Hello everyone,
I used the infoscreen feature for my game. It works nicely until I found out that if I load a saved game, the character infos will disappear. If I just play from the beginning through the end this won't happen. Can someone tell me how to fix this?
Thank you before
Some things disappear when loading a saved game >.<
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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Some things disappear when loading a saved game >.<
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Re: Some things disappear when loading a saved game >.<
This means that you've changed the character's information the way that can't be properly stored. This should help you to find the cause of the issue - http://www.renpy.org/doc/html/save_load_rollback.html
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Re: Some things disappear when loading a saved game >.<
This is the info I have
It should be like this:
But instead, this happens:
Someone please help me >.<
Code: Select all
init python:
default_var = '???'
class char:
def __init__(self, affection=50, name=default_var, cname=default_var, age=default_var, family=default_var, Element=default_var, dateable=True, pic='none', HP=default_var, SP=default_var): #<-- this line sets all the defaults; the only one you'll probably use
self.affection=affection
self.name = name
self.cname = cname
self.age = age
self.family = family
self.SP = SP
self.Element = Element
self.dateable=dateable
self.pic=pic
self.HP = HP
self.SP = SP
def add_affection(self, amount):
self.affection += amount
if self.affection > affectionMax:
self.affection = affectionMax
def add_HP(self, amount):
self.HP += amount
if self.HP > HPmax:
self.HP = HPmax
def add_SP(self, amount):
self.SP += amount
if self.SP > SPmax:
self.SP = SPmax
def normalizeHP(self):
if self.HP > HPmax:
self.HP = HPmax
if self.HP < 0:
self.HP = 0
def normalizeSP(self):
if self.SP > SPmax:
self.SP = SPmax
if self.SP < 0:
self.SP = 0
def normalizeAffection(self):
if self.affection > affectionMax:
self.affection = affectionMax
if self.affection < 0:
self.affection = 0
init:
$ un = char(
name="[uname!t]",
cname="Zhou Qin Ying",
age="22",
family="Ethan",
Element="Water",
dateable=False,
pic="prota.png"
)
$ ethan = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ keith = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ wendy = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ su_lian = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ kyle = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ sam = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ sea_dragon = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ sky_dragon = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ titan_crab = char(
name="???",
cname="-",
age="-",
family="-",
Element="-",
dateable=False,
pic="none.png"
)
$ old_man = char(
name="???",
cname="???",
age="???",
family="???",
Element="???",
dateable=False,
pic="none.png"
)
$ fu_tou = char(
name="???",
cname="???",
age="???",
family="???",
Element="???",
dateable=False,
pic="none.png"
)
$ yu_zheng = char(
name="???",
cname="???",
age="???",
family="???",
Element="???",
dateable=False,
pic="none.png"
)
$ zheria = char(
name="???",
cname="-",
age="???",
family="???",
Element="???",
dateable=False,
pic="none.png"
)
$ allchars = [un, ethan, keith, wendy, su_lian, kyle, sam, sea_dragon, sky_dragon, titan_crab, old_man, fu_tou, yu_zheng]
$ affectionMax = 100 #<-- maximum affection value is changed here
$ HPmax = 1000
$ SPmax = 750
$ show_profiles = False
$ viewing = "[uname!t]" #<-- the default character to show when the info screen is first called
screen profile_screen:
tag menu
zorder 10
for i in allchars:
$ char = i
if viewing == char.name:
$ name = "Name:\n " + char.name
$ cname = "Chinese Name:\n " + char.cname
$ age = "Age:\n " + char.age
$ family = "Family:\n " + char.family
$ Element = "Element:\n " + char.Element
$ pic = char.pic
#if char == main: ##For the main character
#$ affectionBar = False
#$ friendshipBar = False
if char.dateable: ##If you define the main character, change this statement to elif
$ affectionBar = True
$ friendshipBar = False
else:
$ affectionBar = False
$ friendshipBar = True
$ affection = char.affection
$ HP = char.HP
$ SP = char.SP
window:
background None
frame:
align (0.5, 0.5)
background None
frame:
align (0.5, 0.5)
maximum (1250, 1000)
yminimum 550
background "box4.png"
vbox spacing 10:
vbox xpos 1.3 ypos 3.7:
if name != 'Name: ???':
text name size 19
vbox xpos 1.3 ypos 3.7:
if cname != 'Chinese Name: ???':
text cname size 19
vbox xpos 1.3 ypos 3.7:
if age != 'Age: ???':
text age size 19
vbox xpos 1.3 ypos 3.7:
if family != 'Family: ???':
text family size 19
vbox xpos 1.3 ypos 3.7:
if Element != 'Element: ???':
text Element size 19
vbox xpos 1.3 ypos 4.5:
if HP:
text "HP:" size 19
bar value HP range HPmax style "infoscreen_bar"
vbox xpos 1.3 ypos 4.4:
if SP:
text "SP:" size 19
bar value SP range SPmax style "infoscreen_bar" right_bar "menuspe.png" left_bar "menuspf.png"
if pic != 'none':
add pic xalign 0.85 yalign 0.53 #Tinker with these numbers as needed to change where the image goes
textbutton "Return" background "closebutton.png" yalign 0.09 xalign 0.065 text_color "000000" text_hover_color "#CCCCCC" text_size 20 action [ Hide("profile_screen"), Return() ]
frame xminimum 240 xmaximum 240 yminimum ymax:
style_group "infoscreen"
vbox yalign 0.5 xalign 5.6:
for i in allchars:
#$ textbutton_name, dummy1, dummy2 = i.name.partition(' ') #cuts off the name after the first space
textbutton i.name action SetVariable("viewing", i.name) xminimum 100 xmaximum 100 yminimum 10
#code for future imagebuttons
#imagebutton idle "i.idlepic" hover "i.hoverpic" action SetVariable("viewing", i.name)
$ i.normalizeAffection()
$ i.normalizeHP()
$ i.normalizeSP()
Leader of Ninja Vault
Site => http://www.ninjavault.cf
Fan page => http://www.facebook.com/NinjaVault
Twitter => http://www.twitter.com/NinjaVault
Site => http://www.ninjavault.cf
Fan page => http://www.facebook.com/NinjaVault
Twitter => http://www.twitter.com/NinjaVault
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- Veteran
- Posts: 448
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- Completed: Loren
- Projects: PS2
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- Contact:
Re: Some things disappear when loading a saved game >.<
You need to define the characters in the start instead of an init block.
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