Search found 593 matches

by wyverngem
Sun Mar 03, 2019 10:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Ren'Py 7.2.0 Released
Replies: 12
Views: 1652

Re: Ren'Py 7.2.0 Released

I've been eager to take advantage of the new menu. :D Thanks Tom!
by wyverngem
Sun Mar 03, 2019 5:27 pm
Forum: Ren'Py Cookbook
Topic: Random Chance Label Function
Replies: 8
Views: 776

Random Chance Label Function

This was inspired by helcries Random Event that used basic code to create a call system to show different labels based on if statements. I've gone beyond to show how this can be done in python with either renpy.call or renpy.jump. It's works with the lastest Ren'Py 7.2.0 Let's say you're making a ga...
by wyverngem
Sun Mar 03, 2019 3:45 pm
Forum: Ren'Py Questions and Announcements
Topic: Show Images in History What Text [SOLVED]
Replies: 6
Views: 304

Re: Show Images in History What Text

Aha, so that's how you change the set. When I searched for "gui.history_allow_tags" or "history_allow_tags" in the documentation there wasn't anything in there as a guide. I updated the history screen and changed it to what you suggested. I'm currently in version Ren'py 7.1.3.10922, but my original ...
by wyverngem
Sat Mar 02, 2019 1:07 am
Forum: Ren'Py Questions and Announcements
Topic: Show Images in History What Text [SOLVED]
Replies: 6
Views: 304

Re: Show Images in History What Text

Still haven't figured this one out yet. I wonder if it's a part of defining a specific tag to keep.
by wyverngem
Sat Mar 02, 2019 1:06 am
Forum: Ren'Py Cookbook
Topic: Basic Message System
Replies: 91
Views: 36099

Re: Basic Message System

is there a way to check if an email can be reply ? if current_message and current_message.reply_label: textbutton "Reply" action current_message.reply else: textbutton "Reply" action None This if statement checks if there's a reply_label in current_message. It says if the current_message value is n...
by wyverngem
Mon Feb 25, 2019 5:35 pm
Forum: Ren'Py Questions and Announcements
Topic: Textbuttons with conditions with key values
Replies: 3
Views: 162

Re: Textbuttons with conditions & key values [solved]

I tried your way initially, before I realized once defined it couldn't change or read, even with functions. So I ended up doing it another way. It does look interesting though. I want to look how to do your buttons instead of mine. I ended up creating a Python Function that reads the name of the eve...
by wyverngem
Sun Feb 24, 2019 7:42 pm
Forum: Ren'Py Questions and Announcements
Topic: Textbuttons with conditions with key values
Replies: 3
Views: 162

Re: Textbuttons with conditions with key values

So I figure out how to do everything except put in conditions. How do a set of conditions that must be passed for the buttons to show? init python: import renpy.store as store main_buttons = list() class Task(store.object): def __init__(self, name, act=Jump('dayplanner'), page='base'): global task_b...
by wyverngem
Sun Feb 24, 2019 1:52 am
Forum: Creator Discussion
Topic: Articles & Other Resources about Accessible Design
Replies: 4
Views: 478

Re: Articles & Other Resources about Accessible Design

Thanks Katy, I'll give them a look when I get the chance.
by wyverngem
Sun Feb 24, 2019 1:21 am
Forum: Ren'Py Questions and Announcements
Topic: Textbuttons with conditions with key values
Replies: 3
Views: 162

Textbuttons with conditions with key values

I'm working on making my game more accessible for my brother. He uses self-voicing to read the screens of the game. I'm working on a project that has a main menu that has a list of textbuttons in a hbox which displays different tasks. However, menu items disappear when they do not meet the condition...
by wyverngem
Sat Feb 23, 2019 1:19 pm
Forum: Ren'Py Questions and Announcements
Topic: Show Images in History What Text [SOLVED]
Replies: 6
Views: 304

Re: Show Images in History What Text

I think that goes with showing a sprite. However, I'm looking for writing something like this;

Code: Select all

e "I {image="gui/emoji_heart.png"} you."
by wyverngem
Mon Feb 18, 2019 3:38 pm
Forum: Ren'Py Questions and Announcements
Topic: Setting up a profanity filter for names?
Replies: 9
Views: 734

Re: Setting up a profanity filter for names?

I feel silly, I forgot to return the input variable, but I ended up changing it a little so I understood the variables. Thanks Remix! init python: import re def filter_bad_words(userinput, replace_with="unicorn"): approved_name_list = ['Hope', 'Michelle', 'Rochelle'] if userinput in approved_name_li...
by wyverngem
Mon Feb 18, 2019 3:23 pm
Forum: Ren'Py Questions and Announcements
Topic: Setting up a profanity filter for names?
Replies: 9
Views: 734

Re: Setting up a profanity filter for names?

Okay, so not quite, since I tried it and some filtered words got through. I was thinking more along the lines of this, but I keep getting an error. init python: import re def filter_bad_words(input, replace_with="unicorn"): approved_name_list = ['Hope', 'Michelle', 'Rochelle'] if input != None: if i...
by wyverngem
Mon Feb 18, 2019 2:46 am
Forum: Ren'Py Questions and Announcements
Topic: Setting up a profanity filter for names?
Replies: 9
Views: 734

Re: Setting up a profanity filter for names?

One small issue, is there a way to define built in names for this? I can't name the main character "Hope" or "Michelle" "Rochelle" without it flagging a part of it as inappropriate.
by wyverngem
Sun Feb 17, 2019 8:21 pm
Forum: Ren'Py Questions and Announcements
Topic: preferences.mouse_move Error
Replies: 2
Views: 95

Re: preferences.mouse_move Error

Ah, I didn't understand what preferences namespace was. Though I enable and disable and don't recognize any real changes. Was trying to make it so that mouse automatically went to the choice buttons. Might not even be this.