ChesStrategy wrote:Yea, sorry, it does work; I just happen to not click one more time afterward to see the screen appear. I just assumed it would appear as soon as I clicked the button.
If you put renpy.restart_interaction() at the end of your function like I did in the code I provided for you, the screen will show up as soon as you click the button.
ChesStrategy wrote: 1) Is there a way to end the current interaction immediately then move on to the next one?
2) Is there also a way to do what shift-O (the dev console) does; where it displays a screen without allowing the current interaction to proceed to the next one.
3) One last question, if it is ok; is there also a way we can see through some developer tool; what interaction/line we are currently on in the code?
Thanks,
ChesStrategy
I don't know if I can answer your questions, but partly that is because I don't quite understand them--which might be me. But could you give a specific and detailed explaination of what exactly you want to happen? What kinds of interactions are you talking about? What is reason the interaction is ended immediately and proceeded to the next one? When you say you want a screen to pop up without allowing the current interaction to proceed to the next one...do you mean like a menu screen or yes/no screen?
Can you give an explaination in real game terms of what you are wanting?
As for question 3, I don't know, I usually just follow along the game while looking at my Renpy files so ?I always know where I am.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe:
http://lemmasoft.renai.us/forums/viewto ... 51&t=21978