
add_executable(shweets_sim ${SOURCES})
target_include_directories(shweets_sim SYSTEM PRIVATE external/stb)
target_link_libraries(shweets_sim PRIVATE imgui simdjson)
target_compile_definitions(shweets_sim PRIVATE "$<$<CONFIG:Debug>:DEBUG>")
set_target_properties(shweets_sim PROPERTIES OUTPUT_NAME shweets-sim)
set(IMGUI_SOURCES
${IMGUI_DIR}/imgui.cpp
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
${IMGUI_DIR}/backends/imgui_impl_opengl3.cpp
${IMGUI_DIR}/backends/imgui_impl_sdl3.cpp
)
file(CREATE_LINK ${CMAKE_SOURCE_DIR}/resources ${CMAKE_BINARY_DIR}/resources COPY_ON_ERROR SYMBOLIC)
set (TINYXML2_SOURCES ${TINYXML2_DIR}/tinyxml2.cpp)
file(GLOB PROJECT_SRC CONFIGURE_DEPENDS
include/*.cpp
src/developer/*.cpp
src/*.cpp
src/render/*.cpp
src/resource/*.cpp
src/state/*.cpp
src/state/play/*.cpp
src/state/play/menu/*.cpp
src/state/play/item/*.cpp
src/state/select/*.cpp
src/window/*.cpp
src/util/*.cpp
src/util/imgui/*.cpp
)
add_executable(${PROJECT_NAME}
${PROJECT_SRC}
${IMGUI_SOURCES}
${TINYXML2_SOURCES}
${CMAKE_CURRENT_SOURCE_DIR}/include/glad/glad.cpp
)
if(WIN32 AND NOT CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
enable_language(RC)
target_sources(${PROJECT_NAME} PRIVATE
"${CMAKE_CURRENT_SOURCE_DIR}/shweets-sim.rc"
"${CMAKE_CURRENT_SOURCE_DIR}/Icon.ico"
)
if(WIN32)
set_target_properties(shweets_sim PROPERTIES WIN32_EXECUTABLE ON)
target_sources(shweets_sim PRIVATE shweets-sim.rc)
endif()
target_compile_definitions(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Debug>:DEBUG=1>"
"$<$<NOT:$<CONFIG:Debug>>:DEBUG=0>"
)
set_target_properties(${PROJECT_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/bin/Debug"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/bin/Release"
)
target_include_directories(${PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/external/SDL/include
${CMAKE_CURRENT_SOURCE_DIR}/external/SDL_mixer/include
${CMAKE_CURRENT_SOURCE_DIR}/external
${IMGUI_DIR}
${IMGUI_DIR}/backends
${GLM_DIR}
${TINYXML2_DIR}
include/glad
include/KHR
include
)
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3-static SDL3_mixer::SDL3_mixer-static physfs-static)
if (WIN32 AND TARGET SDL3::SDL3main)
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3main)
# Emscripten: WebGL2, the resources preloaded, the prefs folder kept in browser storage (web/pre.js), and a page whose
# canvas fills the window.
if(EMSCRIPTEN)
set_target_properties(shweets_sim PROPERTIES OUTPUT_NAME index SUFFIX ".html")
target_link_options(shweets_sim PRIVATE -sALLOW_MEMORY_GROWTH=1 -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
-lidbfs.js "--preload-file=${CMAKE_SOURCE_DIR}/resources@/resources"
"--shell-file=${CMAKE_SOURCE_DIR}/web/index.html" "--pre-js=${CMAKE_SOURCE_DIR}/web/pre.js")
endif()
if(NOT CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
if(MSVC)
target_compile_options(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Release>:/O2>"
"$<$<CONFIG:Release>:/DNDEBUG>"
)
if(WIN32)
target_link_options(${PROJECT_NAME} PRIVATE
"/SUBSYSTEM:WINDOWS"
"/ENTRY:mainCRTStartup"
)
endif()
target_link_options(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Release>:/DEBUG:NONE>"
"$<$<CONFIG:Release>:/INCREMENTAL:NO>"
"$<$<CONFIG:Release>:/OPT:REF>"
"$<$<CONFIG:Release>:/OPT:ICF>"
)
else()
target_compile_options(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Release>:-O3>"
"$<$<CONFIG:Release>:-DNDEBUG>"
)
if(WIN32)
target_link_options(${PROJECT_NAME} PRIVATE
"-mwindows"
)
endif()
target_link_options(${PROJECT_NAME} PRIVATE
"$<$<CONFIG:Release>:-s>"
)
endif()
endif()
set(PROJECT_RESOURCES_DIR "${CMAKE_CURRENT_SOURCE_DIR}/resources")
set(PROJECT_RESOURCES_BINARY_DIR "${CMAKE_BINARY_DIR}/bin/$<CONFIG>/resources")
if(EXISTS "${PROJECT_RESOURCES_DIR}")
file(GLOB_RECURSE PROJECT_RESOURCE_FILES CONFIGURE_DEPENDS
"${PROJECT_RESOURCES_DIR}/*")
list(FILTER PROJECT_RESOURCE_FILES EXCLUDE REGEX ".*/characters/[^/]+\\.zip$")
set(COPY_RESOURCES_STAMP "${CMAKE_BINARY_DIR}/CMakeFiles/copy_resources.stamp")
add_custom_command(
OUTPUT "${COPY_RESOURCES_STAMP}"
COMMAND ${CMAKE_COMMAND}
-DSRC_DIR=${PROJECT_RESOURCES_DIR}
-DDST_DIR=${PROJECT_RESOURCES_BINARY_DIR}
-DSTAMP_FILE=${COPY_RESOURCES_STAMP}
-P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/copy_resources.cmake"
DEPENDS ${PROJECT_RESOURCE_FILES}
"${CMAKE_CURRENT_SOURCE_DIR}/cmake/copy_resources.cmake"
COMMENT "Copying resources directory"
VERBATIM
)
add_custom_target(copy_resources ALL
DEPENDS "${COPY_RESOURCES_STAMP}")
add_dependencies(${PROJECT_NAME} copy_resources)
set(HAS_PROJECT_RESOURCES TRUE)
else()
set(HAS_PROJECT_RESOURCES FALSE)
endif()
install(TARGETS ${PROJECT_NAME} RUNTIME DESTINATION .)
if(HAS_PROJECT_RESOURCES)
install(DIRECTORY "${PROJECT_RESOURCES_DIR}/" DESTINATION resources)
endif()
if (CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
set(EMSCRIPTEN_SHELL_FILE "${CMAKE_CURRENT_SOURCE_DIR}/web/index.html")
target_link_options(${PROJECT_NAME} PRIVATE
"-sMIN_WEBGL_VERSION=2"
"-sMAX_WEBGL_VERSION=2"
"-sFULL_ES2=1"
"-sUSE_OGG=1"
"-sUSE_VORBIS=1"
"-sALLOW_MEMORY_GROWTH=1"
"-sFORCE_FILESYSTEM=1"
"-sASYNCIFY"
"-lidbfs.js"
"--shell-file"
"${EMSCRIPTEN_SHELL_FILE}"
)
if(HAS_PROJECT_RESOURCES)
target_link_options(${PROJECT_NAME} PRIVATE
"--preload-file"
"${PROJECT_RESOURCES_BINARY_DIR}@resources"
)
endif()
set_target_properties(${PROJECT_NAME} PROPERTIES
OUTPUT_NAME "index"
SUFFIX ".html")
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND}
-DBIN_DIR="$<TARGET_FILE_DIR:${PROJECT_NAME}>"
-P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/create_index_zip.cmake"
COMMENT "Creating shweets-sim-web.zip from Emscripten output")
else()
find_package(OpenGL REQUIRED COMPONENTS OpenGL)
target_link_libraries(${PROJECT_NAME} PRIVATE OpenGL::GL)
endif()
if(WIN32 AND NOT CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND}
-DBIN_ROOT="${CMAKE_BINARY_DIR}/bin"
-DTARGET_DIR="$<TARGET_FILE_DIR:${PROJECT_NAME}>"
-DEXE_FILE="$<TARGET_FILE_NAME:${PROJECT_NAME}>"
-DPACKAGE_NAME="shweets-sim-win32"
-P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/create_windows_zip.cmake"
COMMENT "Creating shweets-sim-win32 package")
endif()
message(STATUS "System: ${CMAKE_SYSTEM_NAME}")
message(STATUS "Project: ${PROJECT_NAME}")
message(STATUS "Compiler: ${CMAKE_CXX_COMPILER}")
message(STATUS "Build type: ${CMAKE_BUILD_TYPE}")
-94
View File
@@ -1,94 +0,0 @@
{
"version": 6,
"cmakeMinimumRequired": {
"major": 3,
"minor": 27,
"patch": 0
},
"configurePresets": [
{
"name": "linux-debug",
"displayName": "Linux Debug",
"description": "Ninja Debug (Linux, native)",
"generator": "Ninja",
"binaryDir": "${sourceDir}/out/build/linux-debug",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Debug",
"CMAKE_INSTALL_PREFIX": "${sourceDir}/out/install/linux-debug"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Linux"
}
},
{
"name": "linux-release",
"displayName": "Linux Release",
"description": "Ninja Release (Linux, native)",
"generator": "Ninja",
"binaryDir": "${sourceDir}/out/build/linux-release",
"cacheVariables": {
"CMAKE_BUILD_TYPE": "Release",
"CMAKE_INSTALL_PREFIX": "${sourceDir}/out/install/linux-release"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Linux"
}
},
{
"name": "win32-debug",
"displayName": "Win32 Debug",
"description": "Visual Studio 2022 x64 Debug",
"generator": "Visual Studio 17 2022",
"architecture": "x64",
"binaryDir": "${sourceDir}/out/build/win32-debug",
"cacheVariables": {
"CMAKE_INSTALL_PREFIX": "${sourceDir}/out/install/win32-debug"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Windows"
}
},
{
"name": "win32-release",
"displayName": "Win32 Release",
"description": "Visual Studio 2022 x64 Release",
"generator": "Visual Studio 17 2022",
"architecture": "x64",
"binaryDir": "${sourceDir}/out/build/win32-release",
"cacheVariables": {
"CMAKE_INSTALL_PREFIX": "${sourceDir}/out/install/win32-release"
},
"condition": {
"type": "equals",
"lhs": "${hostSystemName}",
"rhs": "Windows"
}
}
],
"buildPresets": [
{
"name": "linux-debug",
"configurePreset": "linux-debug"
},
{
"name": "linux-release",
"configurePreset": "linux-release"
},
{
"name": "win32-debug",
"configurePreset": "win32-debug",
"configuration": "Debug"
},
{
"name": "win32-release",
"configurePreset": "win32-release",
"configuration": "Release"
}
]
}
-28
View File
@@ -1,28 +0,0 @@
{
"configurations": [
{
"name": "win32-debug",
"generator": "Ninja",
"configurationType": "Debug",
"inheritEnvironments": [
"msvc_x64_x64"
],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "win32-release",
"generator": "Ninja",
"configurationType": "Release",
"inheritEnvironments": [
"msvc_x64_x64"
],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
}
]
}
+284 -482
View File
@@ -4,526 +4,328 @@ Want to add characters or modify existing ones or mod Shweet's Sim in general or
# Animation Format
Shweet's Sim uses a semi-proprietary format called ".anm2" for tweened character animations, sourced from a spritesheet. This file format comes from the game _The Binding of Isaac: Rebirth_ (a game I mod on my own time) for animations.
Shweet's Sim uses ".anm2" files for tweened character animations, sourced from spritesheets. The format comes from the game _The Binding of Isaac: Rebirth_ (a game I mod on my own time), but the game reads the JSON flavor of it saved by my own animation editor, [Anm2Ed](https://github.com/ShweetsStuff/anm2ed). In Anm2Ed, turn on Save as JSON (Settings → Configure → Serialization), or convert an existing file with `anm2ed convert file.anm2 --format json`. Keep the `.anm2` extension. Isaac's own editor can't open these.
You can either use my own animation editor for that game and this one (recommended), [Anm2Ed](https://github.com/ShweetsStuff/anm2ed), or if you have that game on Steam, you can find that game's own proprietary animation editor in that game's Steam folder and then in tools/IsaacAnimationEditor. I can't guarantee the stability or perfect efficacy of either, but Anm2Ed has crash mitigations and autosave (but of course, save often, for whatever you do).
Anm2Ed has slightly more extensions to the base format; in particular, something called "Regions", which allows you to set spritesheet regions (areas in the spritesheet that can be repurposed) to quickly reference in animations; previously, one would have to manually create a perfectly spaced spritesheet and then manually set values; this is no longer the case, so using "Regions" is recommended. For the leanest files, in Anm2Ed, go to Settings -> Configure -> File -> Compatibility, and set it to "Anm2Ed Limited".
Anm2Ed has "Regions", which let you set spritesheet regions (areas in the spritesheet that can be repurposed) to quickly reference in animations; previously, one would have to manually create a perfectly spaced spritesheet and then manually set values; this is no longer the case, so using "Regions" is recommended.
My process for making characters is that they're typically comprised of many "cells" (small graphics). I make these cells their own file, and then in the editor, I drag them onto "Spritesheets" and then right click -> merge them, with the "Make Spritesheet Regions" option enabled. Then, right click -> Pack on a spritesheet to optimize it all nice for one big spritesheet atlas with everything in one place. It won't produce a very comprehensible spritesheet, but it works just fine (not my problem). Make sure to save the spritesheets you're using once you're done. You can sort regions around by clicking, holding and moving them around.
If you'd like a quick primer on how to use either program, check either of [these](https://www.youtube.com/watch?v=qU_GMo2l7NY) [videos](https://www.youtube.com/watch?v=QiXVM6Gwzlw) out. Much of the information is interchangeable between the programs, though both are a little out of date on their current version.
If you'd like a quick primer on how to use the editor, check either of [these](https://www.youtube.com/watch?v=qU_GMo2l7NY) [videos](https://www.youtube.com/watch?v=QiXVM6Gwzlw) out. They're a little out of date, but much of it still applies.
Stage-specific character animations are controlled by `AppendStringForAnimations` on each stage in `character.xml`. The base stage uses no suffix. Later stages append that stage's configured suffix.
The game plays spritesheets, regions, layers, nulls, layer groups, events, trigger sounds, and the position, crop, pivot, scale, rotation, tint, color offset, visibility and easing of keyframes. It doesn't play skew, depth, blur, custom shaders or animation layers. Animation groups (the editor's folders) are fine; the game just looks animations up by name, so keep those unique.
Stage-specific character animations end with the stage's name. The first stage uses no ending.
Example:
- stage 1: `Look`
- stage 2 with `AppendStringForAnimations="Stage2"`: `LookStage2`
- stage 5 with `AppendStringForAnimations="Stage5"`: `LookStage5`
- stage 2: `LookStage2`
- stage 5: `LookStage5`
Animation references in XML should still use just the base name like `Look`, `Neutral`, or `Eat`. The game appends the current stage's suffix automatically.
Animation names in the JSON files should still use just the base name like `Look`, `Neutral`, or `Eat`. The game appends the current stage's suffix automatically.
Know that despite Anm2Ed supporting sounds for animations, don't expect these to work in context based on names; use the .xml sound attributes when applicable. You can add sounds for fluff, though.
Know that despite Anm2Ed supporting sounds for animations, don't expect these to work in context based on names; use the JSON sound lists when applicable. You can add sounds for fluff, though (trigger sounds play).
# Resources
There's two folders inside resources; "characters" and "font".
There's three folders inside resources; "characters", "common" and "font". Each character folder (and "common") holds its JSON files, a "gfx" folder with every graphic (anm2s and their spritesheets side by side) and an "sfx" folder with every sound. There are no deeper folders.
"font" is just a font containing the font used in the selection screen. That's literally it. This technically isn't needed; Dear ImGui has its own font that will be used if this font is missing.
"font" holds the one font the whole game uses (Mochiy Pop One, under the SIL Open Font License; see its LICENSE.txt). It is trimmed to Latin letters and common punctuation.
EVERYTHING ELSE is stored inside bespoke character archives (.zips) in the "characters" folder. This has all data associated with characters. Think of characters more as tailored game experiences rather than literally being just the characters. Not only is there the character graphics, but backgrounds, items, parameters, etc. These are intensely customizable to suit whatever experience you'd like (within the confines of the engine, of course).
"common" holds files characters share (sounds, particles, the cursor and so on). Whenever a character names a file, the game looks in the character's folder first, then in "common", so a character can use anything there as is, or replace it by having its own file at the same path. This includes the taskbar's icons, `gfx/icons.anm2`: one region per icon, named after its button (`talk`, `mood`, `spawn`, `autofeed`, `home`, `stats`, `catalog`, `settings`, `cheats`, `help`, plus whatever `icon`s the interaction types name). A character with its own `gfx/icons.anm2` gets its own icons.
Shweet's Sim uses a collection of [XML](https://en.wikipedia.org/wiki/XML) files to parse data; make sure to brush up on the format. A character archive can contain these files in its root:
EVERYTHING ELSE is stored inside character folders in the "characters" folder; one folder per character, named however you like (the folder name is also the name of its save file). This has all data associated with characters. Think of characters more as tailored game experiences rather than literally being just the characters. Not only is there the character graphics, but backgrounds, items, parameters, etc. These are intensely customizable to suit whatever experience you'd like (within the confines of the engine, of course).
- areas.xml
- character.xml
- cursor.xml
- dialogue.xml
- items.xml
- menu.xml
- strings.xml
Shweet's Sim uses [JSON](https://en.wikipedia.org/wiki/JSON) files for its data; make sure to brush up on the format. A character folder holds these files:
The game currently expects `character.xml`. The rest are optional in the sense that the loader will warn and continue if some are missing, but most real characters will want nearly all of them.
- character.json
- items.json
- dialogue.json
If you're making your own character, your best bet would probably be just to copy the Snivy character and edit it based on your needs, just as a helpful start.
`character.json` is required; a folder without one isn't listed. The other two are optional, but most real characters will want both.
# Character
Every path in these files is relative to the character's folder (e.g. `"sfx/blip.ogg"`), looked for there and then in "common". Paths inside an .anm2 are relative to the .anm2, and looked for the same way. Anything left out takes its default, so only write what you need.
## areas.xml
"Areas" refers to the backgrounds of the game. I'd planned for the game to dynamically switch areas based on stage (in case you want a character to become a blob that grows bigger than a city or whatever) but this isn't implemented. I'd just have one entry in here for the game's background.
Wherever sounds are listed, one is picked at random each time. A list can also be a single path, and a path with a `*` stands for every file it matches, e.g. `"sfx/gurgle*.ogg"`; drop a new variant in the folder and it's included.
### Areas
#### TextureRootPath (path)
Working folder/directory of textures the areas will use.
#### Anm2RootPath (path)
Working folder/directory of anm2 files the areas will use. If omitted, TextureRootPath is used.
#### WorldBoundsNull (string)
The area ANM2 null used to set world bounds. Defaults to `Bounds`.
#### ItemSpawnNull (string)
The area ANM2 null used to choose random item spawn positions. Items can spawn at any point inside this null rect. If omitted or invalid, WorldBoundsNull is used.
Times are in seconds and chances in percent. The game warns (in its log) about keys it doesn't know, which are usually typos, and files it can't find.
#### Area
#### Texture (path)
The file path of the area's texture (background).
#### Anm2 (path)
The file path of the area's animated background. If this is set, it is used instead of Texture.
#### Gravity (float)
Gravity the area has; applies to items' velocities per tick.
#### Friction (float)
Friction of the area; applies to items' velocities when grounded or hitting walls.
If you're making your own character, your best bet would probably be just to copy the Mini character and edit it based on your needs, just as a helpful start.
## character.xml
This is the main character file where much of the functionality is stored.
## Fixed files and names
Some things aren't set in the data, they're always found at the same place or by the same name:
### Character
#### Name (string)
Name of the character; will appear in dialogue, stats, etc.
#### TextureRootPath (path)
Working folder/directory of where used textures will be contained within.
#### SoundRootPath (path)
Working folder/directory of where used sounds will be contained within.
#### Render (path)
Texture for the character's "render" (i.e., a typical full-body display), will show in the Select screen.
#### Portrait (path)
Texture for the character's "portrait" (i.e., a cropped profile view), will show in the Select screen.
#### Anm2 (path)
Character's "anm2" file (uses TextureRootPath); should have all the character's animations.
#### Description (string)
A general description of the character; will show in the Select screen.
#### Credits (string)
Credits text shown in the Select screen's Credits tab.
#### WeightKilograms (double)
The character's starting weight, in kilograms.
#### WeightMaxKilograms (double)
Maximum weight the character can reach.
#### CapacityCalories (double)
The character's starting capacity, in calories.
#### CapacityMinCalories (double)
The character's minimum capacity, in calories.
#### CapacityMaxCalories (double)
Maximum base capacity.
#### CapacityOverstuffedMultiplier (double)
Multiplier used when computing the effective full threshold from current base capacity.
#### CapacityIfOverStuffedOnDigestBonus (double, multiplier)
Additional capacity gained on digest when the character was over base capacity.
#### CaloriesToKilogram (double)
Determines how many calories become a kilogram (1 cal -> X kg).
#### DigestionRatePerSecond (double, percent/second)
The base digestion rate, in percent per second.
#### DigestionRatePerSecondMin (double, percent/second)
The minimum digestion rate for the character, in percent per second.
#### DigestionRatePerSecondMax (double, percent/second)
The maximum digestion rate for the character, in percent per second.
#### DigestionTimerMax (int, ticks)
When digesting, the digestion bar will count down, and then when it hits 0, the current calories will be digested. This determines how long this takes, in ticks.
#### BlinkChance (double, percent)
Chance each tick to trigger a blink override.
#### GurgleChance (double, percent)
Determines how often the character will gurgle (see the Gurgle sounds later) per tick.
#### GurgleChanceFromCapacityMultiplier (double)
Per the character's capacity, multiplies the character's gurgle chance based on the percent of capacity filled (based on max capacity). Higher capacity = higher gurgle chance, using this number at maximum.
#### DialoguePool (string)
Determines the character's base dialogue options (for the "How are you feeling?" option in Chat). This is effectively "Stage 1"'s dialogue; each stage should have its own dialogue pool (see later). Also see dialogue.xml for how "Pools" work.
#### ColorR, ColorG, ColorB (float, 0-1)
UI accent color for the character.
### AlternateSpritesheet
Determines the alternate spritesheet of the character, if applicable (in Pokemon terms, the "shiny").
#### Texture (path)
The alternate spritesheet texture; uses TextureRootPath.
#### Sound (path)
The sound that will play when the spritesheet is set to alternate (either on new game, or with an item that has IsToggleSpritesheet; see items.xml); uses SoundRootPath.
#### ID (int)
ID of spritesheet that the alternate spritesheet will replace in the character's .anm2.
#### ChanceOnNewGame (float, percent)
Chance of rolling for the alternate spritesheet on starting a new game, in percent.
### Stages
A "stage" represents each visual change of the character as the weight increases. By default, there's always one stage; adding more here will add additional stages.
#### ThresholdKilograms (float)
The weight threshold to reach this stage, in kilograms.
#### AreaID (int)
Reserved for background switching. Parsed, but not currently used by gameplay.
#### DialoguePool (string)
Determines the stage's dialogue options (for the "How are you feeling?" option in Chat). Also see dialogue.xml for how "Pools" work.
#### AppendStringForAnimations (string)
Suffix appended to base animation names while this stage is active. Usually `Stage2`, `Stage3`, etc.
### Animations
The character's animations. Know that a lot of character animations are typically easily played/activated through Dialogue; this is just for animations that aren't reliant on that system. Know that _these animations should just be the base name_; all animations are expected to have a stage number after them, so don't include the number for these.
### Start
The animation name that will first play when starting a new game; used for like a character's introduction.
### Idle
The idle animation that the character will regularly return to.
### IdleFull
When over capacity, this idle animation will be used instead.
### StageUp
When going to a new stage after digestion and going over a stage's threshold, this animation will play.
#### Animation
The name of the animation to be used for each of these.
### AnimationOverrides
"AnimationOverrides" are the term I use for when some animations will be tweaked by the game engine for effect (blinking and talking being the ones used). There are two elements; "Talk" and "Blink" for this. Typically, how this is handled is that each animation with have an invisible blinking/talking layer (just the graphic that blinks), which will change when called for. Again, review the .anm2 format for what a "layer" is. All that's sourced is just the spritesheet crop in these cases; so don't worry about how the blink/talk layers are set up.
### Talk / Blink
#### LayerSource (string)
The layer in the animation which will be sourced for the override.
#### LayerDestination (string)
The layer in the animation which the source will be applied to.
### EatAreas
An "eat area" is where the food should be dragged to. I'm pretty much expecting this to only be a mouth for most characters but hey maybe you want the character to also eat through their butt or something. Again, not something that's well-developed at the moment.
### EatArea
#### Null (string)
The null area in the animation where food will be checked for. Again, review the .anm2 format.
#### Animation (string)
The animation that will play when food is dragged to it.
#### EventToActivate (string)
The event that will be checked for, detrermining the time the food is actually eaten/chewed. Again, review the .anm2 format.
### ExpandAreas
The areas which will expand based on capacity percent; usually a stomach. This adds additional scale onto the layer of an animation. This also can scale a null as well.
ExpandAreas are presently hardcoded to scale with both capacity and weight at a 50/50 ratio; this could be changed in the future for custom ratios.
#### ExpandArea
#### Layer (string)
The layer of the animation that will expand.
#### Null (string)
The null of the animation that will expand.
#### ScaleMultiplierMaximum (float, percent)
The scale that will be added at maximum. Know that scale is a percent; a {100, 100} scale is the default and is the normal scale of an animation.
### InteractAreaTypes
Default behavior for each interaction type. These entries should not have `Null`; they define shared cursor animations, sounds, particles, and bonuses for concrete `InteractAreas`.
### InteractArea
#### Type (string)
The interaction type name. Concrete interact areas with the same `Type` inherit unspecified values from this definition.
#### GlyphFromIconFont (string)
The icon-font glyph used for this interaction in the tools bar.
#### IsHold (bool)
If true, the interaction is held rather than clicked once.
#### AnimationCursorHover (string)
The animation the cursor will play when hovering over the interact area.
#### AnimationCursorActive (string)
The animation the cursor will play when holding down click over the interact area.
#### DigestionBonusOnHover (float)
Digestion bonus applied repeatedly while hovering with a held interaction.
#### DigestionBonusOnClick (float)
Digestion bonus applied when a click-based interaction lands.
#### TimeTicks (float)
Used by click effects such as smacks. If omitted, the engine uses a short default duration.
#### TimeToActivateNewDialogueTicks (int)
Ticks that must pass without this interact area being interacted with before it can start a new dialogue.
#### ScaleEffectAmplitude (float)
Visual scale effect amount for click interactions.
#### ScaleEffectCycles (float)
How many oscillations the scale effect performs.
### InteractAreas
The concrete areas on a character which can be interacted with; usually for belly rubs, kisses, etc.
### InteractArea
#### Type (string)
The interaction type to use. This should match one of the entries in `InteractAreaTypes`.
#### Null (string)
The null in which the interact area can be triggered. Again, review the .anm2 format.
#### Layer (string; optional)
Layer used for scale-effect interactions such as smacks.
#### DialoguePool (string)
The dialogue pool which will be drawn from when activating an interact area (see dialogue.xml).
#### DialoguePoolFull (string)
Dialogue pool used when the character is over capacity.
### Sound
An interact area can play multiple sounds when interacting; add additional Sound elements to achieve this. Don't worry about repeatedly-loaded sounds; the game will cache them beforehand for efficiency.
#### Path (path)
The path of the sound being used.
### Particle
An interact area can trigger multiple particle effects.
#### Type (string)
The particle type from `particles.xml`.
### Actions
Sounds that play in character-level contexts. Each action can contain multiple `Sound` elements.
### Digest
Sounds that will play when the character begins digesting (digestion bar full).
### Gurgle
Ambient sounds that will play randomly based on capacity; see GurgleChance and GurgleChanceFromCapacityMultiplier above.
### Sound
#### Path (path)
The path of the sound for the specific action.
| What | Where |
|---|---|
| The character's anm2 | `gfx/character.anm2` |
| Select screen render and portrait | `gfx/render.png` and `gfx/portrait.png` (both optional) |
| The background | `gfx/area.anm2`, with the world's bounds in its `Bounds` null and where items spawn in its `ItemSpawn` null |
| The cursor | `gfx/cursor.anm2`, with the animations `Default`, `Click`, `Hover` (over an item), `Grab` (an item), `Pan` (with middle mouse), `Zoom` (with the mouse wheel) and `Dispose` (right clicking an item) |
| Stage names | Stages are named `Stage1`, `Stage2` and so on. Past the first, the stage's name is added to every animation's name, and each stage's "How are you feeling?" dialogue is the pool of its name. |
| Dialogue when over capacity | An interaction plays its pool with `Full` added (e.g. `BellyRubFull`) instead, if there is one. |
## cursor.xml
Determines the cursor appearance and behavior.
### TextureRootPath (path)
Working folder/directory of textures the cursor will use.
#### SoundRootPath (path)
Working folder/directory of sounds the cursor will use.
#### Anm2 (path)
The anm2 file the cursor will use (depends on TextureRootPath).
### Animations
### Idle
The cursor's default idle animation.
### Hover
The cursor's hover animation, when hovering over an item.
### Grab
The cursor's grab animation, when grabbing an item.
### Pan
The cursor's pan animation, when panning with middle mouse button.
### Zoom
The cursor's zoom animation, when zooming in/out with the mouse wheel.
### Return
The cursor's return animation, when holding right click on a spawned item.
#### Animation (string)
The animation the cursor will use in these contexts.
### Actions
Know that multiple sounds can be defined for each action by adding `Sound` children.
### Grab
The sound that will play when grabbing an item.
### Release
The sound that will play when releasing an item.
### Throw
The sound that will play when throwing an item (releasing when dragging quickly).
### Sound
#### Path (path)
The path of the sound for these respective contexts.
# character.json
This is the main character file where much of the functionality is stored. It's read over `common/character.json`, which holds the defaults (the body's numbers, sounds, particles, the interaction types and so on), so a character only writes what it changes. Objects merge key by key (e.g. `"blink": {"destination": "Head"}` keeps the default `source`, and `"interactTypes": {"Smack": {"scaleAmplitude": 5}}` keeps the rest of Smack), while lists are replaced whole.
```json
{
"name": "Princess Mini",
"color": [0.188, 0.651, 0.424],
"weight": 40,
"weightMax": 100,
"capacity": 1250,
"stages": [45, 60, 70, 90],
"expandAreas": [{"layer": "Torso", "null": "Belly", "scaleMax": 2.5}],
"interactAreas": [{"type": "Rub", "null": "Head", "dialoguePool": "HeadRub"}]
}
```
| Key | Type | Meaning |
|---|---|---|
| `id` | string | What the character's save is named after. Defaults to the folder name; set it to keep the save when renaming the folder. |
| `name` | string | Name of the character; will appear in dialogue, stats, etc. Defaults to the folder name. |
| `description` | string | A general description of the character; will show in the Select screen. |
| `color` | [r, g, b], 0-1 | UI accent color for the character. |
| `weight` | float, kg | The character's starting weight. |
| `weightMax` | float, kg | Maximum weight the character can reach. |
| `capacity` | float, kcal | The character's starting capacity, and the least it can go down to. |
| `capacityMax` | float, kcal | The most capacity can grow to. |
| `overstuffedMultiplier` | float | The character can eat past capacity up to capacity times this. |
| `overstuffedDigestBonus` | float | Additional capacity gained on digest when the character was over capacity (scaled by how far over). |
| `caloriesToKilogram` | float | How many kilograms each calorie digested becomes. |
| `digestionRate` | float, %/second | The base digestion rate. |
| `digestionRateMin`, `digestionRateMax` | float, %/second | The range the digestion rate stays within. |
| `digestionTime` | float, seconds | When digesting, the digestion bar will count down, and then when it hits 0, the current calories will be digested. This determines how long this takes. |
| `blinkChance` | float, % | Chance each tick to blink. |
| `gurgleChance` | float, % | Chance each tick of a gurgle (see `sounds`), scaled by how full the character is. |
| `gurgleCapacityMultiplier` | float | Multiplies the gurgle chance at full capacity. Higher capacity = higher gurgle chance. |
### alternate
The alternate spritesheet of the character, if applicable (in Pokemon terms, the "shiny").
| Key | Type | Meaning |
|---|---|---|
| `texture` | path | The alternate spritesheet texture. |
| `sound` | path | Plays when the spritesheet is set to alternate (either on new game, or with an item that has `isToggleSpritesheet`). |
| `spritesheet` | int | The spritesheet of the character's anm2 it replaces. Defaults to 0. |
| `chance` | float, % | Chance of rolling the alternate spritesheet when starting a new game. |
### stages
A "stage" represents each visual change of the character as the weight increases. There's always a first stage (`Stage1`). This is a list of the weights (in kg) at which each stage after it (`Stage2`, `Stage3`...) is reached.
### animations
The character's animations. Know that a lot of character animations are typically easily played through dialogue; this is just for animations that aren't reliant on that system. These are just the base names.
| Key | Meaning |
|---|---|
| `start` | Plays first when starting a new game; used for like a character's introduction. |
| `idle` | The idle animation that the character will regularly return to. |
| `idleFull` | When over capacity, this idle animation will be used instead. |
| `stageUp` | When going to a new stage after digestion goes over a stage's threshold, this animation will play. |
### talk, blink
"talk" and "blink" are animations tweaked by the game for effect. Typically, each animation will have an invisible blinking/talking layer (just the graphic that blinks), which will change when called for. All that's sourced is just the spritesheet crop in these cases; so don't worry about how the blink/talk layers are set up.
| Key | Meaning |
|---|---|
| `source` | The layer in the animation which will be sourced. |
| `destination` | The layer in the animation which the source will be applied to. |
### eatAreas
An "eat area" is where the food should be dragged to. I'm pretty much expecting this to only be a mouth for most characters but hey maybe you want the character to also eat through their butt or something.
| Key | Meaning |
|---|---|
| `null` | The null in the animation where food will be checked for. |
| `animation` | The animation that will play when food is dragged to it. |
| `event` | The event that will be checked for, determining the time the food is actually eaten/chewed. |
### expandAreas
The areas which will expand based on how full the character is and their progress to the next stage (50/50); usually a stomach. This adds scale onto a layer and a null of every animation.
| Key | Meaning |
|---|---|
| `layer` | The layer that will expand. |
| `null` | The null that will expand. |
| `scaleMax` | The scale (in percent) that will be added at maximum. Know that a scale of 100 is the normal scale of an animation. |
The first expand area is treated as the belly: it breathes, jiggles when smacked, rubbed or fed, churns when it gurgles, and is where stage-up effects and gained weight come from.
### interactTypes, interactAreas
`interactTypes` is an object of interaction types by name, giving each type's defaults. Rub, Smack, Kiss and Turn Around come from common. A type gets a button on the taskbar only if one of the character's areas uses it. `interactAreas` is a list of the concrete areas on a character which can be interacted with; usually for belly rubs, kisses, etc. Each area names its `type` and takes all of that type's settings, changing whichever it gives itself.
| Key | Type | Meaning |
|---|---|---|
| `type` | string | (Areas only) The interaction type to use. |
| `null` | string | (Areas) The null in which the interact area can be triggered. |
| `layer` | string | The layer that the scale effect (e.g. smacks) applies to. |
| `icon` | string | The region of `gfx/icons.anm2` shown on this type's taskbar button. |
| `isHold` | bool | If true, the interaction is held rather than clicked once. |
| `cursorHover` | string | The animation the cursor will play when hovering over the interact area. |
| `cursorActive` | string | The animation the cursor will play when interacting. |
| `animation` | string | A character animation to play on interacting, when the area has no dialogue pool. |
| `idleOnEnd` | string | The idle animation the character uses after interacting (e.g. turning around). |
| `dialoguePool` | string | The dialogue pool which will be drawn from when interacting. Over capacity, the same pool with `Full` added is used, if there is one. |
| `dialogueCooldown` | float, seconds | Time before interacting can start new dialogue again. |
| `digestionClick` | float, % | Digestion added each click. |
| `digestionHover` | float, %/second | Digestion added while the cursor moves, held. |
| `scaleAmplitude` | float, % | Size of the scale effect on clicking. |
| `scaleCycles` | float | How many oscillations the scale effect performs. Defaults to 1. |
| `scaleTime` | float, seconds | How long the scale effect lasts. Defaults to a third of a second. |
| `sounds` | paths | Sounds played when interacting. |
### sounds
| Key | Meaning |
|---|---|
| `digest` | Plays when the character begins digesting (digestion bar full). |
| `gurgle` | Ambient sounds that play randomly based on capacity; see `gurgleChance`. |
### area
How items move in the background (`gfx/area.anm2`): `gravity` (applied to items' velocities per tick), `friction` (applied when items are grounded or hit walls) and `airResistance`.
### cursor
The cursor's sounds. Its look is `gfx/cursor.anm2` (see "Fixed files and names").
| Key | Meaning |
|---|---|
| `sounds` | `grab` (grabbing an item), `release` (letting go) and `throw` (letting go while dragging quickly). |
### menu
The UI's sounds.
| Key | Meaning |
|---|---|
| `sounds` | `open` and `close` (the taskbar or one of its windows), `hover` and `select` (a widget), and `cheats` (after entering a special code to activate cheats). |
### particles
An object of particles by name, each with the `anm2` and `animation` it plays once where spawned. (The ring where something is touched, grabbed or lands hard is drawn by the game, not a particle.)
# items.json
Has all items and their parameters, alongside additional behavior. Items share one anm2, whose spritesheet holds every item as a region named after it (pack them in Anm2Ed with "Make Spritesheet Regions"). Each item shows its region in place of whatever the anm2's frames show, with the region's own size and pivot.
```json
{
"anm2": "gfx/item.anm2",
"spawnDelay": 10,
"rarities": {"Common": {"weight": 1, "sound": "sfx/common.ogg"}},
"items": [
{"name": "Apple", "category": "Food", "use": "edible", "rarity": "Common", "calories": 95}
]
}
```
| Key | Type | Meaning |
|---|---|---|
| `anm2` | path | The anm2 that items use. |
| `spritesheet` | int | The spritesheet of the anm2 holding the items' regions. Defaults to 0. |
| `spawnDelay` | float, seconds | Base cooldown before another item can be spawned. |
| `spawnDelayMultiplier` | float | Multiplies the spawn delay once per character stage. Values below `1.0` make item spawning faster as stage increases. |
| `spawnLimit` | int | Maximum number of items in the world at once. |
| `sounds` | | `bounce` (an item hitting a floor/wall/ceiling), `dispose` (an item disposed of), `summon` (an item spawned) and `newItem` (an item found for the first time). |
| `particles` | | `dispose` and `summon`. |
| `rarities` | object | Rarities, by name. Each has a `weight` (relative chance of spawning) and a `sound` that plays when one spawns. |
### items
| Key | Type | Meaning |
|---|---|---|
| `name` | string | The name of the item. |
| `id` | string | What saves keep the item by. Defaults to its name; set it to keep saves when renaming the item. |
| `description` | string | Flavor text for the item. |
| `region` | string | The region of the items' spritesheet it shows. Defaults to its name. |
| `anm2` | path | An anm2 of its own, if it animates differently. |
| `category` | string | The item's category, shown in the Catalog. |
| `use` | string | `edible` (food that can be eaten) or `tool`. |
| `rarity` | string | The item's rarity. |
| `flavor` | string | Flavor text (for food); honestly has no meaning but whatever. |
| `calories` | float | The amount of calories the item has (if food). |
| `capacityBonus` | float | Capacity increase granted as the item is eaten. |
| `digestionBonus` | float, %/second | The digestion rate added as the item is eaten. |
| `gravity` | float | The item's gravity, in pixels per tick (a 60th of a second); will use the area's if not given. |
| `color` | [r, g, b], 0-1 | Optional UI color for the item. |
| `isToggleSpritesheet` | bool | When used as a tool on the character, will toggle the character's spritesheet (in Pokemon terms, toggling normal/shiny palettes). |
# dialogue.json
## dialogue.xml
The collection of character dialogue; likely the biggest file, depending on your needs.
### Dialogue
#### SoundRootPath (path)
Working folder/directory of where dialogue sounds will be contained within.
#### DelayTicks (int)
How many update ticks pass before the next dialogue character is revealed.
#### BlipDelayTicks (int)
How many displayed dialogue characters elapse between blip sounds. `3` means every third displayed character.
### TextPlayback
Groups the dialogue text reveal settings.
### Blip
Dialogue blip sound. One is played periodically while text reveals. Add one or more `Sound` children.
### Sound
#### Path (path)
The path to the sound that will play, based on SoundRootPath.
### DelayCharacters
Groups character-specific delay rules.
### DelayCharacter
#### Character (string)
The character that should add an extra delay while text reveals.
#### DelayTicks (int)
Extra update ticks to pause after this character.
#### IsDisableTalk (bool)
If true, the talking override pauses during this character's delay.
### Entries
### Entry
Each bit of dialogue is referred to as an "entry".
#### Label (string)
Name for the entry. Other entries will rely on this for dialogue chains.
#### Next (string)
The ID of the entry that will follow after this one. If no Next entry, the text will not continue. Make sure to connect these.
#### Text (string)
The actual dialogue content of the entry. Should support Unicode, provided the font contains the characters.
#### Animation (string)
A character animation that will play at the beginning of the dialogue. This may be expanded into the future to allow animations to play dynamically per dialogue index. Again, make sure it's just the base name for the animation, no stage numbers.
### Effects
Dialogue effects can be added as child elements of an `Entry`. `Small` and `Big` are fixed text scale effects. `Silent` suppresses blips and character talking for its range. `Oscillation`, `Shake`, and `Screenshake` use engine defaults for their strength/timing values; do not write `Amplitude`, `Frequency`, `Period`, `Magnitude`, or `TimeTicks` for those effects. `Scene` hides windows and items and disables interaction until the active dialogue chain reaches and finishes its terminal entry. If another `Scene` appears while one is active, it is ignored. `Scale` and `Rainbow` are no longer supported.
### Choice
Dialogue can be branching; simply added "Choice" elements into the Entry element.
#### Next (string)
The dialogue the choice will lead to.
#### Text (string)
The text of the choice; will appear as a series of buttons in the text window.
### Pools
A "pool" of dialogue refers to a collection of entries that can be randomly picked in some contexts.
### Pool
#### Label (string)
The name of the dialogue pool; can be referenced elsewhere.
### Entry
#### Label (string)
The name of the entry; to be added to the pool.
### Hooks
Groups dialogue hooks. Hooks connect gameplay events to either a specific entry or a pool.
### Hook
#### Type (string)
The gameplay hook name. Current hook names include `Start`, `End`, `Help`, `StageUp`, `Random`, `Feed`, `FeedFull`, `Eat`, `EatFull`, `Full`, `Throw`, `LowCapacity`, `Digest`, `FoodTaken`, and `FoodTakenFull`.
#### Entry (string)
The entry to play for this hook.
#### Pool (string)
The pool to draw from for this hook.
#### Value (int)
Optional hook-specific value. `StageUp` uses the displayed stage number. For a matching hook type, value-specific hooks override general hooks, then entry hooks override pool hooks.
```json
{
"speed": 30,
"blipEvery": 2,
"blip": "sfx/blip.ogg",
"pauses": {".": {"delay": 0.08}},
"hooks": {"Start": "Intro"},
"entries": {
"Intro": {
"isScene": true,
"lines": [
{"animation": "Appear"},
{"text": "Hey there, [shake]human[/shake]!", "animation": "Smug"}
],
"choices": [{"text": "Hi!", "next": "Hello"}]
},
"Eat1": {
"pools": ["Eat"],
"lines": [{"text": "[big]Yum![/big]"}]
}
}
}
```
## items.xml
Has all items and their parameters, alongside additional behavior.
| Key | Type | Meaning |
|---|---|---|
| `speed` | float | How many characters are revealed per second. |
| `blipEvery` | int | How many characters pass between blip sounds. `3` means every third character. |
| `blip` | sounds | Dialogue blip sounds, played periodically while text reveals. |
| `pauses` | object | Extra `delay` (in seconds) after particular characters. With `isSilent`, talking and blips also pause during it. |
| `hooks` | object | Gameplay events play the pool (or else the entry) named after them: `Start`, `End`, `Help`, `StageUp`, `Random`, `Feed`, `FeedFull`, `Eat`, `EatFull`, `Full`, `Throw`, `LowCapacity`, `Digest`, `FoodTaken` and `FoodTakenFull`. Hooks only lists ones that play something else. `Random` and `Help` add the "Let's chat!" and "Help" buttons. |
| `entries` | object | Each bit of dialogue is referred to as an "entry", by its label. |
### ItemSchema
#### TextureRootPath (path)
Working folder/directory of where used textures will be contained within.
#### SoundRootPath (path)
Working folder/directory of where used sounds will be contained within.
#### BaseAnm2 (path)
The base anm2 file that items will use. Items can technically have their own .anm2 and animate accordingly, but I haven't tested this much.
#### BaseSpawnDelayTicks (int)
Base cooldown before another item can be spawned.
#### ItemSpawnLimit (int)
Maximum number of spawned world items at once.
#### SpawnDelayStageMultiplier (float)
Multiplies the spawn delay once per character stage. Values below `1.0` make item spawning faster as stage increases.
### Actions
The various item actions. Each action can contain multiple `Sound` elements to randomly play from a selection.
### Bounce
The sound that will play when an item is bounced (hitting a floor/wall/ceiling with velocity).
### Dispose
The sound that will play when an item is disposed of.
### Summon
The sound that will play when an item is spawned.
### NewItem
The sound that will play when an item is discovered in the Catalog for the first time.
### Return
The sound that will play when an item is returned.
### Sound
#### Path (path)
The path to the sound that will play, based on SoundRootPath.
### Categories
The kinds of items present. Will appear in Catalog tooltips.
### Category
#### Name (string)
The name of the category.
#### UseMode (string)
Controls how items in this category are used after spawning. `Edible` marks food that can be eaten. `Tool` marks non-food tools.
### Flavors
Item flavors (for food). Honestly have no meaning but flavor text at the moment but whatever.
### Flavor
#### Name (string)
Name of the flavor.
### Rarities
Different rarities of item. Shows in the Catalog and each can have their own drop chance.
### Rarity
#### Name (string)
Name of the rarity.
#### Chance (float, percent)
Relative rarity weight for item systems.
#### Sound (path)
Sound that will play when an item of this rarity is awarded.
#### IsHiddenInCatalog (bool)
If true, this rarity is marked as hidden in the Catalog. Undiscovered items still appear as unknown silhouettes.
### Items
#### TextureRootPath (path)
Working folder/directory of where used item textures will be contained within.
### Item
An individual item entry.
#### Name (string)
The name of the item.
#### Texture (path)
The texture the item uses; uses TextureRootPath.
#### Description (string)
Flavor text for the item.
#### Category (string)
The category the item uses; as defined in Categories.
#### Rarity (string)
The rarity the item uses; as defined in Rarities.
#### Anm2 (path; optional)
The custom anm2 the item uses, if needed.
#### Flavor (string; optional)
The flavor the item uses; as defined in Flavors.
#### Calories (float; optional)
The amount of calories in an item has (if food).
#### CapacityBonus (float; optional)
Capacity increase granted as the item is eaten.
#### DigestionBonus (float, percent; optional)
The additional digestion rate in percent the item will give if eaten.
#### Gravity (float; optional)
The item's gravity; will use the default gravity if not available.
#### ColorR, ColorG, ColorB (float, 0-1; optional)
Optional item UI color. Missing components default to `0` if any color component is provided.
#### IsToggleSpritesheet (bool; optional)
When used as a tool, will toggle the character's spritesheet (in Pokemon terms, toggling normal/shiny palettes).
### entries
An entry is lines played in order, after which it offers its choices or moves on to the next entry.
## strings.xml
Character-specific text strings.
See [`src/resource/xml/strings.hpp`](src/resource/xml/strings.hpp) for how strings map to in-game displays.
| Key | Type | Meaning |
|---|---|---|
| `lines` | list | Each with its `text` and an `animation` (base name) that plays as it starts. A line without text just plays its animation, moving on once it ends. |
| `choices` | list | Dialogue can be branching; each choice has its `text` (shown as a button after the last line) and the `next` entry it leads to. |
| `next` | string | The entry that follows the last line. With neither choices nor next, the dialogue ends there. |
| `pools` | strings | The pools (lists of entries picked from at random) the entry is in. |
| `isScene` | bool | Hides windows and items and disables interaction until the dialogue reaches the end. A scene started in the middle of another is ignored. |
## menu.xml
Determines menu and general UI appearance and behavior.
### markup
Effects go right in a line's text, as tags. A tag over part of the text has a closing tag: `[shake]too bad[/shake]`. The rest happen where they stand: `[screenshake]BOOM`. `[[` is a plain `[`.
### Menu
#### SoundRootPath (path)
Working folder/directory of where used sounds will be contained within.
#### FontRootPath (path)
Working folder/directory of where used fonts will be contained within.
#### Font (path)
The font the menu will use, based on FontRootPath.
#### ButtonRounding (float)
The rounding of corners the UI will use.
### Actions
Menu sound actions. Each action can contain one or more `Sound` elements.
### Open
Will play when opening a sliding menu panel.
### Close
Will play when closing a sliding menu panel.
### Hover
Will play when hovering over a widget in a menu.
### Select
Will play when clicking on a widget in a menu.
### CheatsActivated
Sound that will play after entering a special code to activate cheats.
### Sound
#### Path (path)
The sound that will play, based on SoundRootPath.
| Tag | Meaning |
|---|---|
| `[color=r g b]` | Colors the text (0-1 each), e.g. `[color=1 0.25 0.25]`. |
| `[big]`, `[small]` | Fixed text scales. |
| `[wave]`, `[shake]` | Moves the text, with engine defaults. |
| `[silent]` | Suppresses blips and character talking. |
| `[screenshake]` | Shakes the screen. |
| `[sound=path]` | Plays a sound. |
| `[animation=Name]` | Plays a character animation. |
| `[delay=seconds]` | Changes the reveal speed to one character per this many seconds from here on. |
# Saves
Outside of resources, Shweet's Sim also has a few files it writes outside of the game. You will find these in %AppData%/shweets-sim on Windows and ~/.local/share/shweets-sim on Linux.
Outside of resources, Shweet's Sim also has a few files it writes outside of the game. You will find these in %AppData%/shweets-sim on Windows and ~/.local/share/shweets-sim on Linux. Each is a plain text file of `key=value` lines.
## settings.xml
Stores general game settings and configuration; beyond invididual characters.
### MeasurementSystem ("Imperial", "Metric")
Determines measurement system (kg/g or lb/oz).
### Volume (int, percent)
Master volume.
### IsAudioMuted (bool)
If true, all audio is muted.
### ColorR, ColorG, ColorB (float, 0-1)
Red/Green/Blue components of menu color.
### WindowX, WindowY (int)
Window position.
### WindowW/H (int)
Window size.
## settings.txt
Stores general game settings and configuration; beyond individual characters.
## *.save
Saves are per-character; will be named "[blank].save", stored in "saves" folder, from the name of the character's archive.
| Key | Meaning |
|---|---|
| `measurement` | `0` for metric (kg/g), `1` for imperial (lb/oz). |
| `volume` | Master volume, in percent. |
| `mute` | `1` if all audio is muted. |
| `color` | Red, green and blue (0-1) of the menu color. |
| `character_color` | `1` to use the character's color while playing. |
| `width`, `height` | Window size. |
| `x`, `y` | Window position. |
| `last_character` | The character being played at exit, which the game continues on start. |
| `console` | `1` enables the developer console (the grave key). |
### Save
#### IsPostgame (bool)
Determines if the game has been completed (character's max stage has been reached); if true, will enable cheats.
#### IsAlternateSpritesheet (bool)
Determines if the character's spritesheet is using the alternate version (in Pokemon, would be the "shiny" version
### Character
#### WeightKilograms (float)
Character's current weight, in kilograms.
#### Calories (float)
Character's current consumed calories.
#### CapacityCalories (float)
Character's capacity, in calories. Remember, max capacity effectively is capacity * CapacityOverstuffedMultiplier (from character.xml)
#### DigestionRatePerSecond (float, percent/second)
Character's digestion rate in percent per second.
#### IsDigesting (bool)
Determines if character is currently digesting (when the bar is going down)
#### DigestionProgress (float, percent)
Character's digestion progress. Digestion max is always 100%.
#### DigestionTimer (int)
When digestion bar is going down, this is the remaining time to 0 (in ticks)
#### TotalCaloriesConsumed (float)
Total calories consumed by the character, per save file.
#### TotalItemsSpawned (int)
How many items have been spawned, per save file.
#### TotalItemsConsumed (int)
How many items have been completely consumed by the character, per save file.
### Items
World items currently spawned outside the Catalog.
#### ID (int)
Item ID from `items.xml`.
#### PositionX, PositionY (float)
World position.
#### VelocityX, VelocityY (float)
World velocity.
### Discovered
Catalog item IDs that have been discovered.
#### ID (int)
Item ID from `items.xml`.
#### Rotation (float)
Current rotation.
# Conclusion
Hopefully this'll give you the resources you need to start making your own characters. If you need any help with this guide, or with clarification on anything, I'm available. Additionally, the game is [licensed as free software](https://github.com/ShweetsStuff/shweets-sim), meaning if you're stuck the code should give you a clue (though I apologize for the lack of comments. Self-documenting code though, am I right? :^) )
## saves/<character id>.txt
A character's progress: their weight, calories, capacity, digestion, totals and playtime, the camera, and the items found (`discovered=` lines) and lying in the world (`item=` lines, as position, velocity, rotation and id).
+39 -6
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@@ -11,14 +11,16 @@ This application was developed with the assistance of a large language model.
## Build
After cloning and enter the repository's directory, make sure to initialize the submodules:
After cloning and entering the repository's directory, make sure to initialize the submodules:
```git submodule update --init --recursive```
### Windows
Visual Studio is recommended for build.
Everything (SDL, Dear ImGui, simdjson, stb_vorbis) is built statically from the submodules. The game's resources are in `resources/` and get linked next to the executable (copied, where links aren't allowed). Release is the default build; add `-DCMAKE_BUILD_TYPE=Debug` to the first command for a debug one.
### Linux
Needs the X11/Wayland and audio headers SDL builds against.
```
mkdir build
cd build
@@ -26,7 +28,38 @@ cmake ..
make
```
If using VSCode, several tasks are available to quickly run and build.
### Windows
### Emscripten
Run the VSCode "web" task. Make sure you have the Emscripten SDK accessible at the EMSDK path variable.
With Visual Studio or MinGW:
```
cmake -B build
cmake --build build --config Release
```
### Web
Needs the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html).
```
emcmake cmake -B build-web
cmake --build build-web
```
This makes `index.html`, `.js`, `.wasm` and `.data`. Serve all four.
## Saves
Settings are kept in `settings.txt`, and each character's progress in `saves/<character>.txt`, as plain `key=value` lines. They're in `~/.local/share/shweets-sim` on Linux, `%AppData%/shweets-sim` on Windows, and the browser's storage on the web.
## Developer Console
Add `console=1` to `settings.txt`, then press the grave key (`` ` ``) in game. `help` lists the commands.
## Modding
See [MODDING.md](MODDING.md).
## License
See [LICENSE](LICENSE). The taskbar icons are from [Font Awesome Free](https://fontawesome.com) (CC BY 4.0), with lips by Lorc from [game-icons.net](https://game-icons.net) (CC BY 3.0); see `resources/common/gfx/icons_license.txt`.
-41
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@@ -1,41 +0,0 @@
if(NOT DEFINED SRC_DIR OR NOT DEFINED DST_DIR OR NOT DEFINED STAMP_FILE)
message(FATAL_ERROR "SRC_DIR, DST_DIR, and STAMP_FILE must be defined")
endif()
set(CHARACTERS_DIR "${SRC_DIR}/characters")
file(REMOVE_RECURSE "${DST_DIR}")
file(MAKE_DIRECTORY "${DST_DIR}")
# Copy all resources except character source folders and any stray character zips.
file(COPY "${SRC_DIR}/" DESTINATION "${DST_DIR}"
PATTERN "characters/*" EXCLUDE
PATTERN "characters/*.zip" EXCLUDE)
file(MAKE_DIRECTORY "${DST_DIR}/characters")
if(EXISTS "${CHARACTERS_DIR}")
file(GLOB CHILDREN RELATIVE "${CHARACTERS_DIR}" "${CHARACTERS_DIR}/*")
foreach(CHILD IN LISTS CHILDREN)
set(CHARACTER_SOURCE_DIR "${CHARACTERS_DIR}/${CHILD}")
if(NOT IS_DIRECTORY "${CHARACTER_SOURCE_DIR}")
continue()
endif()
file(GLOB_RECURSE CHARACTER_CONTENTS RELATIVE "${CHARACTER_SOURCE_DIR}" "${CHARACTER_SOURCE_DIR}/*")
if(NOT CHARACTER_CONTENTS)
message(STATUS "Skipping empty character directory: ${CHARACTER_SOURCE_DIR}")
continue()
endif()
execute_process(
COMMAND "${CMAKE_COMMAND}" -E tar cf "${DST_DIR}/characters/${CHILD}.zip" --format=zip ${CHARACTER_CONTENTS}
WORKING_DIRECTORY "${CHARACTER_SOURCE_DIR}"
RESULT_VARIABLE ZIP_GENERATE_RESULT
)
if(NOT ZIP_GENERATE_RESULT EQUAL 0)
message(FATAL_ERROR "Failed generating ${DST_DIR}/characters/${CHILD}.zip (exit code ${ZIP_GENERATE_RESULT})")
endif()
endforeach()
endif()
file(WRITE "${STAMP_FILE}" "resources copied\n")
-28
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@@ -1,28 +0,0 @@
if(NOT DEFINED BIN_DIR OR BIN_DIR STREQUAL "")
message(FATAL_ERROR "BIN_DIR is required")
endif()
set(ARCHIVE_PATH "${BIN_DIR}/shweets-sim-web.zip")
file(REMOVE "${ARCHIVE_PATH}")
file(GLOB INDEX_OUTPUTS "${BIN_DIR}/index.*")
set(FILES_TO_ZIP "")
foreach(FILE_PATH IN LISTS INDEX_OUTPUTS)
if(NOT FILE_PATH STREQUAL ARCHIVE_PATH)
get_filename_component(FILE_NAME "${FILE_PATH}" NAME)
list(APPEND FILES_TO_ZIP "${FILE_NAME}")
endif()
endforeach()
if(FILES_TO_ZIP)
execute_process(
COMMAND "${CMAKE_COMMAND}" -E tar cf "shweets-sim-web.zip" --format=zip ${FILES_TO_ZIP}
WORKING_DIRECTORY "${BIN_DIR}"
RESULT_VARIABLE ZIP_RESULT
)
if(NOT ZIP_RESULT EQUAL 0)
message(FATAL_ERROR "Failed creating ${ARCHIVE_PATH}")
endif()
else()
message(WARNING "No index.* files found in ${BIN_DIR}; skipping shweets-sim-web.zip creation")
endif()
-47
View File
@@ -1,47 +0,0 @@
if(NOT DEFINED BIN_ROOT OR BIN_ROOT STREQUAL "")
message(FATAL_ERROR "BIN_ROOT is required")
endif()
if(NOT DEFINED TARGET_DIR OR TARGET_DIR STREQUAL "")
message(FATAL_ERROR "TARGET_DIR is required")
endif()
if(NOT DEFINED EXE_FILE OR EXE_FILE STREQUAL "")
message(FATAL_ERROR "EXE_FILE is required")
endif()
if(NOT DEFINED PACKAGE_NAME OR PACKAGE_NAME STREQUAL "")
set(PACKAGE_NAME "snivy-win32")
endif()
set(EXE_PATH "${TARGET_DIR}/${EXE_FILE}")
set(PACKAGE_DIR "${BIN_ROOT}/${PACKAGE_NAME}")
set(ARCHIVE_PATH "${BIN_ROOT}/${PACKAGE_NAME}.zip")
set(TARGET_RESOURCES_DIR "${TARGET_DIR}/resources")
set(BIN_RESOURCES_DIR "${BIN_ROOT}/resources")
file(MAKE_DIRECTORY "${BIN_ROOT}")
file(REMOVE_RECURSE "${PACKAGE_DIR}")
file(REMOVE "${ARCHIVE_PATH}")
file(MAKE_DIRECTORY "${PACKAGE_DIR}")
if(EXISTS "${EXE_PATH}")
file(COPY "${EXE_PATH}" DESTINATION "${PACKAGE_DIR}")
else()
message(FATAL_ERROR "Executable not found: ${EXE_PATH}")
endif()
if(EXISTS "${TARGET_RESOURCES_DIR}")
file(COPY "${TARGET_RESOURCES_DIR}" DESTINATION "${PACKAGE_DIR}")
elseif(EXISTS "${BIN_RESOURCES_DIR}")
file(COPY "${BIN_RESOURCES_DIR}" DESTINATION "${PACKAGE_DIR}")
endif()
execute_process(
COMMAND "${CMAKE_COMMAND}" -E tar cf "${PACKAGE_NAME}.zip" --format=zip "${PACKAGE_NAME}"
WORKING_DIRECTORY "${BIN_ROOT}"
RESULT_VARIABLE ZIP_RESULT
)
if(NOT ZIP_RESULT EQUAL 0)
message(FATAL_ERROR "Failed creating ${ARCHIVE_PATH}")
endif()
-1
Submodule external/SDL deleted from 770b38b4f1.
Submodule external/SDL_mixer deleted from 4182794ea4.
-1
Submodule external/glm deleted from a583c59e16.
-1
Submodule external/physfs deleted from d70c3fcf06.
Vendored Submodule
+1
Submodule external/sdl added at 32e9d379f6.
Vendored Submodule
+1
Submodule external/simdjson added at 449f38e637.
Vendored Submodule
+1
Submodule external/stb added at d14d46f6b4.
Submodule external/tinyxml2 deleted from 36ff404c34.
-311
View File
@@ -1,311 +0,0 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */
File diff suppressed because it is too large. Load diff
-15776
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File diff suppressed because it is too large. Load diff
-3
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@@ -1,3 +0,0 @@
<Areas TextureRootPath="gfx/areas" BaseAnm2="area.anm2" WorldBoundsNull="Bounds" ItemSpawnNull="ItemSpawn">
<Area Texture="area.png" Gravity="0.95" Friction="0.75" AirResistance="0.975" />
</Areas>
@@ -0,0 +1,35 @@
{
"name": "Braixen",
"description": "A fire-wielding, enigmatic Fox Pokémon. You're her apprentice!",
"color": [0.901961, 0.156863, 0.160784],
"weight": 32,
"weightMax": 250,
"capacity": 1000,
"stages": [35, 45, 55, 70, 95, 125, 160, 200, 250],
"animations": {"idle": "Idle"},
"expandAreas": [{"layer": "Torso", "null": "Belly", "scaleMax": 1.25}],
"interactTypes": {"Smack": {"dialogueCooldown": 5, "digestionClick": 0.25}},
"interactAreas": [
{"type": "Rub", "null": "Head", "dialoguePool": "HeadRub"},
{"type": "Rub", "null": "Belly", "cursorActive": "Grab", "dialoguePool": "BellyRub", "digestionHover": 6},
{"type": "Kiss", "null": "Mouth", "dialoguePool": "MouthKiss"},
{"type": "Kiss", "null": "Belly", "dialoguePool": "BellyKiss"},
{"type": "Smack", "null": "Belly", "layer": "Torso", "dialoguePool": "BellySmack"},
{"type": "Smack", "null": "ButtFront", "layer": "LegFront", "dialoguePool": "ButtSmack"},
{"type": "Smack", "null": "ButtBack", "layer": "LegBack", "idleOnEnd": "IdleBack", "dialoguePool": "ButtSmack"},
{
"type": "Turn Around",
"null": "FullBody",
"animation": "IdleBack",
"idleOnEnd": "IdleBack",
"cursorHover": "TurnAround"
},
{
"type": "Turn Around",
"null": "FullBodyBack",
"animation": "Idle",
"idleOnEnd": "Idle",
"cursorHover": "TurnAroundBack"
}
]
}
@@ -1,80 +0,0 @@
<Character Name="Braixen" TextureRootPath="gfx" SoundRootPath="sfx" Render="preview/render.png" Portrait="preview/portrait.png" Anm2="character/braixen.anm2" Description="A fire-wielding, enigmatic Fox Pokémon. You're her apprentice!" Credits="Art, Animation, Dialogue: ShweetMagnet Sound Effects: Pokemon, skunkwhoplunks Commissioned by @FatGirIsHMU on Twitter" WeightKilograms="32" WeightMaxKilograms="250" CapacityCalories="1000" CapacityMinCalories="1000" CapacityMaxCalories="10000" CapacityOverstuffedMultiplier="1.5" CapacityIfOverStuffedOnDigestBonus="0.2" CaloriesToKilogram="0.001" DigestionTimerMax="120" BlinkChance="0.5" GurgleChance="0.00050000002" GurgleChanceFromCapacityMultiplier="10" DialoguePool="Stage1" ColorR="0.90196079" ColorG="0.15686275" ColorB="0.16078432" BlipDelayTicks="4" DelayTicks="4" DigestionRatePerSecond="1.5" DigestionRatePerSecondMax="4.5">
<Stages>
<Stage ThresholdKilograms="35" DialoguePool="Stage2" AppendStringForAnimations="Stage2" />
<Stage ThresholdKilograms="45" DialoguePool="Stage3" AppendStringForAnimations="Stage3" />
<Stage ThresholdKilograms="55" DialoguePool="Stage4" AppendStringForAnimations="Stage4" />
<Stage ThresholdKilograms="70" DialoguePool="Stage5" AppendStringForAnimations="Stage5" />
<Stage ThresholdKilograms="95" DialoguePool="Stage6" AppendStringForAnimations="Stage6" />
<Stage ThresholdKilograms="125" DialoguePool="Stage7" AppendStringForAnimations="Stage7" />
<Stage ThresholdKilograms="160" DialoguePool="Stage8" AppendStringForAnimations="Stage8" />
<Stage ThresholdKilograms="200" DialoguePool="Stage9" AppendStringForAnimations="Stage9" />
<Stage ThresholdKilograms="250" DialoguePool="Stage10" AppendStringForAnimations="Stage10" />
</Stages>
<Animations>
<Start Animation="Appear" />
<Idle Animation="Idle" />
<IdleFull Animation="NeutralFull" />
<StageUp Animation="StageUp" />
</Animations>
<AnimationOverrides>
<Talk LayerSource="Talk" LayerDestination="Mouth" />
<Blink LayerSource="Blink" LayerDestination="Eye" />
</AnimationOverrides>
<EatAreas>
<EatArea Null="Mouth" Animation="Eat" EventToActivate="Eat" />
</EatAreas>
<Actions>
<Digest>
<Sound Path="digest1.ogg" />
<Sound Path="digest2.ogg" />
<Sound Path="digest3.ogg" />
</Digest>
<Gurgle>
<Sound Path="gurgle1.ogg" />
<Sound Path="gurgle2.ogg" />
<Sound Path="gurgle3.ogg" />
<Sound Path="gurgle4.ogg" />
<Sound Path="gurgle5.ogg" />
</Gurgle>
</Actions>
<ExpandAreas>
<ExpandArea Layer="Torso" Null="Belly" ScaleMultiplierMaximum="1.25" />
</ExpandAreas>
<InteractAreaTypes>
<InteractArea Type="Rub" GlyphFromIconFont="2" IsHold="true" AnimationCursorHover="Hover" AnimationCursorActive="Rub">
<Sound Path="rub.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Smack" GlyphFromIconFont="3" AnimationCursorHover="SmackHover" AnimationCursorActive="Smack" TimeToActivateNewDialogueTicks="300" ScaleEffectAmplitude="1" ScaleEffectCycles="3" DigestionBonusOnClick="0.25">
<Sound Path="smack1.ogg" />
<Sound Path="smack2.ogg" />
<Sound Path="smack3.ogg" />
<Sound Path="smack4.ogg" />
<Sound Path="smack5.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Kiss" GlyphFromIconFont="4" AnimationCursorHover="KissHover" AnimationCursorActive="Kiss">
<Sound Path="kiss1.ogg" />
<Sound Path="kiss2.ogg" />
<Sound Path="kiss3.ogg" />
<Sound Path="kiss4.ogg" />
<Sound Path="kiss5.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Turn Around" GlyphFromIconFont="5">
<Sound Path="turn.ogg" />
<Particle Type="Circle" />
</InteractArea>
</InteractAreaTypes>
<InteractAreas>
<InteractArea Type="Rub" Null="Head" DialoguePool="HeadRub" DialoguePoolFull="HeadRubFull" />
<InteractArea Type="Rub" Null="Belly" AnimationCursorActive="Grab" DialoguePool="BellyRub" DigestionBonusOnHover="0.1" DialoguePoolFull="BellyRubFull" />
<InteractArea Type="Kiss" Null="Mouth" DialoguePool="MouthKiss" DialoguePoolFull="MouthKiss" />
<InteractArea Type="Kiss" Null="Belly" DialoguePool="BellyKiss" DialoguePoolFull="BellyKiss" />
<InteractArea Type="Smack" Null="Belly" DialoguePool="BellySmack" Layer="Torso" DialoguePoolFull="BellySmack" />
<InteractArea Type="Smack" Null="ButtFront" DialoguePool="ButtSmack" Layer="LegFront" />
<InteractArea Type="Smack" Null="ButtBack" DialoguePool="ButtSmack" Layer="LegBack" DefaultAnimationOnEnd="IdleBack" />
<InteractArea Type="Turn Around" Null="FullBody" AnimationCursorHover="TurnAround" Animation="IdleBack" DefaultAnimationOnEnd="IdleBack" />
<InteractArea Type="Turn Around" Null="FullBodyBack" AnimationCursorHover="TurnAroundBack" Animation="Idle" DefaultAnimationOnEnd="Idle" />
</InteractAreas>
</Character>
-22
View File
@@ -1,22 +0,0 @@
<Cursor TextureRootPath="gfx" SoundRootPath="sfx" Anm2="cursor/cursor.anm2">
<Actions>
<Idle Animation="Default" />
<Click Animation="Click" />
<Hover Animation="Hover" />
<Grab Animation="Grab">
<Sound Path="grab.ogg" />
<Particle Type="Circle" />
</Grab>
<Release>
<Sound Path="release.ogg" />
</Release>
<Pan Animation="Pan" />
<Zoom Animation="Zoom" />
<Dispose Animation="Dispose" />
<Throw>
<Sound Path="throw.ogg" />
<Sound Path="throw2.ogg" />
<Sound Path="throw3.ogg" />
</Throw>
</Actions>
</Cursor>
+135
View File
@@ -0,0 +1,135 @@
{
"speed": 30,
"blipEvery": 2,
"blip": ["sfx/blip.ogg"],
"pauses": {
".": {"delay": 0.1333, "isSilent": true},
",": {"delay": 0.1333, "isSilent": true},
"!": {"delay": 0.1333, "isSilent": true},
"?": {"delay": 0.1333, "isSilent": true}
},
"hooks": {"Start": "StartAppear"},
"entries": {
"StartAppear": {
"isScene": true,
"lines": [
{"animation": "Appear"},
{"text": "Lovely, lovely, [wave]lovely[/wave]!! You must be my [wave][color=1 0.25 0.25]new [screenshake][sound=sfx/boom.ogg]apprentice[/color][/wave]~!", "animation": "Sweet"}
],
"choices": [
{"text": "W-wait, huh?!", "next": "StartA-1"},
{"text": "That's me!", "next": "StartB-1"}
]
},
"StartA-1": {
"lines": [
{"text": "I'm not mistaken! My blazing bright eyes can see into your soul! Without a doubt, you are my [color=1 0.25 0.25]apprentice[/color]!", "animation": "Surprised"}
],
"next": "StartA-2"
},
"StartB-1": {
"lines": [
{"text": "Excellent! You've gotten the message! Splendid! So [shake]splendid[/shake]!", "animation": "Wicked"}
],
"next": "StartA-2"
},
"StartA-2": {
"lines": [
{"text": "Of course you would be! You've got a certain...[color=1 0.25 0.25]spirit[/color], about you! Your own [color=1 0.25 0.25]ember[/color], burning [shake]furiously[/shake] within you!", "animation": "Wicked"},
{"text": "Now, I must say...my practice isn't perfect yet. I am still a learner in the Art, and my pursuit is...unique.", "animation": "Thinking"},
{"text": "The school I'm enrolled in...encompasses only me. I'm the founder, and the sole teacher and student! Until you came along, that is. Call me [color=1 0.25 0.25]Braixen[/color]. I shall be your companion!", "animation": "Smug"},
{"text": "I should tell you about my philosophy, then! What the Art really is! To master the eternal flame, the unyielding ember, one must embrace it...fully!", "animation": "Thinking"},
{"text": "You see, my apprentice, what is more \"embracing\" than using...[color=1 0.25 0.25][wave]one's own body[/wave][/color] for the sake of the Art?! I can't believe no one else has considered such a thing!!", "animation": "Excited"},
{"text": "Listen closely! Your purpose is to turn my thin, meager body into an [wave]splendid host[/wave] of the Art! My stomach a vast, boiling, bubbling cauldron! My physique abundant with heat and energy!", "animation": "Stern"},
{"text": "...hard to understand? Fine, then, I'll use more pedestrian language.[big] I want you to make me[color=1 0.25 0.25][screenshake] fat[/color][/big]! As[color=1 0.25 0.25] fat[/color] as possible!", "animation": "Wicked"},
{"text": "Some have called it \"ridiculous\". Unhealthy. Absurd! Well, I call them [shake]lost[/shake]! Fools who will never truly grasp the reality of the Art!", "animation": "Pout"},
{"text": "Your role now is to serve me well, and rejoice; for you, my apprentice, shall also scale the mountain of awakening through this!", "animation": "Smug"},
{"text": "Journey to faraway lands! Battle fierce opponents! Conquer and claim what foodstuffs you can scrounge to[color=1 0.25 0.25][shake] stoke the flam[/shake]e[/color] inside of my belly!", "animation": "Horny"},
{"text": "It will require dilligence, perserverance and perhaps...sacrifice. [animation=Horny]But, my student, following the Art shall yield many...rewards.", "animation": "Horny"},
{"text": "[animation=Horny]I shall grace you with permanent authority over my vessel. I do not mind. I trust you. You bare the same [color=1 0.25 0.25]ember[/color] as I. I know this!", "animation": "Smug"},
{"text": "Now, [animation=Sweet]venture forth! Heed thy call! Feed me! [shake]FEED ME[/shake]! [color=0.498 0.498 0.498][small] ...and do know that I can soothe any urges that may arise from witnessing such splendor.[/small][/color]", "animation": "Wicked"}
]
},
"Help": {
"lines": [
{"text": "Yes,[wave] my dear apprentice[/wave]! What do you need assistance with?", "animation": "Curious"}
],
"choices": [
{"text": "You", "next": "HelpYou"},
{"text": "Choice"}
]
},
"HelpYou": {
"lines": [
{"text": "M-Me?! Apprentice, are you...daft? Did you not heed my instructions I spoke to you earlier?", "animation": "Shocked"},
{"text": "Your mission is to follow my instructions in the [color=1 0.25 0.25]Art[/color]! What's the [color=1 0.25 0.25]Art[/color]?! Bah! Simpleton!", "animation": "Angry"},
{"text": "Fire! Flames! Heat! Energy! Mass! That's what the Art is! And to sum it up, I need to embrace it by [screenshake][shake][sound=sfx/boom.ogg]GETTING FAT!!![/shake]", "animation": "Angry"}
]
},
"HelpYou4": {
"lines": [
{"text": "Fire! Flames! Heat! Energy! Mass! That's what the Art is! And to sum it up, I need to embrace it by [screenshake][shake][sound=sfx/boom.ogg][animation=Horny]GETTING FAT!!![/shake]", "animation": "Angry"}
]
},
"ButtSmack": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[big][shake][screenshake][screenshake]KYAH!!![/shake][/big]", "animation": "SurprisedBack"}
]
},
"ButtSmack2": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[big][shake][screenshake]UWAH!![/shake][/big]", "animation": "SurprisedBack"}
]
},
"ButtSmack3": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[big][shake][screenshake]MY REAR END!![/shake][/big]", "animation": "SurprisedBack"}
]
},
"ButtSmack4": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[big][shake][screenshake]H-HEY!![/shake][/big]", "animation": "SurprisedBack"}
]
},
"ButtSmack5": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[big][shake][screenshake]O-OUCH!![/shake][/big]", "animation": "SurprisedBack"}
]
},
"ButtSmack6": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[big][shake][screenshake]G-GENTLE!![/shake][/big]", "animation": "SurprisedBack"}
]
},
"ButtSmack7": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[big][shake][screenshake]WAH!![/shake][/big]", "animation": "SurprisedBack"}
]
},
"ButtSmack8": {
"pools": ["ButtSmack"],
"lines": [
{"text": "G-goodness!", "animation": "SurprisedBack"}
]
},
"ButtSmack9": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[shake]Eager, are you?![/shake]", "animation": "SurprisedBack"}
]
},
"ButtSmack10": {
"pools": ["ButtSmack"],
"lines": [
{"text": "[shake]Aren't you bold?[/shake]!", "animation": "SurprisedBack"}
]
}
}
}
-166
View File
@@ -1,166 +0,0 @@
<Dialogue DelayTicks="2" BlipDelayTicks="2" SoundRootPath="sfx">
<TextPlayback>
<Blip>
<Sound Path="blip.ogg"/>
</Blip>
<DelayCharacters>
<DelayCharacter Character="." DelayTicks="8" IsDisableTalk="true"/>
<DelayCharacter Character="," DelayTicks="8" IsDisableTalk="true"/>
<DelayCharacter Character="!" DelayTicks="8" IsDisableTalk="true"/>
<DelayCharacter Character="?" DelayTicks="8" IsDisableTalk="true"/>
</DelayCharacters>
</TextPlayback>
<Entries>
<Entry Animation="Appear" Label="StartAppear" Next="Start">
<Scene/>
</Entry>
<Entry Label="Start" Text="Lovely, lovely, lovely!! You must be my new apprentice~!" Animation="Sweet">
<Oscillation End="54" Start="40"/>
<Oscillation End="22" Start="16"/>
<Choice Text="W-wait, huh?!" Next="StartA-1"/>
<Choice Text="That&apos;s me!" Next="StartB-1"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="54" Start="40"/>
<Screenshake End="44" Start="44"/>
<Sound End="44" Sound="boom.ogg" Start="44"/>
</Entry>
<Entry Label="StartA-1" Text="I&apos;m not mistaken! My blazing bright eyes can see into your soul! Without a doubt, you are my apprentice!" Next="StartA-2" Animation="Surprised">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="103" Start="93"/>
</Entry>
<Entry Label="StartB-1" Text="Excellent! You&apos;ve gotten the message! Splendid! So splendid!" Next="StartA-2" Animation="Wicked">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="103" Start="93"/>
<Shake End="59" Start="51"/>
</Entry>
<Entry Label="StartA-2" Text="Of course you would be! You&apos;ve got a certain...spirit, about you! Your own ember, burning furiously within you!" Next="StartA-3" Animation="Wicked">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="53" Start="47"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="81" Start="76"/>
<Shake End="100" Start="91"/>
</Entry>
<Entry Label="StartA-3" Text="Now, I must say...my practice isn&apos;t perfect yet. I am still a learner in the Art, and my pursuit is...unique." Animation="Thinking" Next="StartA-4"/>
<Entry Label="StartA-4" Text="The school I&apos;m enrolled in...encompasses only me. I&apos;m the founder, and the sole teacher and student! Until you came along, that is. Call me Braixen. I shall be your companion!" Animation="Smug" Next="StartA-5">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="147" Start="140"/>
</Entry>
<Entry Label="StartA-5" Text="I should tell you about my philosophy, then! What the Art really is! To master the eternal flame, the unyielding ember, one must embrace it...fully!" Animation="Thinking" Next="StartA-6"/>
<Entry Label="StartA-6" Text="You see, my apprentice, what is more &quot;embracing&quot; than using...one&apos;s own body for the sake of the Art?! I can&apos;t believe no one else has considered such a thing!!" Animation="Excited" Next="StartA-7">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="76" Start="62"/>
<Oscillation End="76" Start="62"/>
</Entry>
<Entry Label="StartA-7" Text="Listen closely! Your purpose is to turn my thin, meager body into an splendid host of the Art! My stomach a vast, boiling, bubbling cauldron! My physique abundant with heat and energy!" Animation="Stern" Next="StartA-8">
<Oscillation End="82" Start="69"/>
</Entry>
<Entry Label="StartA-8" Text="...hard to understand? Fine, then, I&apos;ll use more pedestrian language.
I want you to make me fat!
As fat as possible!" Animation="Wicked" Next="StartA-9">
<Big End="96" Start="69"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="96" Start="92"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="105" Start="101"/>
<Screenshake End="93" Start="92"/>
</Entry>
<Entry Label="StartA-9" Text="Some have called it &quot;ridiculous&quot;. Unhealthy. Absurd! Well, I call them lost! Fools who will never truly grasp the reality of the Art!" Animation="Pout" Next="StartA-10">
<Shake End="75" Start="71"/>
</Entry>
<Entry Label="StartA-10" Text="Your role now is to serve me well, and rejoice; for you, my apprentice, shall also scale the mountain of awakening through this!" Animation="Smug" Next="StartA-11"/>
<Entry Label="StartA-11" Text="Journey to faraway lands! Battle fierce opponents! Conquer and claim what foodstuffs you can scrounge to stoke the flame inside of my belly!" Animation="Horny" Next="StartA-12">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="121" Start="105"/>
<Shake End="120" Start="105"/>
</Entry>
<Entry Label="StartA-12" Text="It will require dilligence, perserverance and perhaps...sacrifice. But, my student, following the Art shall yield many...rewards." Animation="Horny" Next="StartA-13">
<Color ColorR="1" ColorG="0.25" ColorB="0.25"/>
<Shake/>
<Animation Animation="Horny" Start="67"/>
</Entry>
<Entry Label="StartA-13" Text="I shall grace you with permanent authority over my vessel. I do not mind. I trust you. You bare the same ember as I. I know this!" Animation="Smug" Next="StartA-14">
<Color ColorR="1" ColorG="0.25" ColorB="0.25"/>
<Shake/>
<Animation Animation="Horny"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="110" Start="105"/>
</Entry>
<Entry Label="StartA-14" Text="Now, venture forth! Heed thy call! Feed me! FEED ME!
...and do know that I can soothe any urges that may arise from witnessing such splendor." Animation="Wicked">
<Shake End="51" Start="44"/>
<Color ColorR="0.49803922" ColorG="0.49803922" ColorB="0.49803922" End="142" Start="53"/>
<Small End="142" Start="53"/>
<Animation Animation="Sweet" Start="5"/>
</Entry>
<Entry Animation="Curious" Label="Help" Text="Yes, my dear apprentice! What do you need assistance with?">
<Oscillation End="23" Start="4"/>
<Choice Text="You" Next="HelpYou"/>
<Choice Text="Choice"/>
</Entry>
<Entry Animation="Shocked" Label="HelpYou" Text="M-Me?! Apprentice, are you...daft? Did you not heed my instructions I spoke to you earlier?" Next="HelpYou2"/>
<Entry Animation="Angry" Label="HelpYou2" Text="Your mission is to follow my instructions in the Art! What&apos;s the Art?! Bah! Simpleton!" Next="HelpYou3">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="52" Start="49"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="68" Start="65"/>
</Entry>
<Entry Animation="Angry" Label="HelpYou3" Text="Fire! Flames! Heat! Energy! Mass! That&apos;s what the Art is! And to sum it up, I need to embrace it by GETTING FAT!!!">
<Screenshake End="110" Start="101"/>
<Shake End="121" Start="101"/>
<Sound End="110" Start="101" Sound="boom.ogg"/>
</Entry>
<Entry Animation="Angry" Label="HelpYou4" Text="Fire! Flames! Heat! Energy! Mass! That&apos;s what the Art is! And to sum it up, I need to embrace it by GETTING FAT!!!">
<Screenshake End="110" Start="101"/>
<Shake End="121" Start="101"/>
<Sound End="110" Start="101" Sound="boom.ogg"/>
<Animation Animation="Horny" Start="101"/>
</Entry>
<Entry Label="ButtSmack" Text="KYAH!!!" Animation="SurprisedBack">
<Big End="7"/>
<Shake End="7"/>
<Screenshake/>
<Screenshake/>
</Entry>
<Entry Label="ButtSmack2" Text="UWAH!!" Animation="SurprisedBack">
<Big End="6"/>
<Shake End="6"/>
<Screenshake/>
</Entry>
<Entry Label="ButtSmack3" Text="MY REAR END!!" Animation="SurprisedBack">
<Big End="13"/>
<Shake End="13"/>
<Screenshake/>
</Entry>
<Screenshake/>
<Entry Label="ButtSmack4" Text="H-HEY!!" Animation="SurprisedBack">
<Big End="7"/>
<Shake End="7"/>
<Screenshake/>
</Entry>
<Screenshake/>
<Entry Label="ButtSmack5" Text="O-OUCH!!" Animation="SurprisedBack">
<Big End="8"/>
<Shake End="8"/>
<Screenshake/>
</Entry>
<Entry Label="ButtSmack6" Text="G-GENTLE!!" Animation="SurprisedBack">
<Big End="10"/>
<Shake End="10"/>
<Screenshake/>
</Entry>
<Entry Label="ButtSmack7" Text="WAH!!" Animation="SurprisedBack">
<Big End="5"/>
<Shake End="5"/>
<Screenshake/>
</Entry>
<Entry Label="ButtSmack8" Text="G-goodness!" Animation="SurprisedBack"/>
<Entry Label="ButtSmack9" Text="Eager, are you?!" Animation="SurprisedBack">
<Shake End="16"/>
</Entry>
<Entry Label="ButtSmack10" Text="Aren&apos;t you bold?!" Animation="SurprisedBack">
<Shake End="16"/>
</Entry>
</Entries>
<Hooks>
<Hook Type="Start" Entry="StartAppear"/>
</Hooks>
<Pool Label="ButtSmack">
<Entry Label="ButtSmack"/>
<Entry Label="ButtSmack2"/>
<Entry Label="ButtSmack3"/>
<Entry Label="ButtSmack4"/>
<Entry Label="ButtSmack5"/>
<Entry Label="ButtSmack6"/>
<Entry Label="ButtSmack7"/>
<Entry Label="ButtSmack8"/>
<Entry Label="ButtSmack9"/>
<Entry Label="ButtSmack10"/>
</Pool>
</Dialogue>
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After

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Width:  |  Height:  |  Size: 1.6 KiB

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{
"anm2": "gfx/item.anm2",
"spritesheet": 0,
"spawnDelay": 10,
"spawnDelayMultiplier": 0.75,
"spawnLimit": 5,
"sounds": {
"bounce": "sfx/bounce*.ogg",
"dispose": ["sfx/dispose.ogg"],
"summon": ["sfx/summon.ogg"]
},
"particles": {
"dispose": ["Puff"],
"summon": ["Puff"]
},
"rarities": {
"Common": {"weight": 1.0, "sound": "sfx/common.ogg"},
"Uncommon": {"weight": 0.75, "sound": "sfx/uncommon.ogg"},
"Rare": {"weight": 0.5, "sound": "sfx/rare.ogg"},
"Epic": {"weight": 0.25, "sound": "sfx/epic.ogg"},
"Legendary": {"weight": 0.125, "sound": "sfx/legendary.ogg"},
"???": {"weight": 0.001, "sound": "sfx/impossible.ogg"},
"Special": {"weight": 0.0, "sound": "sfx/special.ogg"}
},
"items": [
{"name": "Poké Puff (Basic, Sweet)", "description": "A basic sweet Poké Puff.", "category": "Food", "rarity": "Common", "flavor": "Sweet", "calories": 100.0, "use": "edible"},
{"name": "Poké Puff (Basic, Mint)", "description": "A basic minty Poké Puff.", "category": "Food", "rarity": "Common", "flavor": "Mint", "calories": 100.0, "use": "edible"},
{"name": "Poké Puff (Basic, Citrus)", "description": "A basic citrusy Poké Puff.", "category": "Food", "rarity": "Common", "flavor": "Citrus", "calories": 100.0, "use": "edible"},
{"name": "Poké Puff (Basic, Mocha)", "description": "A basic mocha Poké Puff.", "category": "Food", "rarity": "Common", "flavor": "Mocha", "calories": 100.0, "use": "edible"},
{"name": "Poké Puff (Basic, Spice)", "description": "A basic spice Poké Puff.", "category": "Food", "rarity": "Common", "flavor": "Spice", "calories": 100.0, "use": "edible"},
{"name": "Poké Puff (Frosted, Sweet)", "description": "A frosted sweet Poké Puff.", "category": "Food", "rarity": "Uncommon", "flavor": "Sweet", "calories": 250.0, "use": "edible"},
{"name": "Poké Puff (Frosted, Mint)", "description": "A frosted minty Poké Puff.", "category": "Food", "rarity": "Uncommon", "flavor": "Mint", "calories": 250.0, "use": "edible"},
{"name": "Poké Puff (Frosted, Citrus)", "description": "A frosted citrusy Poké Puff.", "category": "Food", "rarity": "Uncommon", "flavor": "Mint", "calories": 250.0, "use": "edible"},
{"name": "Poké Puff (Frosted, Mocha)", "description": "A frosted mocha Poké Puff.", "category": "Food", "rarity": "Uncommon", "flavor": "Mocha", "calories": 250.0, "use": "edible"},
{"name": "Poké Puff (Frosted, Spice)", "description": "A frosted spice Poké Puff.", "category": "Food", "rarity": "Uncommon", "flavor": "Spice", "calories": 250.0, "use": "edible"},
{"name": "Poké Puff (Fancy, Sweet)", "description": "A fancy sweet Poké Puff, adorned with a cherry.", "category": "Food", "rarity": "Rare", "flavor": "Sweet", "calories": 500.0, "use": "edible"},
{"name": "Poké Puff (Fancy, Mint)", "description": "A fancy minty Poké Puff, adorned with a crescent moon-shaped candy.", "category": "Food", "rarity": "Rare", "flavor": "Mint", "calories": 500.0, "use": "edible"},
{"name": "Poké Puff (Fancy, Citrus)", "description": "A fancy citrus Poké Puff, adorned with an orange slice.", "category": "Food", "rarity": "Rare", "flavor": "Citrus", "calories": 500.0, "use": "edible"},
{"name": "Poké Puff (Fancy, Mocha)", "description": "A fancy mocha Poké Puff, adorned with a morsel of white chocolate.", "category": "Food", "rarity": "Rare", "flavor": "Mocha", "calories": 500.0, "use": "edible"},
{"name": "Poké Puff (Fancy, Spice)", "description": "A fancy spice Poké Puff, adorned with a morsel of dark chocolate.", "category": "Food", "rarity": "Rare", "flavor": "Spice", "calories": 500.0, "use": "edible"},
{"name": "Poké Puff (Deluxe, Sweet)", "description": "A deluxe sweet Poké Puff; frosted and adorned with a cherry.", "category": "Food", "rarity": "Epic", "flavor": "Sweet", "calories": 1000.0, "use": "edible"},
{"name": "Poké Puff (Deluxe, Mint)", "description": "A deluxe minty Poké Puff; frosted and adorned with a cinnamon stick.", "category": "Food", "rarity": "Epic", "flavor": "Mint", "calories": 1000.0, "use": "edible"},
{"name": "Poké Puff (Deluxe, Citrus)", "description": "A deluxe citrusy Poké Puff; frosted and adorned with an orange slice.", "category": "Food", "rarity": "Epic", "flavor": "Citrus", "calories": 1000.0, "use": "edible"},
{"name": "Poké Puff (Deluxe, Mocha)", "description": "A deluxe mocha Poké Puff; frosted and adorned with a morsel of white chocolate.", "category": "Food", "rarity": "Epic", "flavor": "Mocha", "calories": 1000.0, "use": "edible"},
{"name": "Poké Puff (Deluxe, Spice)", "description": "A deluxe spice Poké Puff; frosted and adorned with a morsel of dark chocolate.", "category": "Food", "rarity": "Epic", "flavor": "Spice", "calories": 1000.0, "use": "edible"},
{"name": "Poké Puff (Supreme Spring)", "description": "A supreme Poké Puff that tastes like the sweet cherry blossoms of spring.", "category": "Food", "rarity": "Legendary", "flavor": "Sweet", "calories": 2500.0, "use": "edible"},
{"name": "Poké Puff (Supreme Summer)", "description": "A supreme Poké Puff that tastes like a tropical summer vacation.", "category": "Food", "rarity": "Legendary", "flavor": "Citrus", "calories": 2500.0, "use": "edible"},
{"name": "Poké Puff (Supreme Autumn)", "description": "A supreme Poké Puff that tastes like a bountiful autumn harvest.", "category": "Food", "rarity": "Legendary", "flavor": "Citrus", "calories": 2500.0, "use": "edible"},
{"name": "Poké Puff (Supreme Winter)", "description": "A supreme Poké Puff that tastes like a frosty winter wonderland.", "category": "Food", "rarity": "Legendary", "flavor": "Spice", "calories": 2500.0, "use": "edible"},
{"name": "Poké Puff (Supreme Wish)", "description": "A supreme Poké Puff that tastes like a cherished birthday celebration.\nIt also is the biggest calorie nuke ever.\nCan Snivy eat it!?\nAlso, statistically, it might be your birthday today, right?", "category": "Food", "rarity": "???", "flavor": "Spice", "calories": 10000.0, "use": "edible"},
{"name": "Poké Puff (Supreme Honor)", "description": "A supreme Poké Puff that tastes like a monumental victory.\nYou've earned it...if Braixen can eat it!", "category": "Food", "rarity": "Special", "flavor": "Mocha", "calories": 2500.0, "digestionBonus": 0.75, "use": "edible"},
{"name": "Cheri Berry", "description": "A spherical red berry that cures paralysis\n...oh, and it also excites one's stomach.", "category": "Food", "rarity": "Uncommon", "flavor": "Spicy", "calories": 25.0, "digestionBonus": 0.04998, "use": "edible"},
{"name": "Tamato Berry", "description": "A spiny crimson berry that lowers speed and raises friendship.\n...oh, and it also greatly excites one's stomach.", "category": "Food", "rarity": "Rare", "flavor": "Spicy", "calories": 50.0, "digestionBonus": 0.24999, "use": "edible"},
{"name": "Touga Berry", "description": "An obscure, searing-red berry from faraway lands.\nIt cures confusion...and it'll make one's stomach a burning inferno.", "category": "Food", "rarity": "Epic", "flavor": "Spicy", "calories": 100.0, "digestionBonus": 0.4998, "use": "edible"},
{"name": "Pomeg Berry", "description": "cG9tZWcgYmVycnkgcG9tZWcgYmVycnkgcG9tZWcgYmVycnk=", "category": "Food", "rarity": "???", "flavor": "None", "calories": -2500.0, "digestionBonus": 6.0, "gravity": 0.05, "use": "edible"},
{"name": "Shiny Charm", "description": "Can change a Pokémon's color scheme...", "category": "Tool", "rarity": "???", "isToggleSpritesheet": true, "use": "tool"}
]
}
-78
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<ItemSchema BaseSpawnDelayTicks="600" ItemSpawnLimit="5" SpawnDelayStageMultiplier="0.75" TextureRootPath="gfx" SoundRootPath="sfx" BaseAnm2="items/item.anm2">
<Actions>
<Bounce>
<Sound Path="bounce.ogg" />
<Sound Path="bounce2.ogg" />
<Sound Path="bounce3.ogg" />
</Bounce>
<Dispose>
<Sound Path="dispose.ogg" />
<Particle Type="Puff" />
</Dispose>
<Summon>
<Sound Path="summon.ogg" />
<Particle Type="Puff" />
</Summon>
<Return>
<Sound Path="return.ogg" />
<Particle Type="Puff" />
</Return>
</Actions>
<Categories>
<Category Name="Invalid" />
<Category Name="Food" UseMode="Edible" />
<Category Name="Tool" UseMode="Tool" />
</Categories>
<Flavors>
<Flavor Name="None" />
<Flavor Name="Sweet" />
<Flavor Name="Bitter" />
<Flavor Name="Spicy" />
<Flavor Name="Mint" />
<Flavor Name="Citrus" />
<Flavor Name="Mocha" />
<Flavor Name="Spice" />
</Flavors>
<Rarities>
<Rarity Name="Common" Weight="1.0" Sound="common.ogg" />
<Rarity Name="Uncommon" Weight="0.75" Sound="uncommon.ogg" />
<Rarity Name="Rare" Weight="0.5" Sound="rare.ogg" />
<Rarity Name="Epic" Weight="0.25" Sound="epic.ogg" />
<Rarity Name="Legendary" Weight="0.125" Sound="legendary.ogg" />
<Rarity Name="???" Weight="0.001" IsHiddenInCatalog="true" Sound="impossible.ogg" />
<Rarity Name="Special" Weight="0.0" IsHiddenInCatalog="true" Sound="special.ogg" />
</Rarities>
<Items TextureRootPath="gfx/items" SpritesheetID="0">
<Item Name="Poké Puff (Basic, Sweet)" Texture="item_001_poke_puff_basic_sweet.png" Description="A basic sweet Poké Puff." Category="Food" Flavor="Sweet" Rarity="Common" Calories="100.0" />
<Item Name="Poké Puff (Basic, Mint)" Texture="item_002_poke_puff_basic_mint.png" Description="A basic minty Poké Puff." Category="Food" Flavor="Mint" Rarity="Common" Calories="100.0" />
<Item Name="Poké Puff (Basic, Citrus)" Texture="item_003_poke_puff_basic_citrus.png" Description="A basic citrusy Poké Puff." Category="Food" Flavor="Citrus" Rarity="Common" Calories="100.0" />
<Item Name="Poké Puff (Basic, Mocha)" Texture="item_004_poke_puff_basic_mocha.png" Description="A basic mocha Poké Puff." Category="Food" Flavor="Mocha" Rarity="Common" Calories="100.0" />
<Item Name="Poké Puff (Basic, Spice)" Texture="item_005_poke_puff_basic_spice.png" Description="A basic spice Poké Puff." Category="Food" Flavor="Spice" Rarity="Common" Calories="100.0" />
<Item Name="Poké Puff (Frosted, Sweet)" Texture="item_006_poke_puff_frosted_sweet.png" Description="A frosted sweet Poké Puff." Category="Food" Flavor="Sweet" Rarity="Uncommon" Calories="250.0" />
<Item Name="Poké Puff (Frosted, Mint)" Texture="item_007_poke_puff_frosted_mint.png" Description="A frosted minty Poké Puff." Category="Food" Flavor="Mint" Rarity="Uncommon" Calories="250.0" />
<Item Name="Poké Puff (Frosted, Citrus)" Texture="item_008_poke_puff_frosted_citrus.png" Description="A frosted citrusy Poké Puff." Category="Food" Flavor="Mint" Rarity="Uncommon" Calories="250.0" />
<Item Name="Poké Puff (Frosted, Mocha)" Texture="item_009_poke_puff_frosted_mocha.png" Description="A frosted mocha Poké Puff." Category="Food" Flavor="Mocha" Rarity="Uncommon" Calories="250.0" />
<Item Name="Poké Puff (Frosted, Spice)" Texture="item_010_poke_puff_frosted_spice.png" Description="A frosted spice Poké Puff." Category="Food" Flavor="Spice" Rarity="Uncommon" Calories="250.0" />
<Item Name="Poké Puff (Fancy, Sweet)" Texture="item_011_poke_puff_fancy_sweet.png" Description="A fancy sweet Poké Puff, adorned with a cherry." Category="Food" Flavor="Sweet" Rarity="Rare" Calories="500.0" />
<Item Name="Poké Puff (Fancy, Mint)" Texture="item_012_poke_puff_fancy_mint.png" Description="A fancy minty Poké Puff, adorned with a crescent moon-shaped candy." Category="Food" Flavor="Mint" Rarity="Rare" Calories="500.0" />
<Item Name="Poké Puff (Fancy, Citrus)" Texture="item_013_poke_puff_fancy_citrus.png" Description="A fancy citrus Poké Puff, adorned with an orange slice." Category="Food" Flavor="Citrus" Rarity="Rare" Calories="500.0" />
<Item Name="Poké Puff (Fancy, Mocha)" Texture="item_014_poke_puff_fancy_mocha.png" Description="A fancy mocha Poké Puff, adorned with a morsel of white chocolate." Category="Food" Flavor="Mocha" Rarity="Rare" Calories="500.0" />
<Item Name="Poké Puff (Fancy, Spice)" Texture="item_015_poke_puff_fancy_spice.png" Description="A fancy spice Poké Puff, adorned with a morsel of dark chocolate." Category="Food" Flavor="Spice" Rarity="Rare" Calories="500.0" />
<Item Name="Poké Puff (Deluxe, Sweet)" Texture="item_016_poke_puff_deluxe_sweet.png" Description="A deluxe sweet Poké Puff; frosted and adorned with a cherry." Category="Food" Flavor="Sweet" Rarity="Epic" Calories="1000.0" />
<Item Name="Poké Puff (Deluxe, Mint)" Texture="item_017_poke_puff_deluxe_mint.png" Description="A deluxe minty Poké Puff; frosted and adorned with a cinnamon stick." Category="Food" Flavor="Mint" Rarity="Epic" Calories="1000.0" />
<Item Name="Poké Puff (Deluxe, Citrus)" Texture="item_018_poke_puff_deluxe_citrus.png" Description="A deluxe citrusy Poké Puff; frosted and adorned with an orange slice." Category="Food" Flavor="Citrus" Rarity="Epic" Calories="1000.0" />
<Item Name="Poké Puff (Deluxe, Mocha)" Texture="item_019_poke_puff_deluxe_mocha.png" Description="A deluxe mocha Poké Puff; frosted and adorned with a morsel of white chocolate." Category="Food" Flavor="Mocha" Rarity="Epic" Calories="1000.0" />
<Item Name="Poké Puff (Deluxe, Spice)" Texture="item_020_poke_puff_deluxe_spice.png" Description="A deluxe spice Poké Puff; frosted and adorned with a morsel of dark chocolate." Category="Food" Flavor="Spice" Rarity="Epic" Calories="1000.0" />
<Item Name="Poké Puff (Supreme Spring)" Texture="item_021_poke_puff_supreme_spring.png" Description="A supreme Poké Puff that tastes like the sweet cherry blossoms of spring." Category="Food" Flavor="Sweet" Rarity="Legendary" Calories="2500.0" />
<Item Name="Poké Puff (Supreme Summer)" Texture="item_022_poke_puff_supreme_summer.png" Description="A supreme Poké Puff that tastes like a tropical summer vacation." Category="Food" Flavor="Citrus" Rarity="Legendary" Calories="2500.0" />
<Item Name="Poké Puff (Supreme Autumn)" Texture="item_023_poke_puff_supreme_autumn.png" Description="A supreme Poké Puff that tastes like a bountiful autumn harvest." Category="Food" Flavor="Citrus" Rarity="Legendary" Calories="2500.0" />
<Item Name="Poké Puff (Supreme Winter)" Texture="item_024_poke_puff_supreme_winter.png" Description="A supreme Poké Puff that tastes like a frosty winter wonderland." Category="Food" Flavor="Spice" Rarity="Legendary" Calories="2500.0" />
<Item Name="Poké Puff (Supreme Wish)" Texture="item_025_poke_puff_supreme_wish.png" Description="A supreme Poké Puff that tastes like a cherished birthday celebration.&#10;It also is the biggest calorie nuke ever.&#10;Can Snivy eat it!?&#10;Also, statistically, it might be your birthday today, right?" Category="Food" Flavor="Spice" Rarity="???" Calories="10000.0" />
<Item Name="Poké Puff (Supreme Honor)" Texture="item_026_poke_puff_supreme_honor.png" Description="A supreme Poké Puff that tastes like a monumental victory.&#10;You've earned it...if Braixen can eat it!" Category="Food" Flavor="Mocha" Rarity="Special" Calories="2500.0" DigestionBonus="0.0125" />
<Item Name="Cheri Berry" Texture="item_027_cheri_berry.png" Description="A spherical red berry that cures paralysis&#10;...oh, and it also excites one's stomach." Category="Food" Flavor="Spicy" Rarity="Uncommon" Calories="25.0" DigestionBonus="0.000833" />
<Item Name="Tamato Berry" Texture="item_028_tamato_berry.png" Description="A spiny crimson berry that lowers speed and raises friendship.&#10;...oh, and it also greatly excites one's stomach." Category="Food" Flavor="Spicy" Rarity="Rare" Calories="50.0" DigestionBonus="0.0041665" />
<Item Name="Touga Berry" Texture="item_029_touga_berry.png" Description="An obscure, searing-red berry from faraway lands.&#10;It cures confusion...and it'll make one's stomach a burning inferno." Category="Food" Flavor="Spicy" Rarity="Epic" Calories="100.0" DigestionBonus="0.00833" />
<Item Name="Pomeg Berry" Texture="item_030_pomeg_berry.png" Description="cG9tZWcgYmVycnkgcG9tZWcgYmVycnkgcG9tZWcgYmVycnk=" Category="Food" Flavor="None" Rarity="???" Calories="-2500.0" DigestionBonus="0.1" Gravity="0.05" />
<Item Name="Shiny Charm" Texture="item_031_shiny_charm.png" Description="Can change a Pokémon's color scheme..." Category="Tool" Rarity="???" IsToggleSpritesheet="true" />
</Items>
</ItemSchema>
-22
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@@ -1,22 +0,0 @@
<Menu SoundRootPath="sfx" FontRootPath="font" Font="font.ttf" IconsFont="icons.ttf" ButtonRounding="10.0">
<Home GlyphFromIconFont="1" />
<Actions>
<Open>
<Sound Path="open.ogg" />
</Open>
<Close>
<Sound Path="close.ogg" />
</Close>
<Hover>
<Sound Path="hover.ogg" />
<Sound Path="hover2.ogg" />
<Sound Path="hover3.ogg" />
</Hover>
<Select>
<Sound Path="select.ogg" />
</Select>
<CheatsActivated>
<Sound Path="cheatsActivated.ogg" />
</CheatsActivated>
</Actions>
</Menu>
@@ -1,4 +0,0 @@
<Particles Anm2RootPath="gfx/particle">
<Particle Type="Circle" Anm2="circle.anm2" Animation="Main" />
<Particle Type="Puff" Anm2="puff.anm2" Animation="Main" />
</Particles>
-3
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@@ -1,3 +0,0 @@
<Areas TextureRootPath="gfx/areas" BaseAnm2="area.anm2" WorldBoundsNull="Bounds" ItemSpawnNull="ItemSpawn">
<Area Texture="area.png" Gravity="0.95" Friction="0.75" AirResistance="0.975" />
</Areas>
+18
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{
"name": "Princess Mini",
"description": "A sprightly, pampered, petite princess. Don't call her \"Mint\"!",
"color": [0.188, 0.651, 0.424],
"weight": 40,
"weightMax": 100,
"capacity": 1250,
"stages": [45, 60, 70, 90],
"expandAreas": [{"layer": "Torso", "null": "Belly", "scaleMax": 2.5}],
"interactTypes": {"Smack": {"digestionClick": 0.25}},
"interactAreas": [
{"type": "Rub", "null": "Head", "dialoguePool": "HeadRub"},
{"type": "Rub", "null": "Belly", "cursorActive": "Grab", "dialoguePool": "BellyRub", "digestionHover": 6},
{"type": "Kiss", "null": "Mouth", "dialoguePool": "MouthKiss"},
{"type": "Kiss", "null": "Belly", "dialoguePool": "BellyKiss"},
{"type": "Smack", "null": "Belly", "layer": "Torso", "dialoguePool": "BellySmack"}
]
}
-67
View File
@@ -1,67 +0,0 @@
<Character Name="Princess Mini" TextureRootPath="gfx" SoundRootPath="sfx" Render="preview/render.png" Portrait="preview/portrait.png" Anm2="character/mini.anm2" Description="A sprightly, pampered, petite princess. Don't call her &quot;Mint&quot;!" Credits="Art, Animation, Dialogue: ShweetMagnet Character: 2x/MerchantAnon Sound Effects: JC Sounds (CC-BY 4.0), artisticdude (CC0), Kronbits (CC0), Vehicle (CC0), pixabay.org, ShweetMagnet Font: DPComic" WeightKilograms="40" WeightMaxKilograms="100" CapacityCalories="1250" CapacityMinCalories="1250" CapacityMaxCalories="10000" CapacityOverstuffedMultiplier="1.5" CapacityIfOverStuffedOnDigestBonus="0.2" CaloriesToKilogram="0.001" DigestionRatePerSecond="1.5" DigestionRatePerSecondMax="4.5" DigestionTimerMax="120" BlinkChance="0.5" GurgleChance="0.00050000002" GurgleChanceFromCapacityMultiplier="10" DialoguePool="Stage1" ColorR="0.18799999" ColorG="0.65100002" ColorB="0.42399999">
<Stages>
<Stage ThresholdKilograms="45" DialoguePool="Stage2" AppendStringForAnimations="Stage2" />
<Stage ThresholdKilograms="60" DialoguePool="Stage3" AppendStringForAnimations="Stage3" />
<Stage ThresholdKilograms="70" DialoguePool="Stage4" AppendStringForAnimations="Stage4" />
<Stage ThresholdKilograms="90" DialoguePool="Stage5" AppendStringForAnimations="Stage5" />
</Stages>
<Animations>
<Start Animation="Appear" />
<Idle Animation="Neutral" />
<IdleFull Animation="NeutralFull" />
<StageUp Animation="StageUp" />
</Animations>
<AnimationOverrides>
<Talk LayerSource="Talk" LayerDestination="Mouth" />
<Blink LayerSource="Blink" LayerDestination="Eye" />
</AnimationOverrides>
<EatAreas>
<EatArea Null="Mouth" Animation="Eat" EventToActivate="Eat" />
</EatAreas>
<Actions>
<Digest>
<Sound Path="digest1.ogg" />
<Sound Path="digest2.ogg" />
<Sound Path="digest3.ogg" />
</Digest>
<Gurgle>
<Sound Path="gurgle1.ogg" />
<Sound Path="gurgle2.ogg" />
<Sound Path="gurgle3.ogg" />
<Sound Path="gurgle4.ogg" />
<Sound Path="gurgle5.ogg" />
</Gurgle>
</Actions>
<ExpandAreas>
<ExpandArea Layer="Torso" Null="Belly" ScaleMultiplierMaximum="2.5" />
</ExpandAreas>
<InteractAreaTypes>
<InteractArea Type="Rub" GlyphFromIconFont="2" IsHold="true" AnimationCursorHover="Hover" AnimationCursorActive="Rub">
<Sound Path="rub.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Smack" GlyphFromIconFont="3" AnimationCursorHover="SmackHover" AnimationCursorActive="Smack" TimeToActivateNewDialogueTicks="40" ScaleEffectAmplitude="1" ScaleEffectCycles="3" DigestionBonusOnClick="0.25">
<Sound Path="smack1.ogg" />
<Sound Path="smack2.ogg" />
<Sound Path="smack3.ogg" />
<Sound Path="smack4.ogg" />
<Sound Path="smack5.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Kiss" GlyphFromIconFont="4" AnimationCursorHover="KissHover" AnimationCursorActive="Kiss">
<Sound Path="kiss1.ogg" />
<Sound Path="kiss2.ogg" />
<Sound Path="kiss3.ogg" />
<Sound Path="kiss4.ogg" />
<Sound Path="kiss5.ogg" />
<Particle Type="Circle" />
</InteractArea>
</InteractAreaTypes>
<InteractAreas>
<InteractArea Type="Rub" Null="Head" DialoguePool="HeadRub" DialoguePoolFull="HeadRubFull" />
<InteractArea Type="Rub" Null="Belly" AnimationCursorActive="Grab" DialoguePool="BellyRub" DigestionBonusOnHover="0.1" DialoguePoolFull="BellyRubFull" />
<InteractArea Type="Kiss" Null="Mouth" DialoguePool="MouthKiss" DialoguePoolFull="MouthKiss" />
<InteractArea Type="Kiss" Null="Belly" DialoguePool="BellyKiss" DialoguePoolFull="BellyKiss" />
<InteractArea Type="Smack" Null="Belly" DialoguePool="BellySmack" Layer="Torso" DialoguePoolFull="BellySmack" />
</InteractAreas>
</Character>
-22
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@@ -1,22 +0,0 @@
<Cursor TextureRootPath="gfx" SoundRootPath="sfx" Anm2="cursor/cursor.anm2">
<Actions>
<Idle Animation="Default" />
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<Sound Path="throw2.ogg" />
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View File
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