Search found 22 matches

by Smobey
Fri Dec 16, 2011 3:13 pm
Forum: Ren'Py Questions and Announcements
Topic: Help with a battle system, passing objects.
Replies: 6
Views: 1183

Re: Help with a battle system, passing objects.

Oh, duh. That's the reason. I'm just stupid and didn't know how inits work. Thanks. Well, to continue the rain of questions... is there a way to put a label name into a variable? What I basically want is a jump statement that'd be basically "jump [somewhere]", but that [somewhere] could be...
by Smobey
Fri Dec 16, 2011 12:30 pm
Forum: Ren'Py Questions and Announcements
Topic: Help with a battle system, passing objects.
Replies: 6
Views: 1183

Re: Help with a battle system, passing objects.

Well, I figured a good workaround. Let me keep asking inane questions in this thread, though.

I'm saving the equipment the player finds in a list, but the list seems to empty whenever the game gets reloaded. Which is a little awkward. What's up with that?
by Smobey
Sun Dec 11, 2011 5:09 pm
Forum: Ren'Py Questions and Announcements
Topic: Help with a battle system, passing objects.
Replies: 6
Views: 1183

Re: Help with a battle system, passing objects.

Let me throw a followup question, then.

I want the battle system to wait a player click after the player acts and before the enemy acts. But renpy.pause() hides the entire layout, all the UI windows and such. What's an alternative?
by Smobey
Sun Dec 11, 2011 2:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Help with a battle system, passing objects.
Replies: 6
Views: 1183

Help with a battle system, passing objects.

EDIT: Oh welp, I fixed it. Nevermind me. OK, so, I'm trying to make a kind of a battle system here. Bear with me here, since everything is completely unfinished, but... I want to have a method "combat", to which I can pass an NPC as an argument. Let me paste some code: The class NPC itself...
by Smobey
Fri Jun 19, 2009 5:39 am
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

No, unless I'm mistaken, that's not quite what I'm looking for... Here's a new, simpler question: How do I forcefully make the game stop skipping? There's the renpy.choice_for_skipping, but if the user has enabled the skip after choices preference, it doesn't work. Or alternatively, how do I make th...
by Smobey
Thu Jun 18, 2009 5:15 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

Wow. Somehow I managed to fix #Character sub -problem by seperating the "chosen" variable to "chosen" and "chosen2". My code's getting a bit incomprehensible even to me, but hey, it works perfectly, even after gruesome testing. I also managed to get colored text inside ...
by Smobey
Wed Jun 17, 2009 6:16 pm
Forum: Ren'Py Questions and Announcements
Topic: Mystery block error
Replies: 2
Views: 498

Re: Mystery block error

The second menu: should probably be on the same level as the previous say.

So instead of

Code: Select all

k "Huh!?"

    menu:
It should be

Code: Select all

k "Huh!?"

menu:  
by Smobey
Wed Jun 17, 2009 4:20 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

Okay, so here's what I have. As you can see, it's a bit different from the original post. The thing is basically ready. But there are two things I'd like to make better. init:bu $ renpy.store.chosen = "none" $ renpy.store.day = 1 $ renpy.store.health_alpha = 100 $ renpy.store.mood_alpha = ...
by Smobey
Wed Jun 17, 2009 3:02 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

I gotta say that looks a lot cleaner than what I was using before. Any idea about the ui.image problem, though?
by Smobey
Wed Jun 17, 2009 2:33 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

Well, damn. It doesn't seem that the ui.image is being as nice as ui.text is. I want ui.image to display a string that's in the variable image_chosen . So, I did something like this: if chosen != "none": image_bit = "image_" image_chosen = image_bit + chosen ui.image(image_chosen...
by Smobey
Wed Jun 17, 2009 2:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

And, oh boy. Is there a way to use a variable in ui.image instead of a file name? It doesn't seem to be accepting any...

EDIT: Scrap that, I was being dumb. Too used to regular ren'py, this python stuff is throwing me off a bit. My previous question still stands, though.
by Smobey
Wed Jun 17, 2009 1:48 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

python: first_bit = "%(health_" second_bit = character_name third_bit = ")s" whole_string = first_bit + second_bit + third_bit formatted_string = whole_string % globals() ui.text(formatted_string) ui.text("%(health_%(character_name)s)s" % globals() % globals()) That gi...
by Smobey
Wed Jun 17, 2009 1:36 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

Damn, awesome. Works like a charm. Aaand, here's more: Is there any easy way to make a button return two values? Or alternatively, make it so that a button both returns a value and breaks the loop? I have something like this now, for the BUTTONS 2 window: ui.textbutton("Eat", clicked=ui.re...
by Smobey
Wed Jun 17, 2009 12:45 pm
Forum: Ren'Py Questions and Announcements
Topic: Custom UI thingy
Replies: 23
Views: 2756

Re: Custom UI thingy

I see. I'm using, well, generic windows right now. But I suppose it's sort of rough... Okay, here's another question. I'm not sure if this is possible, but it would make this thing easier to handle. Basically, I'm using characters in the BUTTONS box. You select a character there, you see an image of...