Search found 48 matches

by lking22
Mon Sep 07, 2020 1:53 am
Forum: Ren'Py Questions and Announcements
Topic: Change Layered Side Image Expression Without Dialogue
Replies: 1
Views: 144

Change Layered Side Image Expression Without Dialogue

Hi! I'm having a bit of trouble with side images at the moment. I'm using the side image to display the main character only (not switching to other characters when they speak), and thus have it onscreen all the time outside of CGs. I also don't have full images for the main character, she only appea...
by lking22
Fri May 08, 2020 5:47 am
Forum: Ren'Py Questions and Announcements
Topic: Use LayeredImage attribute as a variable?
Replies: 2
Views: 200

Re: Use LayeredImage attribute as a variable?

No, isn't possible. The same way you defined the image can't work. You must create single animations. That's boring, but you can spare yourself a bit of pain by copy/paste and find/modify each definition. Ah, that's a shame. It was less about saving time programming and more about being code-effici...
by lking22
Thu May 07, 2020 8:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Use LayeredImage attribute as a variable?
Replies: 2
Views: 200

Use LayeredImage attribute as a variable?

So I've been looking around for a while on how to do this, but haven't managed to come up with much. I would like to be able to 'mix and match' different parts of faces (mouth, eyes, eyebrows, etc) to make new expressions, so I've been using LayeredImage. But I would also like for the characters to ...
by lking22
Wed Feb 19, 2020 7:29 pm
Forum: Ren'Py Questions and Announcements
Topic: renpy.restart_interaction AFTER a Return?
Replies: 11
Views: 355

Re: renpy.restart_interaction AFTER a Return?

How do you show your inventory screen - using ShowMenu action? If so change it to Show action. https://www.renpy.org/doc/html/screen_actions.html#ShowMenu https://www.renpy.org/doc/html/screen_actions.html#Show The inventory screen uses the game menu, the same way a save or load screen does. Do I n...
by lking22
Wed Feb 19, 2020 7:07 pm
Forum: Ren'Py Questions and Announcements
Topic: renpy.restart_interaction AFTER a Return?
Replies: 11
Views: 355

Re: renpy.restart_interaction AFTER a Return?

Try to name your in-game menu, store its name in variable, jump to this menu if your inventory screen was opened while in menu. https://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=57948&p=524422#p524422 https://www.renpy.org/doc/html/menus.html Using Jump looks like it works at first, but turns o...
by lking22
Wed Feb 19, 2020 1:23 am
Forum: Ren'Py Questions and Announcements
Topic: renpy.restart_interaction AFTER a Return?
Replies: 11
Views: 355

Re: renpy.restart_interaction AFTER a Return?

gas wrote:
Wed Feb 19, 2020 1:21 am
Tried this with no avail?

imagebutton idle pic action [SetVariable("item", item), renpy.restart_interaction, Return()]
No, it doesn't seem to have any effect.
by lking22
Tue Feb 18, 2020 11:58 pm
Forum: Ren'Py Questions and Announcements
Topic: renpy.restart_interaction AFTER a Return?
Replies: 11
Views: 355

Re: renpy.restart_interaction AFTER a Return?

Yeah, it's an inventory screen. Right now it's like this: init -1 python: import renpy.store as store import renpy.exports as renpy # we need this so Ren'Py properly handles rollback with classes from operator import attrgetter # we need this for sorting items inv_page = 0 # initial page of teh inve...
by lking22
Tue Feb 18, 2020 11:36 pm
Forum: Ren'Py Questions and Announcements
Topic: renpy.restart_interaction AFTER a Return?
Replies: 11
Views: 355

Re: renpy.restart_interaction AFTER a Return?

Imperf3kt wrote:
Tue Feb 18, 2020 11:27 pm
Have you tried setting the selected item to the _return variable via using Return(item or string) as an action
Sorry, I might just be being dumb (or sleep-deprived) but I don't really know what that means?
by lking22
Tue Feb 18, 2020 10:28 pm
Forum: Ren'Py Questions and Announcements
Topic: renpy.restart_interaction AFTER a Return?
Replies: 11
Views: 355

renpy.restart_interaction AFTER a Return?

I have an inventory screen where a player can select an item, and that item is then 'in use'. I would like to have it so that new options show up in the choice screen when certain items are in use, which is working... mostly. It detects the in use item, but only if I use it at least one interaction ...
by lking22
Wed Jan 22, 2020 12:39 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Add selected choice to History?
Replies: 4
Views: 320

Re: Add selected choice to History?

Oh my goodness, it worked like a charm! Thank you so much!
by lking22
Wed Jan 22, 2020 12:11 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Add selected choice to History?
Replies: 4
Views: 320

Re: Add selected choice to History?

Yeah, it's possible to do it manually by adding this code after each choice: $ narrator.add_history(kind="adv", who=narrator.name, what="YourChoice") #Note: You can replace narrator.name with the name you want displayed beside the choice. But I'm making a fairly big game with a lot of choices and I ...
by lking22
Tue Jan 21, 2020 11:24 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Add selected choice to History?
Replies: 4
Views: 320

[SOLVED] Add selected choice to History?

What I would like to do is automatically add the selected choice to the history screen. Most of the editing has actually been done in the choice screen. So, I've gotten halfway there, I think. screen choice(items): style_prefix "choice" vbox: for i in items: textbutton i.caption action [narrator.add...
by lking22
Thu Dec 12, 2019 11:24 am
Forum: Ren'Py Questions and Announcements
Topic: Slide navigation screen in on pause then fade in rest of menu?
Replies: 0
Views: 446

Slide navigation screen in on pause then fade in rest of menu?

Hey all, I've got another weird question. So I was wondering if this was possible, and if so how would I do it. Say for example the player presses the 'save' button. I would like the navigation screen (with the History, Save, Load, etc) to slide in, and then the Save screen to fade in afterward. If ...
by lking22
Wed Dec 04, 2019 4:23 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Choice Menu Button Hover not Working with Timer Bar Added
Replies: 1
Views: 313

Re: Choice Menu Button Hover not Working with Timer Bar Added

Turns out there was already a tutorial on how to do this right! Below is the proper code for anyone who's looking for it: # How long the player has to make a choice in timeout seconds. screen choice(items): style_prefix "choice" vbox: for i in items: textbutton i.caption action i.action if (timeout_...
by lking22
Mon Dec 02, 2019 7:53 pm
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Choice Menu Button Hover not Working with Timer Bar Added
Replies: 1
Views: 313

[SOLVED] Choice Menu Button Hover not Working with Timer Bar Added

So I'm trying to add timers to my choice menus. Not all of them, though. This is the code I have right now: screen choice(items): style_prefix "choice" if time <> 0: timer 0.01 repeat True action If(time > 0, true=SetVariable('time', time - 0.01), false=[Hide('countdown'), Jump(timer_jump)]) bar val...