here, the "Ask about her tragic past” option will only show up ifĪnd you can add as many conditions to the if statement as you want: _Ħ) loop a choice menu, remove choices that have already been selected, andĮnd the loop either after a specific choice has been selected or all (aka, only reveal a choice in a choice menu when it’s met certain conditions!)Ĭhoices can be hidden using if statements. Up the whole game window, or want a clean scene change without any gui:ĥ) only reveal a choice in a choice menu after it’s been unlocked You might want to hide the quick menu when you show a screen that takes To google it! these are quick menus (i know, it’s tiny in the second This one’s super simple, but when i first wanted to do this i still had Here i’ve placed dialogue text at a y-position of c_what_ypos, a variable i’ve created and definedĤ) hide the quick menu for screens and scene changes To change the placement of text what depending on if someone is speaking or not, i just separated the dialogue and narration cases, giving them each their own text what: Is for character names, text what is for dialogue and narration, aka the text in the text box. by default, it probably says something like: In screens.rpy, look for “screen say(who, what)”. I’ve only changed the height here, but you could change any text style property you want. just as with what_, you can follow it up with any text style propertyģ) change text placement between spoken dialogue and narrationīy default, narration text and dialogue text have the same properties, so they’re at the same height:īut i wanted them to be at different heights, since the narration text doesn’t have to be pushed down by a character name: who_ : anything beginning with who_ modifies the text of the character’s name.like: what_size, what_italic, what_font, etc. you can combo what_ with any text style property to change that property for this character. what_ : anything beginning with what_ modifies the character’s dialogue text.image=“cel”: the image tag! i think this is only necessary if you use side portraits.window_background: the textbox image! i use this because i make unique textboxes for my main characters.if you want to change things for everyone, look in gui.rpy (for changes that renpy’s already made variables for) or screens.rpy (for changes that aren’t as basic/popular so you’ve gotta get in there and modify stuff yourself)įor reference, here’s a basic character definition:Īnd here’s one loaded up with optional specifications: when they’re introduced in the story, just update the variable: _Ģ) customize textbox and name/dialogue text properties for specific charactersĮverything here changes things for a specific character only. Where cel_name is the variable that’ll be used as the character’s displayed name. this example makes their name display as “?” until you change it to their actual name. You can do this by setting a variable as their name, and changing that variable when you need to in the story. (or alternatively, change a characters name to anything at any time!) (anything in red that follows a hashtag # is a commentġ) keep a character’s name a mystery until they’re introduced show a prompt, then show a choice menu while the prompt stays on screen, without replaying the prompt text.loop a choice menu, remove choices that have already been selected, and end the loop either after a specific choice has been selected or all choices have been exhausted.Only reveal a choice in a choice menu after it’s been unlocked Hide the quick menu for screens and scene changes change text placement between spoken dialogue and narration.customize the textbox and name/dialogue text properties for a specific character.keep a character’s name a mystery until they’re introduced.My programming knowledge is also quite limited, so please any insight at all would mean so much. I have not touched the source files at all and I cannot figure it out at all. _exec_bytecode(, self.hide, store=self.store)įile "renpy/python.py", line 2245, in py_exec_bytecodeįile "renpy/loadsave.py", line 415, in saveįile "renpy/loadsave.py", line 401, in saveįile "renpy/loadsave.py", line 49, in dumpĬPickle.dump(o, f, cPickle.HIGHEST_PROTOCOL) Full Traceback -įile "renpy/ast.py", line 928, in execute RuntimeError: maximum recursion depth exceeded in cmp Renpy.save("_reload-1", "reload save game") I'm sorry, but an uncaught exception occurred.įile "renpy/common/00keymap.rpy", line 469, in scriptįile "renpy/common/00keymap.rpy", line 469, in įile "renpy/common/00keymap.rpy", line 488, in _execute_python_hide I've tried deleting and reinstalling the entire engine, scanning through script, everything I can think of but for some reason the reload dev function just will not work.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |