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4 changed files with 19 additions and 16 deletions
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@ -10,9 +10,8 @@ Target of sunshine mod - improve original game.
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## Build
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## Build
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1. Install required packages
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1. Install required packages
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* GCC 14+
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* Cmake
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* Cmake
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* C/C++ compiler
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* C/C++ compiler(GCC 14+/Clang(untested)/MinGW)
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* xxd
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* xxd
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* Ruby 3.4+
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* Ruby 3.4+
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* Boost
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* Boost
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@ -20,6 +20,7 @@ module Settings
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:in_game_timer => false,
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:in_game_timer => false,
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:language => 0,
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:language => 0,
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:fasttravel_ui => 0,
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:fasttravel_ui => 0,
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:mainmenu_background => 0,
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# Gameplay
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# Gameplay
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:movement => 0,
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:movement => 0,
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@ -128,7 +129,6 @@ class Window_Settings
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# if parameter is linked to data in class Settings, then default value in this structure is ignored
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# if parameter is linked to data in class Settings, then default value in this structure is ignored
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DATA = {
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DATA = {
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"Help" => [
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"Help" => [
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#{ :type => :sep }
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{
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{
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:type => :base,
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:type => :base,
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:name => "- It's Dangerous!",
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:name => "- It's Dangerous!",
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@ -228,6 +228,13 @@ class Window_Settings
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:icon => [0, 1],
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:icon => [0, 1],
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:values => ["Original", "WME (WIP)"]
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:values => ["Original", "WME (WIP)"]
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},
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},
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{
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:type => :enum,
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:name => "Main menu background",
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:icon => [3, 0],
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:parameter => :mainmenu_background,
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:values => ["Original", "Badend"]
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},
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],
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],
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"Gameplay" => [
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"Gameplay" => [
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{ :type => :sep, :name => "Vanilla" },
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{ :type => :sep, :name => "Vanilla" },
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@ -42,17 +42,15 @@ class Scene_Title
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# Make title graphic
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# Make title graphic
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@sprite = Sprite.new(@viewport)
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@sprite = Sprite.new(@viewport)
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# chinese has its own special title screen so check for it
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if File.exist?("badend.lock")
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translation_name = "#{$persistent.langcode}/#{$data_system.title_name}"
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@sprite.bitmap = RPG::Cache.title("badend")
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if File.exist?("Graphics/Titles/#{translation_name}.png")
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@sprite.bitmap = RPG::Cache.title(translation_name)
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else
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else
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if File.exist?("badend.lock")
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case Settings[:mainmenu_background]
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@sprite.bitmap = RPG::Cache.title("badend")
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when 0 then @sprite.bitmap = RPG::Cache.title($data_system.title_name)
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else
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when 1 then @sprite.bitmap = RPG::Cache.title("badend")
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@sprite.bitmap = RPG::Cache.title($data_system.title_name)
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else @sprite.bitmap = RPG::Cache.title($data_system.title_name)
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end
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end
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end
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end
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@sprite.x = Graphics.width / 2
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@sprite.x = Graphics.width / 2
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@sprite.y = Graphics.height / 2
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@sprite.y = Graphics.height / 2
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px = (Graphics.width / 1920.0)
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px = (Graphics.width / 1920.0)
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@ -170,8 +170,7 @@ module Script
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end
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end
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def self.cdown_update(equinox)
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def self.cdown_update(equinox)
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diff = 0
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diff = 0
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end
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seconds = diff % 60
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seconds = diff % 60
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minutes = ((diff - seconds)/ 60) % 60
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minutes = ((diff - seconds)/ 60) % 60
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hours = ((((diff - seconds)/ 60) - minutes) / 60) % 24
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hours = ((((diff - seconds)/ 60) - minutes) / 60) % 24
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@ -240,10 +239,10 @@ module Script
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end
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end
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def self.countdown_update_rue
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def self.countdown_update_rue
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def self.reflection_update(npc_id, offset_x = 0, offset_y = 0, reverse_x = false, reverse_y = false)
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return cdown_update(0)
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return cdown_update(0)
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end
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end
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def self.reflection_update(npc_id, offset_x = 0, offset_y = 0, reverse_x = false, reverse_y = false)
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event = $game_map.events[npc_id]
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event = $game_map.events[npc_id]
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event.real_x = reverse_x ? offset_x * 128 - $game_player.real_x : $game_player.real_x + offset_x * 128
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event.real_x = reverse_x ? offset_x * 128 - $game_player.real_x : $game_player.real_x + offset_x * 128
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event.real_y = reverse_y ? offset_y * 128 - $game_player.real_y : $game_player.real_y + offset_y * 128
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event.real_y = reverse_y ? offset_y * 128 - $game_player.real_y : $game_player.real_y + offset_y * 128
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