PROTO_TEXT = "put me in the big portal" CEDRIC_TEXT = "put me in the big portal" RUE_TEXT = "put me in the big portal" SUPPORTED_DE = ["cinnamon", "mate", "kde", "xfce", "gnome", "lxde", "lxqt"] module Script #For Pancake episode support### def self.start_plight_timer $game_oneshot.bruteforce_start = Graphics.frame_count end def self.plight_timer_vars if($game_oneshot.bruteforce_start == nil) $game_oneshot.bruteforce_start = Graphics.frame_count end time_passed = Graphics.frame_count - $game_oneshot.bruteforce_start seconds = time_passed / 60 digit1 = seconds % 60 digit2 = (seconds - digit1) / 60 $game_variables[29] = digit2 $game_variables[30] = digit1 end ################################ def self.px logpos($game_player.x, $game_player.real_x, $game_player.direction == 6) end def self.py logpos($game_player.y, $game_player.real_y, $game_player.direction == 2) end def self.is_name_swear test_string = $game_oneshot.player_name.downcase list_of_swears = tr("NAME_SWEARS").to_str.split(",") if list_of_swears.any? { |swear| test_string.include? swear.downcase } return true end return false end def self.is_name_niko test_string = $game_oneshot.player_name.downcase list_of_niko_names = tr("NAME_NIKOS").to_str.split(",") if list_of_niko_names.any? { |niko_name| test_string == niko_name.downcase } return true end return false end def self.is_name_like_niko test_string = $game_oneshot.player_name.downcase list_of_niko_like_names = tr("NAMES_LIKE_NIKO").to_str.split(",") if list_of_niko_like_names.any? { |niko_like_name| test_string == niko_like_name.downcase } return true end return false end def self.is_name_like_mom_dad test_string = $game_oneshot.player_name.downcase list_of_names_like_mom_dad = tr("NAMES_LIKE_MOMDAD").to_str.split(",") if list_of_names_like_mom_dad.any? { |momdad_name| test_string == momdad_name.downcase } return true end return false end def self.is_name_gross test_string = $game_oneshot.player_name.downcase list_of_gross_names = tr("NAMES_GROSS").to_str.split(",") if list_of_gross_names.any? { |gross_name| test_string == gross_name.downcase } return true end return false end def self.start_bruteforce $game_oneshot.bruteforce_start = Graphics.frame_count end def self.check_bruteforce if($game_oneshot.bruteforce_start == nil) $game_oneshot.bruteforce_start = Graphics.frame_count end time_passed = Graphics.frame_count - $game_oneshot.bruteforce_start if(time_passed > (2 * 60 * 63014)) return true else return false end end def self.skip_bruteforce $game_oneshot.bruteforce_start -= 63014*2*60 end def self.lose_all_items for i in 1..99 #skip debug testing items if i == 54 or i == 81 or i == 82 next end $game_party.lose_item(i, 99) end end def self.bruteforce_vars if($game_oneshot.bruteforce_start == nil) $game_oneshot.bruteforce_start = Graphics.frame_count end time_passed = Graphics.frame_count - $game_oneshot.bruteforce_start counts_tried = time_passed / (2 * 60) digit1 = counts_tried % 10; digit2 = ((counts_tried % 100) - digit1) / 10 digit3 = ((counts_tried % 1000) - (digit2 * 10) - digit1) / 100 digit4 = ((counts_tried % 10000) - (digit3 * 100) - (digit2 * 10) - digit1) / 1000 digit5 = ((counts_tried % 100000) - (digit4 * 1000) - (digit3 * 100) - (digit2 * 10) - digit1) / 10000 $game_variables[26] = digit5 $game_variables[27] = digit4 $game_variables[28] = digit3 $game_variables[29] = digit2 $game_variables[30] = digit1 end def self.fix_footsplashes(xDelta, yDelta) $scene.fix_footsplashes(xDelta, yDelta) end def self.move_player_relative(x, y) $game_player.x += x $game_player.y += y $game_player.real_x += x * 4 * 32 $game_player.real_y += y * 4 * 32 $game_map.display_x += x * 4 * 32 $game_map.display_y += y * 4 * 32 end def self.move_player(x, y) xDelta = x - $game_player.x yDelta = y - $game_player.y Script.move_player_relative(xDelta, yDelta) end def self.eve_x(name) for event in $game_map.events.values if event.name == name return logpos(event.x, event.real_x, event.direction == 6) end end return 0 end def self.eve_y(name) for event in $game_map.events.values if event.name == name return logpos(event.y, event.real_y, event.direction == 2) end end return 0 end def self.countdown_over return true end def self.countdown_extend_over return true end def self.cdown_update(equinox) diff = 0 seconds = diff % 60 minutes = ((diff - seconds)/ 60) % 60 hours = ((((diff - seconds)/ 60) - minutes) / 60) % 24 days = (((((diff - seconds)/ 60) - minutes) / 60) - hours) / 24 secs1 = seconds % 10 secs2 = (seconds - secs1) / 10 mins1 = minutes % 10 mins2 = (minutes - mins1) / 10 hrs1 = hours % 10 hrs2 = (hours - hrs1) / 10 dys1 = days % 10 dys2 = ((days - dys1) / 10) % 10 dys3 = ((days - dys1 - (dys2*10)) / 100) % 10 dys4 = ((days - dys1 - (dys2*10) - (dys3*100)) / 1000) % 10 secs1 = secs1.floor change = false if secs1 != $game_variables[101] $game_variables[101] = secs1 change = true end if secs2 != $game_variables[102] $game_variables[102] = secs2 change = true end if mins1 != $game_variables[103] $game_variables[103] = mins1 change = true end if mins2 != $game_variables[104] $game_variables[104] = mins2 change = true end if hrs1 != $game_variables[105] $game_variables[105] = hrs1 change = true end if hrs2 != $game_variables[106] $game_variables[106] = hrs2 change = true end if dys1 != $game_variables[107] $game_variables[107] = dys1 change = true end if dys2 != $game_variables[108] $game_variables[108] = dys2 change = true end if dys3 != $game_variables[109] $game_variables[109] = dys3 change = true end if dys4 != $game_variables[110] $game_variables[110] = dys4 change = true end return change end def self.countdown_update return cdown_update(0) end def self.countdown_extend_update return cdown_update(0) end def self.countdown_update_rue def self.reflection_update(npc_id, offset_x = 0, offset_y = 0, reverse_x = false, reverse_y = false) return cdown_update(0) end event = $game_map.events[npc_id] event.real_x = reverse_x ? offset_x * 128 - $game_player.real_x : $game_player.real_x + offset_x * 128 event.real_y = reverse_y ? offset_y * 128 - $game_player.real_y : $game_player.real_y + offset_y * 128 event.x = reverse_x ? offset_x - $game_player.x : $game_player.x + offset_x event.y = reverse_y ? offset_y - $game_player.y : $game_player.y + offset_y event.direction = $game_player.direction event.pattern = $game_player.pattern if reverse_x case event.direction when 4 event.direction = 6 when 6 event.direction = 4 end end if reverse_y case event.direction when 2 event.direction = 8 when 8 event.direction = 2 end end end def self.niko_reflection_enc_update for event in $game_map.events.values if event.name == "niko reflection" event.real_y = 20*128 - ($game_player.real_y - 20*128) event.real_x = $game_player.real_x event.y = 20 - (($game_player.y - 20)) event.x = $game_player.x if event.y > 19 event.y = 19 end if event.real_y > 19*128 event.real_y = 19*128 end if event.x > 14 event.x = 14 elsif event.x < 6 event.x = 6 end if event.real_x > (14*128) - 32 event.real_x = (14*128) - 32 elsif event.real_x < (6*128) + 32 event.real_x = (6*128) + 32 end event.direction = $game_player.direction event.pattern = $game_player.pattern case event.direction when 2 event.direction = 8 when 8 event.direction = 2 end return end end end def self.niko_reflection_peng_update for event in $game_map.events.values if event.name == "niko reflection" event.real_y = 20*128 - ($game_player.real_y - 20*128) event.real_x = $game_player.real_x event.y = 20 - (($game_player.y - 20)) event.x = $game_player.x if event.y > 19 event.y = 19 end if event.real_y > 19*128 event.real_y = 19*128 end if event.x > 14 event.x = 14 elsif event.x < 6 event.x = 6 end if event.real_x > (14*128) - 32 event.real_x = (14*128) - 32 elsif event.real_x < (6*128) + 32 event.real_x = (6*128) + 32 end return end end end # Temporary switch assignment def self.tmp_s1=(val) $game_switches[TMP_INDEX+0] = val end def self.tmp_s2=(val) $game_switches[TMP_INDEX+1] = val end def self.tmp_s3=(val) $game_switches[TMP_INDEX+2] = val end def self.tmp_v1=(val) $game_variables[TMP_INDEX+0] = val end def self.tmp_v2=(val) $game_variables[TMP_INDEX+1] = val end def self.tmp_v3=(val) $game_variables[TMP_INDEX+2] = val end private TMP_INDEX = 22 def self.logpos(pos, realpos, positive) bigpos = pos * 128 if realpos < bigpos return pos - 1 if positive elsif realpos > bigpos return pos + 1 if positive end return pos end def self.set_cam(x, y) $game_map.display_x = x $game_map.display_y = y end def self.fadein_bgm(target, speed) $game_temp.target_bgm_vol_level = target $game_temp.bgm_fadein_speed = speed end def self.copy_file_chmod(src, dest, chmod) File.open(dest, 'wb') do |output| File.open(src, 'rb') do |input| while buff = input.read(4096) output.write(buff) end end end File.chmod(chmod, dest) end def self.copy_journal # If the required directories don't exist, create them Dir.mkdir(Oneshot::GAME_PATH) unless File.exist?(Oneshot::GAME_PATH) Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot") unless File.exist?(Oneshot::GAME_PATH + "/Oneshot") begin # If we're on a supported Linux DE, make a .desktop file # so the clover icon can be properly shown if Oneshot::OS == "linux" and SUPPORTED_DE.include? Oneshot::DE copy_file_chmod("#{Dir.pwd}/#{Oneshot::JOURNAL}", "#{Oneshot::SAVE_PATH}/#{Oneshot::JOURNAL}", 0755) copy_file_chmod("#{Dir.pwd}/#{Oneshot::JOURNAL}.png", "#{Oneshot::SAVE_PATH}/#{Oneshot::JOURNAL}.png", 0644) path = "#{Oneshot::GAME_PATH}/Oneshot/#{Oneshot::JOURNAL}.desktop" File.open(path, "wb") do |output| output.write("[Desktop Entry]\n") output.write("Comment=...\n") output.write("Terminal=false\n") output.write("Name=_______\n") output.write("Exec=#{Oneshot::SAVE_PATH}/#{Oneshot::JOURNAL}\n") output.write("Type=Application\n") output.write("Icon=#{Oneshot::SAVE_PATH}/#{Oneshot::JOURNAL}.png\n") end File.chmod(0755, path) # If the journal is a file, copy it to Documents elsif File.file?(Oneshot::JOURNAL) copy_file_chmod(Oneshot::JOURNAL, "#{Oneshot::GAME_PATH}/Oneshot/#{Oneshot::JOURNAL}", 0755) # If the journal isn't a file, symlink it else File.symlink "#{Dir.pwd}/#{Oneshot::JOURNAL}", "#{Oneshot::GAME_PATH}/Oneshot/#{Oneshot::JOURNAL}" end rescue Errno::EACCES => e # this probably means the clover.exe already exists and is running, so no need to create it again rescue Errno::EEXIST => e # this means that the journal file already exists, so no need to create it again end if File.exist?("README.txt") File.open("README.txt", "rb") do |input| File.open(Oneshot::GAME_PATH + "/Oneshot/README.txt","wb") do |output| while buff = input.read(4096) output.write(buff) end end end end end def self.create_boxes Dir.mkdir(Oneshot::GAME_PATH) unless File.exist?(Oneshot::GAME_PATH) Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot") unless File.exist?(Oneshot::GAME_PATH + "/Oneshot") Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot/Portal1") unless File.exist?(Oneshot::GAME_PATH + "/Oneshot/Portal1") Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot/Portal2") unless File.exist?(Oneshot::GAME_PATH + "/Oneshot/Portal2") Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot/Portal3") unless File.exist?(Oneshot::GAME_PATH + "/Oneshot/Portal3") Dir.mkdir(Oneshot::GAME_PATH + "/Oneshot/BigPortal") unless File.exist?(Oneshot::GAME_PATH + "/Oneshot/BigPortal") end def self.delete_if_exists(f_name) File.delete(f_name) unless !File.exist?(f_name) end def self.clear_boxes for i in 1..3 portal_path = Oneshot::GAME_PATH + "/Oneshot/Portal" + i.to_s case i when 1 delete_if_exists(portal_path + "/blue_npc_prototype.png") delete_if_exists(portal_path + "/proto1.png") delete_if_exists(portal_path + "/keyB.txt") when 2 delete_if_exists(portal_path + "/green_npc_cedric.png") delete_if_exists(portal_path + "/cedric.png") delete_if_exists(portal_path + "/keyG.txt") when 3 delete_if_exists(portal_path + "/red_rue.png") delete_if_exists(portal_path + "/rue.png") delete_if_exists(portal_path + "/keyR.txt") end end delete_if_exists(Oneshot::GAME_PATH + "/Oneshot/BigPortal/keyB.txt") delete_if_exists(Oneshot::GAME_PATH + "/Oneshot/BigPortal/keyG.txt") delete_if_exists(Oneshot::GAME_PATH + "/Oneshot/BigPortal/keyR.txt") end def self.copy_file(src, dst) begin File.open(src, "rb") do |input| File.open(dst,"wb") do |output| while buff = input.read(4096) output.write(buff) end end end rescue Errno::EACCES => e #this probably means the file already exists and is open, so no need to create it again rescue Errno::EEXIST => e #this probably means the file already exists, so no need to create it again end end def self.write_key(dst, str) File.open(dst, 'w') do |file| file.puts(str) end end def self.put_key_in_box(numb) portal_path = Oneshot::GAME_PATH + "/Oneshot/Portal" + numb.to_s case numb when 1 copy_file("Graphics/Characters/blue_npc_prototype.png", portal_path + "/blue_npc_prototype.png") copy_file("Graphics/Faces/proto1.png", portal_path + "/proto1.png") write_key(portal_path + "/keyB.txt", tr(PROTO_TEXT)) when 2 copy_file("Graphics/Characters/green_npc_cedric.png", portal_path + "/green_npc_cedric.png") copy_file("Graphics/Faces/cedric.png", portal_path + "/cedric.png") write_key(portal_path + "/keyG.txt", tr(CEDRIC_TEXT)) when 3 copy_file("Graphics/Characters/red_rue.png", portal_path + "/red_rue.png") copy_file("Graphics/Faces/rue.png", portal_path + "/rue.png") write_key(portal_path + "/keyR.txt", tr(RUE_TEXT)) end end def self.password1 locale = $persistent.langcode if !Language::LANGUAGES.include? locale locale = 'en' end source_dir = "Graphics/Fogs/_/scenario1/" + locale.downcase Dir.mkdir(Oneshot::DOCS_PATH) unless File.exist?(Oneshot::DOCS_PATH) copy_file(source_dir + "/pw1.png", Oneshot::DOCS_PATH + "/ONESHOT_password1.png") copy_file(source_dir + "/pw2.png", Oneshot::DOCS_PATH + "/ONESHOT_password2.png") copy_file(source_dir + "/pw3.png", Oneshot::DOCS_PATH + "/ONESHOT_password3.png") copy_file(source_dir + "/pw4.png", Oneshot::DOCS_PATH + "/ONESHOT_password4.png") end def self.password2 locale = $persistent.langcode if !Language::LANGUAGES.include? locale locale = 'en' end source_dir = "Graphics/Fogs/_/scenario2/#{locale.downcase}" Dir.mkdir(Oneshot::DOCS_PATH) unless File.exist?(Oneshot::DOCS_PATH) copy_file("#{source_dir}/pw1.png", "#{Oneshot::DOCS_PATH}/ONESHOT_password1.png") copy_file("#{source_dir}/pw2.png", "#{Oneshot::DOCS_PATH}/ONESHOT_password2.png") copy_file("#{source_dir}/pw3.png", "#{Oneshot::DOCS_PATH}/ONESHOT_password3.png") copy_file("#{source_dir}/pw4.png", "#{Oneshot::DOCS_PATH}/ONESHOT_password4.png") end =begin def self.take_key_out_of_box(numb) if File.exist?(Oneshot::GAME_PATH + "/Oneshot/Box" + numb.to_s + "/key" + numb.to_s + ".png") File.delete(Oneshot::GAME_PATH + "/Oneshot/Box" + numb.to_s + "/key" + numb.to_s + ".png") end if File.exist?(Oneshot::GAME_PATH + "/Oneshot/BigBox/key" + numb.to_s + ".png") File.delete(Oneshot::GAME_PATH + "/Oneshot/BigBox/key" + numb.to_s + ".png") end end =end def self.is_key_in_box(numb) portal_path = Oneshot::GAME_PATH + "/Oneshot/Portal" + numb.to_s case numb when 1 return File.exist?(portal_path + "/keyB.txt") when 2 return File.exist?(portal_path + "/keyG.txt") when 3 return File.exist?(portal_path + "/keyR.txt") end return false end def self.is_key_in_bigbox(numb) portal_path = Oneshot::GAME_PATH + "/Oneshot/BigPortal" case numb when 1 return (File.exist?(portal_path + "/keyB.txt") or File.exist?(portal_path + "/Portal1/keyB.txt")) when 2 return (File.exist?(portal_path + "/keyG.txt") or File.exist?(portal_path + "/Portal2/keyG.txt")) when 3 return (File.exist?(portal_path + "/keyR.txt") or File.exist?(portal_path + "/Portal3/keyR.txt")) end return false end end def has_lightbulb? $game_party.item_number(1) > 0 end def button_pressed? (1..18).each do |i| return true if Input.trigger?(i) end return false end def enter_name $game_temp.name_calling = true end def check_exit(min, max, x: -1, y: -1) result = false if x >= 0 if $game_player.x == x if $game_player.y >= min && $game_player.y <= max result = true end end elsif y >= 0 if $game_player.y == y if $game_player.x >= min && $game_player.x <= max result = true end end end Script.tmp_s1 = $game_switches[11] ? false : result end def kill_perma_flags for i in 151..175 $game_switches[i] = false end for i in 76..100 $game_variables[i] = 0 end end def bg(name) $game_map.bg_name = name end def particles(type) $game_map.particles_type = type end def ambient(r, g, b, gray = 0) $game_map.ambient.set(r, g, b, gray) end def clear_ambient $game_map.ambient.set(0, 0, 0, 0) end def wrap_map $game_map.wrapping = true end def pan_offset_y(val) $game_map.pan_offset_y = val end # Map specific settings def green_ambient ambient(-30, -20, -30) end def blue_ambient ambient(-40, -40, -40) end def house_ambient ambient(-15, -15, -15) end # Travel def enable_travel $game_fasttravel.enabled = true end def disable_travel $game_fasttravel.enabled = false end def unlock_map(zone, map, dir) # Find the coordinate of the calling event e = $game_map.events.values.find { |e| e.name == 'FAST TRAVEL' } raise 'could not find event named FAST TRAVEL' if !e case dir when :down newdir = 2 when :left newdir = 4 when :right newdir = 6 when :up newdir = 8 else raise "invalid direction: #{dir}" end $game_fasttravel.enabled = true $game_fasttravel.zone = zone $game_fasttravel.unlock(map, $game_map.map_id, e.x, e.y, newdir) end # Misc def watcher_tell_time if Settings[:streamer_privacy] hour = 0 else hour = CTime.hour end if hour >= 6 && hour < 12 Script.tmp_v1 = 0 elsif hour >= 12 && hour < 17 Script.tmp_v1 = 1 elsif hour >= 17 Script.tmp_v1 = 2 else Script.tmp_v1 = 3 end end def plight_start_timer # TODO: test and fix this bullshit $game_oneshot.plight_timer = CTime.at(0) end def plight_update_timer if $game_oneshot.plight_timer == nil plight_start_timer end Script.tmp_v1 = ((0 - $game_oneshot.plight_timer) / 60).to_i #((Time.now - $game_oneshot.plight_timer) / 60).to_i end def activate_balcony?(ypos) !$scene.menu_open? && $game_player.y == ypos && $game_player.direction == 8 && Input.trigger?(Input::ACTION) && !$game_system.map_interpreter.running? && !$game_temp.menus_visible end def stop_igt $game_temp.igt_timer_stopped = true $game_temp.igt_timer_final_time = Graphics.frame_count end