Search found 13 matches

by Mikasa01
Sun Aug 02, 2020 6:33 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] AttributeError: 'bool' object has no attribute 'split'
Replies: 3
Views: 322

Re: AttributeError: 'bool' object has no attribute 'split'

It's hard to tell what's wrong with just this error. We would need more information to be helpful: We would need to see the whole code set since it's unclear where the issue is happening, a video of it going down would be a bonus However, this is all I can give you with what you've shared: It says ...
by Mikasa01
Sun Aug 02, 2020 3:58 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] AttributeError: 'bool' object has no attribute 'split'
Replies: 3
Views: 322

[Solved] AttributeError: 'bool' object has no attribute 'split'

This was the error code: (Solution posted a few posts down) I'm sorry, but an uncaught exception occurred. While running game code: File "renpy/common/00start.rpy", line 207, in script call call _gl_test File "renpy/common/00gltest.rpy", line 445, in script $ __gl_test() File &qu...
by Mikasa01
Sun Aug 02, 2020 3:57 pm
Forum: Ren'Py Questions and Announcements
Topic: Text bleeps callback won't stop in menus [SOLVED!]
Replies: 22
Views: 5887

Re: Text bleeps callback won't stop in menus [SOLVED!]

Thanks for providing a fix for the code. :)
by Mikasa01
Fri Jul 31, 2020 11:42 am
Forum: Ren'Py Questions and Announcements
Topic: Text bleeps callback won't stop in menus [SOLVED!]
Replies: 22
Views: 5887

Re: Text bleeps callback won't stop when going to other menu

You don't need the no_game screen in your code since you never call it. That screen was for the option where you can't go to the menu while the slow text is running...but you aren't using that option, you are using the function option--so you don't need the screen. To answer your question about hav...
by Mikasa01
Sun Jul 26, 2020 11:26 am
Forum: Ren'Py Questions and Announcements
Topic: Fireflies particles in RenPy?
Replies: 4
Views: 3649

Re: Fireflies particles in RenPy?

This is what I used for a firefly particle effect, I hope it could help you guys out! :) init: transform blink: linear 1.0 alpha 0.0 linear 1.0 alpha 1.0 repeat image fireflies= SnowBlossom(At("images/particle.png", blink), border=150, count=6000, start=0.00000000001, fast=False, yspeed=(...
by Mikasa01
Fri Jul 17, 2020 7:56 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved!] Converting a number to percentage
Replies: 2
Views: 360

Re: Converting a number to percentage

RicharDann wrote: Fri Jul 17, 2020 7:36 pm You'll need to do the math beforehand and save that to another variable. Something like:

Code: Select all

label start:
    $ enemy_hp_percent = int(float(enemy_hp) / float(enemy_max_hp) * 100)

    "Enemy has [enemy_hp_percent] left!"
That works great! Thank you!
by Mikasa01
Fri Jul 17, 2020 6:52 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved!] Converting a number to percentage
Replies: 2
Views: 360

[Solved!] Converting a number to percentage

Hello. Is there an easy way to convert a big number to percentages? Something like this: $ enemy_max_hp = 4246 $ enemy_hp = enemy_max_hp label start: "Enemy has [enemy_hp] left!" #print in percentages instead, but still retain the 4246 max hp for when taking dmg etc.
by Mikasa01
Tue Jul 14, 2020 4:29 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Changing AnimatedValue Bar text based on current number
Replies: 4
Views: 345

Re: Changing AnimatedValue Bar text based on current number

Yes, you can put your bar and text inside a container - vbox or hbox. screen my_scr(): hbox: align (0.125, 0.1) bar value AnimatedValue(love, max_love, delay=1.0) style "love_slider" if love < 20: text "Acquaintance" #you could apply style to it elif love < 60: text "Friend...
by Mikasa01
Tue Jul 14, 2020 2:52 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Changing AnimatedValue Bar text based on current number
Replies: 4
Views: 345

Re: Changing AnimatedValue Bar text based on current number

Alex wrote: Tue Jul 14, 2020 2:42 pm...
Amazing! Thank you so much for the fast reply and the great code example! You rock.
by Mikasa01
Tue Jul 14, 2020 2:22 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Changing AnimatedValue Bar text based on current number
Replies: 4
Views: 345

[Solved] Changing AnimatedValue Bar text based on current number

Hi. I am curious if I can make something like this: bar align (0.125, 0.10) value AnimatedValue(love, max_love, delay=1.0) style "love_slider" But to display for example: "Acquaintance" at the default 0 points, then if the player reaches 20 points it will change from "Acquai...
by Mikasa01
Sun Jul 12, 2020 1:23 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Conditional side image
Replies: 5
Views: 639

Re: Conditional side image

in init: default main_character = 'J.M.' define mc = Character('main_character', dynamic=True, image='mc', color='#ffbfff', ) image side mc = 'some_picture.jpg' in screen say(): if not renpy.variant("small"): if who==main_character: add SideImage() xalign .65 yalign .8 else: add SideImage...
by Mikasa01
Sun Jul 12, 2020 8:34 am
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Conditional side image
Replies: 5
Views: 639

Re: Conditional side image

you probably want to address the "who" but I'm not sure. I haven't messed with side images in a couple of years. But right now you're referring to the entire character function *update* here I found this https://lemmasoft.renai.us/forums/viewtopic.php?t=25136 :) This is probably the most ...
by Mikasa01
Sat Jul 11, 2020 1:13 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved] Conditional side image
Replies: 5
Views: 639

[Solved] Conditional side image

Hey. I have a question regarding side images which I hope I could get some help with. I am trying to make a side image for my main character that is placed at a different x,y pos than the regular images for the other characters. I know it has something to do in here: if not renpy.variant("small...