Convert color and sfx options into top-level definitions for pickling
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# Auto-generated color and sound-effect options from Colors.py and Sounds.py
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from Options import Choice
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class kokiri_color(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Kokiri Tunic"
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option_random_choice = 0
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option_completely_random = 1
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option_kokiri_green = 2
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option_goron_red = 3
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option_zora_blue = 4
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option_black = 5
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option_white = 6
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option_azure_blue = 7
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option_vivid_cyan = 8
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option_light_red = 9
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option_fuchsia = 10
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option_purple = 11
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option_majora_purple = 12
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option_twitch_purple = 13
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option_purple_heart = 14
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option_persian_rose = 15
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option_dirty_yellow = 16
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option_blush_pink = 17
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option_hot_pink = 18
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option_rose_pink = 19
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option_orange = 20
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option_gray = 21
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option_gold = 22
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option_silver = 23
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option_beige = 24
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option_teal = 25
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option_blood_red = 26
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option_blood_orange = 27
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option_royal_blue = 28
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option_sonic_blue = 29
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option_nes_green = 30
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option_dark_green = 31
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option_lumen = 32
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default = 2
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class goron_color(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Goron Tunic"
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option_random_choice = 0
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option_completely_random = 1
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option_kokiri_green = 2
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option_goron_red = 3
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option_zora_blue = 4
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option_black = 5
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option_white = 6
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option_azure_blue = 7
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option_vivid_cyan = 8
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option_light_red = 9
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option_fuchsia = 10
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option_purple = 11
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option_majora_purple = 12
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option_twitch_purple = 13
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option_purple_heart = 14
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option_persian_rose = 15
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option_dirty_yellow = 16
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option_blush_pink = 17
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option_hot_pink = 18
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option_rose_pink = 19
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option_orange = 20
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option_gray = 21
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option_gold = 22
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option_silver = 23
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option_beige = 24
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option_teal = 25
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option_blood_red = 26
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option_blood_orange = 27
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option_royal_blue = 28
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option_sonic_blue = 29
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option_nes_green = 30
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option_dark_green = 31
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option_lumen = 32
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default = 3
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class zora_color(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Zora Tunic"
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option_random_choice = 0
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option_completely_random = 1
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option_kokiri_green = 2
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option_goron_red = 3
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option_zora_blue = 4
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option_black = 5
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option_white = 6
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option_azure_blue = 7
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option_vivid_cyan = 8
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option_light_red = 9
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option_fuchsia = 10
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option_purple = 11
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option_majora_purple = 12
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option_twitch_purple = 13
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option_purple_heart = 14
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option_persian_rose = 15
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option_dirty_yellow = 16
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option_blush_pink = 17
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option_hot_pink = 18
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option_rose_pink = 19
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option_orange = 20
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option_gray = 21
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option_gold = 22
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option_silver = 23
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option_beige = 24
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option_teal = 25
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option_blood_red = 26
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option_blood_orange = 27
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option_royal_blue = 28
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option_sonic_blue = 29
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option_nes_green = 30
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option_dark_green = 31
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option_lumen = 32
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default = 4
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class silver_gauntlets_color(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Silver Gauntlets Color"
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option_random_choice = 0
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option_completely_random = 1
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option_silver = 2
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option_gold = 3
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option_black = 4
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option_green = 5
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option_blue = 6
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option_bronze = 7
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option_red = 8
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option_sky_blue = 9
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option_pink = 10
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option_magenta = 11
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option_orange = 12
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option_lime = 13
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option_purple = 14
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default = 2
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class golden_gauntlets_color(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Golden Gauntlets Color"
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option_random_choice = 0
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option_completely_random = 1
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option_silver = 2
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option_gold = 3
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option_black = 4
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option_green = 5
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option_blue = 6
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option_bronze = 7
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option_red = 8
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option_sky_blue = 9
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option_pink = 10
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option_magenta = 11
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option_orange = 12
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option_lime = 13
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option_purple = 14
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default = 3
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class mirror_shield_frame_color(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Mirror Shield Frame Color"
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option_random_choice = 0
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option_completely_random = 1
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option_red = 2
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option_green = 3
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option_blue = 4
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option_yellow = 5
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option_cyan = 6
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option_magenta = 7
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option_orange = 8
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option_gold = 9
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option_purple = 10
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option_pink = 11
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default = 2
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class navi_color_default_inner(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Navi Idle Inner"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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default = 4
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class navi_color_default_outer(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. "match_inner" copies the inner color for this option."""
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displayname = "Navi Idle Outer"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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option_match_inner = 22
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default = 22
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class navi_color_enemy_inner(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Navi Targeting Enemy Inner"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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default = 7
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class navi_color_enemy_outer(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. "match_inner" copies the inner color for this option."""
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displayname = "Navi Targeting Enemy Outer"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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option_match_inner = 22
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default = 22
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class navi_color_npc_inner(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Navi Targeting NPC Inner"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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default = 6
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class navi_color_npc_outer(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. "match_inner" copies the inner color for this option."""
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displayname = "Navi Targeting NPC Outer"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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option_match_inner = 22
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default = 22
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class navi_color_prop_inner(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Navi Targeting Prop Inner"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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default = 5
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class navi_color_prop_outer(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. "match_inner" copies the inner color for this option."""
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displayname = "Navi Targeting Prop Outer"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_gold = 3
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option_white = 4
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option_green = 5
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option_light_blue = 6
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option_yellow = 7
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option_red = 8
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option_magenta = 9
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option_black = 10
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option_tatl = 11
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option_tael = 12
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option_fi = 13
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option_ciela = 14
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option_epona = 15
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option_ezlo = 16
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option_king_of_red_lions = 17
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option_linebeck = 18
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option_loftwing = 19
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option_midna = 20
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option_phantom_zelda = 21
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option_match_inner = 22
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default = 22
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class sword_trail_color_inner(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Sword Trail Inner"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_white = 3
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option_red = 4
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option_green = 5
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option_blue = 6
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option_cyan = 7
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option_magenta = 8
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option_orange = 9
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option_gold = 10
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option_purple = 11
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option_pink = 12
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default = 3
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class sword_trail_color_outer(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. "match_inner" copies the inner color for this option."""
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displayname = "Sword Trail Outer"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_white = 3
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option_red = 4
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option_green = 5
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option_blue = 6
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option_cyan = 7
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option_magenta = 8
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option_orange = 9
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option_gold = 10
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option_purple = 11
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option_pink = 12
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option_match_inner = 13
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default = 13
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class bombchu_trail_color_inner(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Bombchu Trail Inner"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_red = 3
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option_green = 4
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option_blue = 5
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option_cyan = 6
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option_magenta = 7
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option_orange = 8
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option_gold = 9
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option_purple = 10
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option_pink = 11
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default = 3
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class bombchu_trail_color_outer(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. "match_inner" copies the inner color for this option."""
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displayname = "Bombchu Trail Outer"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_red = 3
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option_green = 4
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option_blue = 5
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option_cyan = 6
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option_magenta = 7
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option_orange = 8
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option_gold = 9
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option_purple = 10
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option_pink = 11
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option_match_inner = 12
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default = 12
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class boomerang_trail_color_inner(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
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displayname = "Boomerang Trail Inner"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
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option_yellow = 3
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option_red = 4
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option_green = 5
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option_blue = 6
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option_cyan = 7
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option_magenta = 8
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option_orange = 9
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option_gold = 10
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option_purple = 11
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option_pink = 12
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default = 3
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class boomerang_trail_color_outer(Choice):
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"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. "match_inner" copies the inner color for this option."""
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displayname = "Boomerang Trail Outer"
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option_random_choice = 0
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option_completely_random = 1
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option_rainbow = 2
|
||||
option_yellow = 3
|
||||
option_red = 4
|
||||
option_green = 5
|
||||
option_blue = 6
|
||||
option_cyan = 7
|
||||
option_magenta = 8
|
||||
option_orange = 9
|
||||
option_gold = 10
|
||||
option_purple = 11
|
||||
option_pink = 12
|
||||
option_match_inner = 13
|
||||
default = 13
|
||||
|
||||
|
||||
class heart_color(Choice):
|
||||
"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
|
||||
displayname = "Heart Color"
|
||||
option_random_choice = 0
|
||||
option_completely_random = 1
|
||||
option_red = 2
|
||||
option_green = 3
|
||||
option_blue = 4
|
||||
option_yellow = 5
|
||||
default = 2
|
||||
|
||||
|
||||
class magic_color(Choice):
|
||||
"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
|
||||
displayname = "Magic Color"
|
||||
option_random_choice = 0
|
||||
option_completely_random = 1
|
||||
option_green = 2
|
||||
option_red = 3
|
||||
option_blue = 4
|
||||
option_purple = 5
|
||||
option_pink = 6
|
||||
option_yellow = 7
|
||||
option_white = 8
|
||||
default = 2
|
||||
|
||||
|
||||
class a_button_color(Choice):
|
||||
"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
|
||||
displayname = "A Button Color"
|
||||
option_random_choice = 0
|
||||
option_completely_random = 1
|
||||
option_n64_blue = 2
|
||||
option_n64_green = 3
|
||||
option_n64_red = 4
|
||||
option_gamecube_green = 5
|
||||
option_gamecube_red = 6
|
||||
option_gamecube_grey = 7
|
||||
option_yellow = 8
|
||||
option_black = 9
|
||||
option_white = 10
|
||||
option_magenta = 11
|
||||
option_ruby = 12
|
||||
option_sapphire = 13
|
||||
option_lime = 14
|
||||
option_cyan = 15
|
||||
option_purple = 16
|
||||
option_orange = 17
|
||||
default = 2
|
||||
|
||||
|
||||
class b_button_color(Choice):
|
||||
"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
|
||||
displayname = "B Button Color"
|
||||
option_random_choice = 0
|
||||
option_completely_random = 1
|
||||
option_n64_blue = 2
|
||||
option_n64_green = 3
|
||||
option_n64_red = 4
|
||||
option_gamecube_green = 5
|
||||
option_gamecube_red = 6
|
||||
option_gamecube_grey = 7
|
||||
option_yellow = 8
|
||||
option_black = 9
|
||||
option_white = 10
|
||||
option_magenta = 11
|
||||
option_ruby = 12
|
||||
option_sapphire = 13
|
||||
option_lime = 14
|
||||
option_cyan = 15
|
||||
option_purple = 16
|
||||
option_orange = 17
|
||||
default = 3
|
||||
|
||||
|
||||
class c_button_color(Choice):
|
||||
"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
|
||||
displayname = "C Button Color"
|
||||
option_random_choice = 0
|
||||
option_completely_random = 1
|
||||
option_n64_blue = 2
|
||||
option_n64_green = 3
|
||||
option_n64_red = 4
|
||||
option_gamecube_green = 5
|
||||
option_gamecube_red = 6
|
||||
option_gamecube_grey = 7
|
||||
option_yellow = 8
|
||||
option_black = 9
|
||||
option_white = 10
|
||||
option_magenta = 11
|
||||
option_ruby = 12
|
||||
option_sapphire = 13
|
||||
option_lime = 14
|
||||
option_cyan = 15
|
||||
option_purple = 16
|
||||
option_orange = 17
|
||||
default = 8
|
||||
|
||||
|
||||
class start_button_color(Choice):
|
||||
"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
|
||||
displayname = "Start Button Color"
|
||||
option_random_choice = 0
|
||||
option_completely_random = 1
|
||||
option_n64_blue = 2
|
||||
option_n64_green = 3
|
||||
option_n64_red = 4
|
||||
option_gamecube_green = 5
|
||||
option_gamecube_red = 6
|
||||
option_gamecube_grey = 7
|
||||
option_yellow = 8
|
||||
option_black = 9
|
||||
option_white = 10
|
||||
option_magenta = 11
|
||||
option_ruby = 12
|
||||
option_sapphire = 13
|
||||
option_lime = 14
|
||||
option_cyan = 15
|
||||
option_purple = 16
|
||||
option_orange = 17
|
||||
default = 4
|
||||
|
||||
|
||||
class sfx_navi_overworld(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Navi Overworld"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_bark = 5
|
||||
option_business_scrub = 6
|
||||
option_carrot_refill = 7
|
||||
option_cluck = 8
|
||||
option_cockadoodledoo = 9
|
||||
option_dusk_howl = 10
|
||||
option_exploding_crate = 11
|
||||
option_explosion = 12
|
||||
option_great_fairy = 13
|
||||
option_guay = 14
|
||||
option_low_health = 15
|
||||
option_recover_health = 16
|
||||
option_horse_neigh = 17
|
||||
option_shattering_ice = 18
|
||||
option_moo = 19
|
||||
option_mweep = 20
|
||||
option_navi_hello = 21
|
||||
option_notification = 22
|
||||
option_poe = 23
|
||||
option_shattering_pot = 24
|
||||
option_redead_scream = 25
|
||||
option_ribbit = 26
|
||||
option_ruto_giggle = 27
|
||||
option_skulltula = 28
|
||||
option_soft_beep = 29
|
||||
option_tambourine = 30
|
||||
option_timer = 31
|
||||
option_adult_zelda_gasp = 32
|
||||
|
||||
|
||||
|
||||
class sfx_navi_enemy(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Navi Enemy"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_bark = 5
|
||||
option_business_scrub = 6
|
||||
option_carrot_refill = 7
|
||||
option_cluck = 8
|
||||
option_cockadoodledoo = 9
|
||||
option_dusk_howl = 10
|
||||
option_exploding_crate = 11
|
||||
option_explosion = 12
|
||||
option_great_fairy = 13
|
||||
option_guay = 14
|
||||
option_low_health = 15
|
||||
option_recover_health = 16
|
||||
option_horse_neigh = 17
|
||||
option_shattering_ice = 18
|
||||
option_moo = 19
|
||||
option_mweep = 20
|
||||
option_navi_hello = 21
|
||||
option_notification = 22
|
||||
option_poe = 23
|
||||
option_shattering_pot = 24
|
||||
option_redead_scream = 25
|
||||
option_ribbit = 26
|
||||
option_ruto_giggle = 27
|
||||
option_skulltula = 28
|
||||
option_soft_beep = 29
|
||||
option_tambourine = 30
|
||||
option_timer = 31
|
||||
option_adult_zelda_gasp = 32
|
||||
|
||||
|
||||
|
||||
class sfx_low_hp(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Low HP"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_bark = 5
|
||||
option_bomb_bounce = 6
|
||||
option_bongo_bongo_low = 7
|
||||
option_bow_twang = 8
|
||||
option_business_scrub = 9
|
||||
option_carrot_refill = 10
|
||||
option_cluck = 11
|
||||
option_drawbridge_set = 12
|
||||
option_guay = 13
|
||||
option_recover_health = 14
|
||||
option_horse_trot = 15
|
||||
option_iron_boots = 16
|
||||
option_moo = 17
|
||||
option_mweep = 18
|
||||
option_navi_hey = 19
|
||||
option_navi_random = 20
|
||||
option_notification = 21
|
||||
option_shattering_pot = 22
|
||||
option_ribbit = 23
|
||||
option_silver_rupee = 24
|
||||
option_soft_beep = 25
|
||||
option_switch = 26
|
||||
option_sword_bonk = 27
|
||||
option_tambourine = 28
|
||||
option_timer = 29
|
||||
option_adult_zelda_gasp = 30
|
||||
|
||||
|
||||
|
||||
class sfx_menu_cursor(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Menu Cursor"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_bark = 5
|
||||
option_bomb_bounce = 6
|
||||
option_bongo_bongo_high = 7
|
||||
option_bongo_bongo_low = 8
|
||||
option_bottle_cork = 9
|
||||
option_bow_twang = 10
|
||||
option_bubble_laugh = 11
|
||||
option_carrot_refill = 12
|
||||
option_change_item = 13
|
||||
option_child_pant = 14
|
||||
option_cluck = 15
|
||||
option_deku_baba = 16
|
||||
option_drawbridge_set = 17
|
||||
option_dusk_howl = 18
|
||||
option_fanfare_light = 19
|
||||
option_fanfare_medium = 20
|
||||
option_field_shrub = 21
|
||||
option_flare_dancer_startled = 22
|
||||
option_ganondorf_teh = 23
|
||||
option_gohma_larva_croak = 24
|
||||
option_gold_skull_token = 25
|
||||
option_goron_wake = 26
|
||||
option_guay = 27
|
||||
option_gunshot = 28
|
||||
option_low_health = 29
|
||||
option_recover_health = 30
|
||||
option_hammer_bonk = 31
|
||||
option_horse_trot = 32
|
||||
option_iron_boots = 33
|
||||
option_iron_knuckle = 34
|
||||
option_moo = 35
|
||||
option_mweep = 36
|
||||
option_notification = 37
|
||||
option_phantom_ganon_laugh = 38
|
||||
option_plant_explode = 39
|
||||
option_shattering_pot = 40
|
||||
option_redead_moan = 41
|
||||
option_ribbit = 42
|
||||
option_rupee = 43
|
||||
option_silver_rupee = 44
|
||||
option_ruto_crash = 45
|
||||
option_ruto_lift = 46
|
||||
option_ruto_thrown = 47
|
||||
option_scrub_emerge = 48
|
||||
option_shabom_bounce = 49
|
||||
option_shabom_pop = 50
|
||||
option_shellblade = 51
|
||||
option_skulltula = 52
|
||||
option_soft_beep = 53
|
||||
option_spit_nut = 54
|
||||
option_switch = 55
|
||||
option_sword_bonk = 56
|
||||
option_talon_hmm = 57
|
||||
option_talon_snore = 58
|
||||
option_talon_wtf = 59
|
||||
option_tambourine = 60
|
||||
option_target_enemy = 61
|
||||
option_target_neutral = 62
|
||||
option_thunder = 63
|
||||
option_timer = 64
|
||||
option_adult_zelda_gasp = 65
|
||||
|
||||
|
||||
|
||||
class sfx_menu_select(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Menu Select"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_bark = 5
|
||||
option_bomb_bounce = 6
|
||||
option_bongo_bongo_high = 7
|
||||
option_bongo_bongo_low = 8
|
||||
option_bottle_cork = 9
|
||||
option_bow_twang = 10
|
||||
option_bubble_laugh = 11
|
||||
option_carrot_refill = 12
|
||||
option_change_item = 13
|
||||
option_child_cringe = 14
|
||||
option_child_pant = 15
|
||||
option_child_scream = 16
|
||||
option_cluck = 17
|
||||
option_deku_baba = 18
|
||||
option_drawbridge_set = 19
|
||||
option_dusk_howl = 20
|
||||
option_fanfare_light = 21
|
||||
option_fanfare_medium = 22
|
||||
option_field_shrub = 23
|
||||
option_flare_dancer_startled = 24
|
||||
option_ganondorf_teh = 25
|
||||
option_gohma_larva_croak = 26
|
||||
option_gold_skull_token = 27
|
||||
option_goron_wake = 28
|
||||
option_guay = 29
|
||||
option_gunshot = 30
|
||||
option_low_health = 31
|
||||
option_recover_health = 32
|
||||
option_hammer_bonk = 33
|
||||
option_horse_trot = 34
|
||||
option_iron_boots = 35
|
||||
option_iron_knuckle = 36
|
||||
option_moo = 37
|
||||
option_mweep = 38
|
||||
option_notification = 39
|
||||
option_phantom_ganon_laugh = 40
|
||||
option_plant_explode = 41
|
||||
option_shattering_pot = 42
|
||||
option_redead_moan = 43
|
||||
option_ribbit = 44
|
||||
option_rupee = 45
|
||||
option_silver_rupee = 46
|
||||
option_ruto_crash = 47
|
||||
option_ruto_lift = 48
|
||||
option_ruto_thrown = 49
|
||||
option_scrub_emerge = 50
|
||||
option_shabom_bounce = 51
|
||||
option_shabom_pop = 52
|
||||
option_shellblade = 53
|
||||
option_skulltula = 54
|
||||
option_soft_beep = 55
|
||||
option_spit_nut = 56
|
||||
option_switch = 57
|
||||
option_sword_bonk = 58
|
||||
option_talon_hmm = 59
|
||||
option_talon_snore = 60
|
||||
option_talon_wtf = 61
|
||||
option_tambourine = 62
|
||||
option_target_enemy = 63
|
||||
option_target_neutral = 64
|
||||
option_thunder = 65
|
||||
option_timer = 66
|
||||
option_adult_zelda_gasp = 67
|
||||
|
||||
|
||||
|
||||
class sfx_nightfall(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Nightfall"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_cockadoodledoo = 5
|
||||
option_gold_skull_token = 6
|
||||
option_great_fairy = 7
|
||||
option_moo = 8
|
||||
option_mweep = 9
|
||||
option_redead_moan = 10
|
||||
option_talon_snore = 11
|
||||
option_thunder = 12
|
||||
|
||||
|
||||
|
||||
class sfx_horse_neigh(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Horse"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_armos = 5
|
||||
option_child_scream = 6
|
||||
option_great_fairy = 7
|
||||
option_moo = 8
|
||||
option_mweep = 9
|
||||
option_redead_scream = 10
|
||||
option_ruto_wiggle = 11
|
||||
option_stalchild_attack = 12
|
||||
|
||||
|
||||
|
||||
class sfx_hover_boots(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = "Hover Boots"
|
||||
option_default = 0
|
||||
option_completely_random = 1
|
||||
option_random_ear_safe = 2
|
||||
option_random_choice = 3
|
||||
option_none = 4
|
||||
option_bark = 5
|
||||
option_cartoon_fall = 6
|
||||
option_flare_dancer_laugh = 7
|
||||
option_mweep = 8
|
||||
option_shabom_pop = 9
|
||||
option_tambourine = 10
|
||||
|
||||
|
||||
|
|
@ -1,7 +1,6 @@
|
|||
import typing
|
||||
from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionList
|
||||
from .Colors import *
|
||||
import worlds.oot.Sounds as sfx
|
||||
from .ColorSFXOptions import *
|
||||
|
||||
|
||||
class Logic(Choice):
|
||||
|
@ -651,21 +650,6 @@ itempool_options: typing.Dict[str, type(Option)] = {
|
|||
|
||||
# Start of cosmetic options
|
||||
|
||||
def assemble_color_option(func, display_name: str, default_option: str, outer=False):
|
||||
color_options = func()
|
||||
if outer:
|
||||
color_options.append("Match Inner")
|
||||
format_color = lambda color: color.replace(' ', '_').lower()
|
||||
color_to_id = {format_color(color): index for index, color in enumerate(color_options)}
|
||||
class ColorOption(Choice):
|
||||
"""Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code."""
|
||||
displayname = display_name
|
||||
default = color_options.index(default_option)
|
||||
ColorOption.options.update(color_to_id)
|
||||
ColorOption.name_lookup.update({id: color for (color, id) in color_to_id.items()})
|
||||
return ColorOption
|
||||
|
||||
|
||||
class Targeting(Choice):
|
||||
"""Default targeting option."""
|
||||
displayname = "Default Targeting Option"
|
||||
|
@ -720,45 +704,35 @@ cosmetic_options: typing.Dict[str, type(Option)] = {
|
|||
"background_music": BackgroundMusic,
|
||||
"fanfares": Fanfares,
|
||||
"ocarina_fanfares": OcarinaFanfares,
|
||||
"kokiri_color": assemble_color_option(get_tunic_color_options, "Kokiri Tunic", "Kokiri Green"),
|
||||
"goron_color": assemble_color_option(get_tunic_color_options, "Goron Tunic", "Goron Red"),
|
||||
"zora_color": assemble_color_option(get_tunic_color_options, "Zora Tunic", "Zora Blue"),
|
||||
"silver_gauntlets_color": assemble_color_option(get_gauntlet_color_options, "Silver Gauntlets Color", "Silver"),
|
||||
"golden_gauntlets_color": assemble_color_option(get_gauntlet_color_options, "Golden Gauntlets Color", "Gold"),
|
||||
"mirror_shield_frame_color": assemble_color_option(get_shield_frame_color_options, "Mirror Shield Frame Color", "Red"),
|
||||
"navi_color_default_inner": assemble_color_option(get_navi_color_options, "Navi Idle Inner", "White"),
|
||||
"navi_color_default_outer": assemble_color_option(get_navi_color_options, "Navi Idle Outer", "Match Inner", outer=True),
|
||||
"navi_color_enemy_inner": assemble_color_option(get_navi_color_options, "Navi Targeting Enemy Inner", "Yellow"),
|
||||
"navi_color_enemy_outer": assemble_color_option(get_navi_color_options, "Navi Targeting Enemy Outer", "Match Inner", outer=True),
|
||||
"navi_color_npc_inner": assemble_color_option(get_navi_color_options, "Navi Targeting NPC Inner", "Light Blue"),
|
||||
"navi_color_npc_outer": assemble_color_option(get_navi_color_options, "Navi Targeting NPC Outer", "Match Inner", outer=True),
|
||||
"navi_color_prop_inner": assemble_color_option(get_navi_color_options, "Navi Targeting Prop Inner", "Green"),
|
||||
"navi_color_prop_outer": assemble_color_option(get_navi_color_options, "Navi Targeting Prop Outer", "Match Inner", outer=True),
|
||||
"kokiri_color": kokiri_color,
|
||||
"goron_color": goron_color,
|
||||
"zora_color": zora_color,
|
||||
"silver_gauntlets_color": silver_gauntlets_color,
|
||||
"golden_gauntlets_color": golden_gauntlets_color,
|
||||
"mirror_shield_frame_color": mirror_shield_frame_color,
|
||||
"navi_color_default_inner": navi_color_default_inner,
|
||||
"navi_color_default_outer": navi_color_default_outer,
|
||||
"navi_color_enemy_inner": navi_color_enemy_inner,
|
||||
"navi_color_enemy_outer": navi_color_enemy_outer,
|
||||
"navi_color_npc_inner": navi_color_npc_inner,
|
||||
"navi_color_npc_outer": navi_color_npc_outer,
|
||||
"navi_color_prop_inner": navi_color_prop_inner,
|
||||
"navi_color_prop_outer": navi_color_prop_outer,
|
||||
"sword_trail_duration": SwordTrailDuration,
|
||||
"sword_trail_color_inner": assemble_color_option(get_sword_trail_color_options, "Sword Trail Inner", "White"),
|
||||
"sword_trail_color_outer": assemble_color_option(get_sword_trail_color_options, "Sword Trail Outer", "Match Inner", outer=True),
|
||||
"bombchu_trail_color_inner": assemble_color_option(get_bombchu_trail_color_options, "Bombchu Trail Inner", "Red"),
|
||||
"bombchu_trail_color_outer": assemble_color_option(get_bombchu_trail_color_options, "Bombchu Trail Outer", "Match Inner", outer=True),
|
||||
"boomerang_trail_color_inner": assemble_color_option(get_boomerang_trail_color_options, "Boomerang Trail Inner", "Yellow"),
|
||||
"boomerang_trail_color_outer": assemble_color_option(get_boomerang_trail_color_options, "Boomerang Trail Outer", "Match Inner", outer=True),
|
||||
"heart_color": assemble_color_option(get_heart_color_options, "Heart Color", "Red"),
|
||||
"magic_color": assemble_color_option(get_magic_color_options, "Magic Color", "Green"),
|
||||
"a_button_color": assemble_color_option(get_a_button_color_options, "A Button Color", "N64 Blue"),
|
||||
"b_button_color": assemble_color_option(get_b_button_color_options, "B Button Color", "N64 Green"),
|
||||
"c_button_color": assemble_color_option(get_c_button_color_options, "C Button Color", "Yellow"),
|
||||
"start_button_color": assemble_color_option(get_start_button_color_options, "Start Button Color", "N64 Red"),
|
||||
"sword_trail_color_inner": sword_trail_color_inner,
|
||||
"sword_trail_color_outer": sword_trail_color_outer,
|
||||
"bombchu_trail_color_inner": bombchu_trail_color_inner,
|
||||
"bombchu_trail_color_outer": bombchu_trail_color_outer,
|
||||
"boomerang_trail_color_inner": boomerang_trail_color_inner,
|
||||
"boomerang_trail_color_outer": boomerang_trail_color_outer,
|
||||
"heart_color": heart_color,
|
||||
"magic_color": magic_color,
|
||||
"a_button_color": a_button_color,
|
||||
"b_button_color": b_button_color,
|
||||
"c_button_color": c_button_color,
|
||||
"start_button_color": start_button_color,
|
||||
}
|
||||
|
||||
def assemble_sfx_option(sound_hook: sfx.SoundHooks, display_name: str):
|
||||
options = sfx.get_setting_choices(sound_hook).keys()
|
||||
sfx_to_id = {sfx.replace('-', '_'): index for index, sfx in enumerate(options)}
|
||||
class SfxOption(Choice):
|
||||
"""Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound."""
|
||||
displayname = display_name
|
||||
SfxOption.options.update(sfx_to_id)
|
||||
SfxOption.name_lookup.update({id: sfx for (sfx, id) in sfx_to_id.items()})
|
||||
return SfxOption
|
||||
|
||||
class SfxOcarina(Choice):
|
||||
"""Change the sound of the ocarina."""
|
||||
displayname = "Ocarina Instrument"
|
||||
|
@ -771,14 +745,14 @@ class SfxOcarina(Choice):
|
|||
default = 1
|
||||
|
||||
sfx_options: typing.Dict[str, type(Option)] = {
|
||||
"sfx_navi_overworld": assemble_sfx_option(sfx.SoundHooks.NAVI_OVERWORLD, "Navi Overworld"),
|
||||
"sfx_navi_enemy": assemble_sfx_option(sfx.SoundHooks.NAVI_ENEMY, "Navi Enemy"),
|
||||
"sfx_low_hp": assemble_sfx_option(sfx.SoundHooks.HP_LOW, "Low HP"),
|
||||
"sfx_menu_cursor": assemble_sfx_option(sfx.SoundHooks.MENU_CURSOR, "Menu Cursor"),
|
||||
"sfx_menu_select": assemble_sfx_option(sfx.SoundHooks.MENU_SELECT, "Menu Select"),
|
||||
"sfx_nightfall": assemble_sfx_option(sfx.SoundHooks.NIGHTFALL, "Nightfall"),
|
||||
"sfx_horse_neigh": assemble_sfx_option(sfx.SoundHooks.HORSE_NEIGH, "Horse"),
|
||||
"sfx_hover_boots": assemble_sfx_option(sfx.SoundHooks.BOOTS_HOVER, "Hover Boots"),
|
||||
"sfx_navi_overworld": sfx_navi_overworld,
|
||||
"sfx_navi_enemy": sfx_navi_enemy,
|
||||
"sfx_low_hp": sfx_low_hp,
|
||||
"sfx_menu_cursor": sfx_menu_cursor,
|
||||
"sfx_menu_select": sfx_menu_select,
|
||||
"sfx_nightfall": sfx_nightfall,
|
||||
"sfx_horse_neigh": sfx_horse_neigh,
|
||||
"sfx_hover_boots": sfx_hover_boots,
|
||||
"sfx_ocarina": SfxOcarina,
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,81 @@
|
|||
# Quick script to build top-level color and sfx options for pickling
|
||||
|
||||
from Colors import *
|
||||
import Sounds as sfx
|
||||
|
||||
|
||||
def assemble_color_option(f, internal_name: str, func, display_name: str, default_option: str, outer=False):
|
||||
color_options = func()
|
||||
if outer:
|
||||
color_options.append("Match Inner")
|
||||
format_color = lambda color: color.replace(' ', '_').lower()
|
||||
color_to_id = {format_color(color): index for index, color in enumerate(color_options)}
|
||||
|
||||
docstring = 'Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.'
|
||||
if outer:
|
||||
docstring += ' "match_inner" copies the inner color for this option.'
|
||||
|
||||
f.write(f"class {internal_name}(Choice):\n")
|
||||
f.write(f" \"\"\"{docstring}\"\"\"\n")
|
||||
f.write(f" displayname = \"{display_name}\"\n")
|
||||
for color, id in color_to_id.items():
|
||||
f.write(f" option_{color} = {id}\n")
|
||||
f.write(f" default = {color_options.index(default_option)}")
|
||||
f.write(f"\n\n\n")
|
||||
|
||||
|
||||
def assemble_sfx_option(f, internal_name: str, sound_hook: sfx.SoundHooks, display_name: str):
|
||||
options = sfx.get_setting_choices(sound_hook).keys()
|
||||
sfx_to_id = {sound.replace('-', '_'): index for index, sound in enumerate(options)}
|
||||
docstring = 'Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.'
|
||||
|
||||
f.write(f"class {internal_name}(Choice):\n")
|
||||
f.write(f" \"\"\"{docstring}\"\"\"\n")
|
||||
f.write(f" displayname = \"{display_name}\"\n")
|
||||
for sound, id in sfx_to_id.items():
|
||||
f.write(f" option_{sound} = {id}\n")
|
||||
f.write(f"\n\n\n")
|
||||
|
||||
|
||||
with open('ColorSFXOptions.py', 'w') as f:
|
||||
|
||||
f.write("# Auto-generated color and sound-effect options from Colors.py and Sounds.py \n")
|
||||
f.write("from Options import Choice\n\n\n")
|
||||
|
||||
assemble_color_option(f, "kokiri_color", get_tunic_color_options, "Kokiri Tunic", "Kokiri Green")
|
||||
assemble_color_option(f, "goron_color", get_tunic_color_options, "Goron Tunic", "Goron Red")
|
||||
assemble_color_option(f, "zora_color", get_tunic_color_options, "Zora Tunic", "Zora Blue")
|
||||
assemble_color_option(f, "silver_gauntlets_color", get_gauntlet_color_options, "Silver Gauntlets Color", "Silver")
|
||||
assemble_color_option(f, "golden_gauntlets_color", get_gauntlet_color_options, "Golden Gauntlets Color", "Gold")
|
||||
assemble_color_option(f, "mirror_shield_frame_color", get_shield_frame_color_options, "Mirror Shield Frame Color", "Red")
|
||||
assemble_color_option(f, "navi_color_default_inner", get_navi_color_options, "Navi Idle Inner", "White")
|
||||
assemble_color_option(f, "navi_color_default_outer", get_navi_color_options, "Navi Idle Outer", "Match Inner", outer=True)
|
||||
assemble_color_option(f, "navi_color_enemy_inner", get_navi_color_options, "Navi Targeting Enemy Inner", "Yellow")
|
||||
assemble_color_option(f, "navi_color_enemy_outer", get_navi_color_options, "Navi Targeting Enemy Outer", "Match Inner", outer=True)
|
||||
assemble_color_option(f, "navi_color_npc_inner", get_navi_color_options, "Navi Targeting NPC Inner", "Light Blue")
|
||||
assemble_color_option(f, "navi_color_npc_outer", get_navi_color_options, "Navi Targeting NPC Outer", "Match Inner", outer=True)
|
||||
assemble_color_option(f, "navi_color_prop_inner", get_navi_color_options, "Navi Targeting Prop Inner", "Green")
|
||||
assemble_color_option(f, "navi_color_prop_outer", get_navi_color_options, "Navi Targeting Prop Outer", "Match Inner", outer=True)
|
||||
assemble_color_option(f, "sword_trail_color_inner", get_sword_trail_color_options, "Sword Trail Inner", "White")
|
||||
assemble_color_option(f, "sword_trail_color_outer", get_sword_trail_color_options, "Sword Trail Outer", "Match Inner", outer=True)
|
||||
assemble_color_option(f, "bombchu_trail_color_inner", get_bombchu_trail_color_options, "Bombchu Trail Inner", "Red")
|
||||
assemble_color_option(f, "bombchu_trail_color_outer", get_bombchu_trail_color_options, "Bombchu Trail Outer", "Match Inner", outer=True)
|
||||
assemble_color_option(f, "boomerang_trail_color_inner", get_boomerang_trail_color_options, "Boomerang Trail Inner", "Yellow")
|
||||
assemble_color_option(f, "boomerang_trail_color_outer", get_boomerang_trail_color_options, "Boomerang Trail Outer", "Match Inner", outer=True)
|
||||
assemble_color_option(f, "heart_color", get_heart_color_options, "Heart Color", "Red")
|
||||
assemble_color_option(f, "magic_color", get_magic_color_options, "Magic Color", "Green")
|
||||
assemble_color_option(f, "a_button_color", get_a_button_color_options, "A Button Color", "N64 Blue")
|
||||
assemble_color_option(f, "b_button_color", get_b_button_color_options, "B Button Color", "N64 Green")
|
||||
assemble_color_option(f, "c_button_color", get_c_button_color_options, "C Button Color", "Yellow")
|
||||
assemble_color_option(f, "start_button_color", get_start_button_color_options, "Start Button Color", "N64 Red")
|
||||
|
||||
assemble_sfx_option(f, "sfx_navi_overworld", sfx.SoundHooks.NAVI_OVERWORLD, "Navi Overworld")
|
||||
assemble_sfx_option(f, "sfx_navi_enemy", sfx.SoundHooks.NAVI_ENEMY, "Navi Enemy")
|
||||
assemble_sfx_option(f, "sfx_low_hp", sfx.SoundHooks.HP_LOW, "Low HP")
|
||||
assemble_sfx_option(f, "sfx_menu_cursor", sfx.SoundHooks.MENU_CURSOR, "Menu Cursor")
|
||||
assemble_sfx_option(f, "sfx_menu_select", sfx.SoundHooks.MENU_SELECT, "Menu Select")
|
||||
assemble_sfx_option(f, "sfx_nightfall", sfx.SoundHooks.NIGHTFALL, "Nightfall")
|
||||
assemble_sfx_option(f, "sfx_horse_neigh", sfx.SoundHooks.HORSE_NEIGH, "Horse")
|
||||
assemble_sfx_option(f, "sfx_hover_boots", sfx.SoundHooks.BOOTS_HOVER, "Hover Boots")
|
||||
|
||||
print('all done')
|
Loading…
Reference in New Issue