A Very Full House
A Very Full House 0.30.0
Patch Notes
0.30.0
- Switched characters from normal narration to bubble narration.
- Made text bubble location/side procedural, instead of needing every statement to be manually placed.
- Menu statements with character narration now display narration as a thought bubble in the center/above the menu.
- Added bubble animation on show/hide.
- renpy.notify now wraps position after 20 messages if messages are still being displayed - More useful for debugging with lots of message generation.
- Adjusted menu code to eliminate unnecessary 2nd menu page when there's only 1 option, placing it in the "prev/next" line space.
- Increased cache size, limited prediction to Live2D models (which were the only things heavy enough to require it)
- Removed Crowd.__call__, speech is now handled by it's parent Person.__call__ to ensure identical behaviour for all characters.
- Replaced default bubble art, with different colour accents depending on gender.
- Changed change_location code to prevent old locations from being cached unnecessarily.
- Added new button art, composed of multiple pieces that can be altered depending on context.
- Added MiraMenuOption class to handle button construction. Should be backwards compatible, unless mods were doing something _very_ weird with menus.
- Buttons have three variable sections, in addition to text: a left accent, a right accent, and a ring colour.
- Added left accent button art for actions that pass time, that end the day, and the change location.
- Added right accent button art for actions that are part of a chore, influence Arousal, influence Control, reduce Stress, or influence Money.
- Added ring colour art. Grey ring is default, for options that don't trigger any of the other interesting options.
- Added pink ring colour. Menu buttons that have never been selected before are given pink rings.
- Added search_nodes() function to parse Ren'py script and look forward for some condition.
- Added blue ring colour. Menu buttons that lead to other menus with unpicked options are given blue rings.
- Added gold ring colour. Menu buttons that lead to a "add_corruption_tag" call for a tag you or an NPC doesn't have yet are given gold rings.
- renpy.notify no longer restarts interaction when called; plays nicer when called by internal functions.
- Added default return statement to continue supporting old saves. Also updated Outfit and OutfitManager classes to ensure save compatibility.
- Added tooltips when hovering buttons, explaining what button accents mean.
- Added sneakers, replacing the default slips for the MCILF's workout outfit.
- Added necklace and earring outfit slots.
- Added pearl necklace and gold chain necklace. Added hoop earrings.
- Added two short hair styles, along with mall event to change between long and short hair (for a price).
- Added ability to toggle between short hair styles at a mirror.
- Added themes to all of the menu options for events already in the game (so... so many.)
- Menu buttons can be right clicked (long pressed on mobile) to toggle if the option should be flagged as having been chosen before.
- Added menu option to reset persistent menu data so all options will appear as new/unpicked. Added a confirmation step so it's not done accidentally.
- Removed all uses of the now-depreciated Ren'py image manipulator class.