Search found 19 matches

by Norezza
Mon Apr 09, 2018 7:40 am
Forum: Ren'Py Questions and Announcements
Topic: Dictionary crash
Replies: 7
Views: 361

Re: Dictionary crash

xrange makes the program run, but when asking for rangeTete[50] I get KeyError, so it wouldn't work Oops, I just had a look at the python example I was referencing - it looks like you can't do it the way you intended in Python 2.x. You'll have to iterate over the dict to populate the individual key...
by Norezza
Mon Apr 09, 2018 7:32 am
Forum: Ren'Py Questions and Announcements
Topic: Dictionary crash
Replies: 7
Views: 361

Re: Dictionary crash

trooper6 wrote:
Mon Apr 09, 2018 7:28 am
Ren’Py does use Python 2.x
Also, do not declare your variables in an init python block. Declare your variables outside of a block using default (if the variable will change) or define (if it won’t).
Yeah, I'm just doing this for testing. It still doesn't work, though.
by Norezza
Mon Apr 09, 2018 7:27 am
Forum: Ren'Py Questions and Announcements
Topic: Dictionary crash
Replies: 7
Views: 361

Re: Dictionary crash

xrange makes the program run, but when asking for rangeTete[50] I get KeyError, so it wouldn't work
by Norezza
Mon Apr 09, 2018 7:19 am
Forum: Ren'Py Questions and Announcements
Topic: Dictionary crash
Replies: 7
Views: 361

Dictionary crash

Hey! I'm trying to make a grading system in a dictionary using ranges. However, I get this issue The traceback is While running game code: File "game/declarations.rpy", line 6, in script init python: File "game/declarations.rpy", line 7, in <module> gradeTete = {range(0,59) : "F", range(60,69) : "D"...
by Norezza
Thu Mar 29, 2018 7:13 am
Forum: Ren'Py Questions and Announcements
Topic: Making functions more efficient.
Replies: 3
Views: 305

Re: Making functions more efficient.

That definitely looks a lot better than what I have. I have a few questions regarding that, though - first of all if I understand it: You have a dictionary, and you use a for loop iterating though it. I'm having issues understanding the syntax of the loop, would you mind elaborating on that? Also, t...
by Norezza
Wed Mar 28, 2018 7:10 pm
Forum: Ren'Py Questions and Announcements
Topic: Making functions more efficient.
Replies: 3
Views: 305

Making functions more efficient.

Hi guys! I'm having a problem. I have four characters and about 5-6 places they can be at a certain time of day. Currently, I have a mile long if/elif list if tod <= 6: aLoc = "sleep" rLoc = "sleep" eLoc = "sleep" sLoc = "sleep" elif tod >= 7 and tod <= 8: aLoc = "roomA" rLoc = "roomR" eLoc = "roomE...
by Norezza
Mon Mar 26, 2018 10:28 am
Forum: Ren'Py Questions and Announcements
Topic: Forcing a label call in screen
Replies: 8
Views: 424

Re: Forcing a label call in screen

I can show how the clock works, it's extremely simple, basically just a variable that gets incremented on certain events. It's only whole hour increments. "Relax": "You relax in the common area for an hour." $tod += 1 jump hall2 On every load of scene this is called screen quick_menu(): zorder 100 $...
by Norezza
Mon Mar 26, 2018 8:30 am
Forum: Ren'Py Questions and Announcements
Topic: Forcing a label call in screen
Replies: 8
Views: 424

Re: Forcing a label call in screen

I want it to stay there, the label is small, and jumps to the room.

Code: Select all

label tooLate:
    $loc = "room"
    c "{i}It's getting late. I should get back to my room{/i}"
    jump room
is the label I want to jump to.
by Norezza
Mon Mar 26, 2018 7:50 am
Forum: Ren'Py Questions and Announcements
Topic: Forcing a label call in screen
Replies: 8
Views: 424

Re: Forcing a label call in screen

It's a simple variable that I'm using. I increment the "tod" variable when I do certain things as the character
by Norezza
Mon Mar 26, 2018 7:26 am
Forum: Ren'Py Questions and Announcements
Topic: Forcing a label call in screen
Replies: 8
Views: 424

Forcing a label call in screen

Hi guys! I'm trying to force people to go back to the room when the time passes 23:00. What I've been doing so far is to have an imagebutton covering the entire screen at that time, but it's incredibly buggy. I've tried adding $renpy.jump('tooLate'), $renpy.call('tooLate'), but none of it is working...
by Norezza
Tue Mar 20, 2018 6:15 pm
Forum: Ren'Py Questions and Announcements
Topic: Array not clearing and clearing wrongly
Replies: 2
Views: 210

Re: Array not clearing and clearing wrongly

Defining the arrays as default gives me an error message saying that the array isn't defined, apparently, so that gave me a new problem

EDIT:
Strange, seems to suddenly have gone away! Thank you, it works! :D
by Norezza
Tue Mar 20, 2018 4:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Array not clearing and clearing wrongly
Replies: 2
Views: 210

Array not clearing and clearing wrongly

Hi! I have a strange problem. If I start a game, purchase an item, adding it to my inventory, then go back to the main menu and start a new game; the inventory from my previous game is maintained. Example: I start a game, purchase chocolates, the chocolates follow through on a new game. However! If ...
by Norezza
Sat Mar 03, 2018 3:03 pm
Forum: Ren'Py Questions and Announcements
Topic: Preferences Scrollbar won't resize [SOLVED]
Replies: 1
Views: 180

Re: Preferences Scrollbar won't resize

Found it!

Line 902 in my screens.rpy

Code: Select all

style slider_slider:
    xsize 350
Editing xsize changes it :)
by Norezza
Sat Mar 03, 2018 11:04 am
Forum: Ren'Py Questions and Announcements
Topic: Preferences Scrollbar won't resize [SOLVED]
Replies: 1
Views: 180

Preferences Scrollbar won't resize [SOLVED]

Hi! I'm trying to adjust my menus, and I have run into a problem. The original layout of the preferences with the sliders doesn't fit in with my edited menu. The scrollbar goes underneath some of my buttons. The code I am adjusting is define gui.bar_size = 36 define gui.scrollbar_size = 12 define gu...
by Norezza
Mon Feb 26, 2018 5:40 pm
Forum: Ren'Py Questions and Announcements
Topic: Using a function to edit a variable [SOLVED]
Replies: 2
Views: 230

Re: Using a function to edit a variable

Awesome, thank you!

Time to write 100 lines of code :D