Search found 191 matches

by Evildumdum
Sun Oct 02, 2016 9:33 am
Forum: Ren'Py Questions and Announcements
Topic: Day/Week Counter?
Replies: 6
Views: 2135

Re: Day/Week Counter?

Do you know how to display a variable in text?
by Evildumdum
Sun Oct 02, 2016 6:11 am
Forum: Ren'Py Questions and Announcements
Topic: How do i get code from an init priority over an init python
Replies: 3
Views: 745

Re: How do i get code from an init priority over an init pyt

Thing is i set the python to 1 and the init to -1 bit it still wasn't running first.
by Evildumdum
Sat Oct 01, 2016 9:44 pm
Forum: Ren'Py Questions and Announcements
Topic: Day/Week Counter?
Replies: 6
Views: 2135

Re: Day/Week Counter?

Well for a start, how does your game advance time? Is there a next turn button, is each action supposed to take a set number of hours / minutes etc
by Evildumdum
Sat Oct 01, 2016 5:24 pm
Forum: Ren'Py Questions and Announcements
Topic: Inactivity Timer in a RenPy Game
Replies: 19
Views: 4424

Re: Inactivity Timer in a RenPy Game

Lemme get out my note pad. I might use this myself.
by Evildumdum
Sat Oct 01, 2016 4:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Viewing items and amount Inventory
Replies: 1
Views: 373

Re: Viewing items and amount Inventory

I suggest you look up dictionaries and object oriented programming. Dictionaries are more at the level you are operating on currently. OOP is more advanced but far more versatile.
by Evildumdum
Sat Oct 01, 2016 4:35 pm
Forum: Ren'Py Questions and Announcements
Topic: Inactivity Timer in a RenPy Game
Replies: 19
Views: 4424

Re: Inactivity Timer in a RenPy Game

You need a while loop. Set it to +1 to a variable then pause for a second. i'll knock you up a mock version. init: Timer = 0 EndTime = 180 start: python: while Timer <= EndTime: Timer += 1 renpy.pause(1) "You Fail" Of course you can rig it up with screens and bars and such to make it prett...
by Evildumdum
Sat Oct 01, 2016 10:44 am
Forum: Ren'Py Questions and Announcements
Topic: How do i get code from an init priority over an init python
Replies: 3
Views: 745

How do i get code from an init priority over an init python

I have some defined images in a normal init block. I need that block to run before the init python blocks because the python blocks use those defined images. Trouble is that init python blocks seem to get priority and run before normal init's.

How do i give priority to the regular init block?
by Evildumdum
Sun Sep 25, 2016 6:17 pm
Forum: Ren'Py Questions and Announcements
Topic: onlayer returning end of line expected error
Replies: 4
Views: 904

Re: onlayer returning end of line expected error

I was trying to adapt the show blabla bla onlayer blabla shown here. Granted it is for static defined images, but i was hoping it would apply to screens as well.

https://www.renpy.org/doc/html/displaying_images.html
by Evildumdum
Sun Sep 25, 2016 2:34 pm
Forum: Ren'Py Questions and Announcements
Topic: Problem: Creating menu with items based on variable
Replies: 6
Views: 1692

Re: Problem: Creating menu with items based on variable

I would not reccomend setting up the shop in menu format. It doesn't play well with more variable code though i'm sure you could make it work if you tried. My recommendation is that you set up a screen with textbuttons and call that instead. From your use of things like for loops and range(len()) i ...
by Evildumdum
Sun Sep 25, 2016 1:45 pm
Forum: Ren'Py Questions and Announcements
Topic: onlayer returning end of line expected error
Replies: 4
Views: 904

Re: onlayer returning end of line expected error

yes, it works just fine. I've been doing it that way for the entirety of the games development. But in an effort to cut down on the ATL that is causing lag i am trying to apply the zoom transform to the entire layer instead (every item in the screen had the same "zoom" applied to it indepe...
by Evildumdum
Sun Sep 25, 2016 1:09 pm
Forum: Ren'Py Questions and Announcements
Topic: onlayer returning end of line expected error
Replies: 4
Views: 904

onlayer returning end of line expected error

I'm trying to apply a transform to a specific layer then show one of my screens on that layer, however i keep running into an end of line error that i am not expecting. Here's all the relevant code: $ renpy.layer_at_list([ZoomList[MapZoom][0]], layer='mapdisplay') if UnitPlaced == True: $ ActiveDepl...
by Evildumdum
Mon Sep 12, 2016 4:47 pm
Forum: Ren'Py Questions and Announcements
Topic: TypeError when indexing list with variables but only in text
Replies: 5
Views: 578

Re: TypeError when indexing list with variables but only in

Thanks xela, that .format works perfectly. One question.... Why does it work? Looks like imma have to google some shit :P
by Evildumdum
Mon Sep 12, 2016 4:25 pm
Forum: Ren'Py Questions and Announcements
Topic: TypeError when indexing list with variables but only in text
Replies: 5
Views: 578

Re: Type error, but as far as i can tell i shouldn't have it

Not ideal since the values will be changing while on display. The CurrentMorale Number in particular. They are all lodged in class instantiations.

I've checked all other instances the X and Y are used. It's only within the text " " that it has this problem.
by Evildumdum
Mon Sep 12, 2016 4:15 pm
Forum: Ren'Py Questions and Announcements
Topic: TypeError when indexing list with variables but only in text
Replies: 5
Views: 578

TypeError when indexing list with variables but only in text

So i have the following screen code: screen PlayerMonsterCard(X, Y): add "images/GUI/stat_morale.png" xpos 187 ypos 820 add "images/GUI/stat_aggression.png" xpos 190 ypos 865 add "images/GUI/stat_charm.png" xpos 190 ypos 905 add "images/GUI/stat_block.png" xpo...
by Evildumdum
Sat Sep 03, 2016 6:18 am
Forum: Ren'Py Questions and Announcements
Topic: Lists are persistent?
Replies: 3
Views: 994

Re: Lists are persistent?

Yes, Most of the lists contain class instances. Many many class instances. However the problem occurs when the game is not saved and a new game is initiated. The game on both my side and my colleagues is almost entirely run with the use of OOP.