Search found 13 matches
- 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 ...
- 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...
- 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.
- 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...
- 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=(...
- 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
That works great! Thank you!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!"
- 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.
- 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...
- 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
- 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...
- 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...
- 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 ...
- 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...