Search found 10 matches
- Mon May 11, 2015 1:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How are random encounters scripted?
- Replies: 8
- Views: 2529
Re: How are random encounters scripted?
hi morg, thanks for directing me to that page and laying out a foundation for me. i gave it a try and this is what i came up with. init python: class NonUniformRandom(object): def __init__(self, list_of_values_and_probabilities): """ expects a list of [ (value, probability), (value, p...
- Mon May 11, 2015 7:53 am
- Forum: Ren'Py Questions and Announcements
- Topic: How are random encounters scripted?
- Replies: 8
- Views: 2529
Re: How are random encounters scripted?
ah... I was thinking inside a tiny box. I didn't think about the good old save/load method at all, even though I did that all the time when I played games :p. not being able to S/L does take out a lot of the fun. If the player saves right before the clicking the location and then the merchant-random...
- Sun May 10, 2015 11:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: How are random encounters scripted?
- Replies: 8
- Views: 2529
How are random encounters scripted?
Hi all, I've been puzzled by how a random encounter could be scripted in games. For example, say there's a secret travelling merchant that could be available at 12 locations. My thinking at the moment is to use the random function to decide where the merchant would be on this day (beach), so if you ...
- Sun Apr 12, 2015 9:08 am
- Forum: Development of Ren'Py
- Topic: DSE redone with screen language?
- Replies: 18
- Views: 4063
Re: DSE redone with screen language?
this is magnificent news, I have been waiting for this for a few years now.
So happy to see this post, I can't wait to test it out!
thanks so much for improving the dse~
So happy to see this post, I can't wait to test it out!
thanks so much for improving the dse~
- Fri Jul 18, 2014 3:04 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved]embed dynamic results of renpy.random.choice in text
- Replies: 2
- Views: 1387
Re: embedding dynamic results of renpy.random.choice in text
Hi Asceai, thank you for the lightning fast reply. You could either set random_talk every interaction in the off chance you'll want to access the value this interaction: init python: dialogue = [.......etc def randomise_talk(): renpy.store.random_talk = renpy.random.choice(dialogue) config.start_int...
- Fri Jul 18, 2014 12:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved]embed dynamic results of renpy.random.choice in text
- Replies: 2
- Views: 1387
[solved]embed dynamic results of renpy.random.choice in text
Hi all, I'd like to create a mini dialogue database from which some npc characters use at random. So when the main character approaches some trivial characters, they have more to say (and can give occasional hints) my current methods is: python: dialogue = [ ("Come on! The soccer club is having...
- Sun Feb 09, 2014 9:09 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] "this is [x]" fully when x= "a bag of [fruit]"
- Replies: 2
- Views: 590
Re: displaying "this is [x]" fully when x= "a bag of [fruit]
thank you, KimiYoriBaka!
this is exactly what I wanted and it works perfectly DD
good day to you too!
this is exactly what I wanted and it works perfectly DD
good day to you too!
- Sat Feb 08, 2014 5:16 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] "this is [x]" fully when x= "a bag of [fruit]"
- Replies: 2
- Views: 590
[Solved] "this is [x]" fully when x= "a bag of [fruit]"
Hi All, Please excuse my terminology if I happen to name the wrong things :) I learnt that you can embed strings in texts using [] Eg. fruit = "apples" e "I really like [fruit]" #goes into I really like apples. so the question is if I could display a variable in a renpy text line...
- Sun Jul 15, 2012 1:35 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved :D][DSE] Removing a stat & increasing max value
- Replies: 2
- Views: 790
Re: [DSE] Removing a stat (on/off) & increasing max value
thanks so much, it works perfectly :D ps, i also tried "adding to the max" so instead of setting a new max, you decide how much to add to max. very newbie approach ==> init python: smax = 150 register_stat("Strength", "strength", 10, smax) label start: "congrats, y...
- Sat Jul 14, 2012 7:56 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved :D][DSE] Removing a stat & increasing max value
- Replies: 2
- Views: 790
[Solved :D][DSE] Removing a stat & increasing max value
Hi all, I've just been introduced to Ren'py DSE, and I'm absolutely fascinated by all the possibilities it provides. I have figured out say if the character activates magic learning possibilities, you can write $ register_stat("Magic","magic",250,1000) within the script. But, if ...