Search found 284 matches

by RicharDann
Fri Aug 07, 2020 8:16 am
Forum: Ren'Py Cookbook
Topic: Animated RPG Battle Engine 1.2
Replies: 13
Views: 8795

Re: Animated RPG Battle Engine 1.0

This looks very nice and helpful!

Thanks for sharing it!
by RicharDann
Wed Aug 05, 2020 8:54 am
Forum: Ren'Py Questions and Announcements
Topic: call custom screen using a button
Replies: 2
Views: 220

Re: call custom screen using a button

You need to type the screen name as a string.
Also you should add an image parameter to your imagebutton, idle or auto:

Code: Select all

imagebutton idle "my_img_button.png" xalign 0.5 yalign 0.5:
    action Show("testscreen")
by RicharDann
Wed Aug 05, 2020 8:21 am
Forum: Ren'Py Questions and Announcements
Topic: Side Image Above Textbox?
Replies: 3
Views: 558

Re: Side Image Above Textbox?

Sorry for the late reply. "the gradient background appears even when there isn't a side image displayed." Sorry I didn't notice this before. This happens because the way I wrote the code, it doesn't check if a side image is showing. To solve this, you will have to add another clause to the if statem...
by RicharDann
Fri Jul 17, 2020 7:36 pm
Forum: Ren'Py Questions and Announcements
Topic: [Solved!] Converting a number to percentage
Replies: 2
Views: 293

Re: Converting a number to percentage

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!"
by RicharDann
Tue Jul 14, 2020 12:07 pm
Forum: Ren'Py Questions and Announcements
Topic: Text style preview in options.
Replies: 2
Views: 335

Re: Text style preview in options.

I'm away from the PC so I can't test this but, the easiest would be just adding the text preview somewhere in the preferences screen and specifing it's style to be the same as dialogue. text "This is a preview text" style 'say_dialogue' If you only need to display the changed size you could try: tex...
by RicharDann
Tue Jul 14, 2020 10:48 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] way to change variables with computations/arithmetic (like add +1, subtract -1) via a textbutton on a screen?
Replies: 2
Views: 247

Re: Is there a way to change variables with computations/arithmetic (like add +1, subtract -1) via a textbutton on a scr

You can do it with the SetVariable action, I'm going to guess you tried to do so since it's there in your code but commented out. My guess is it didn't work, but that might because you have to pass the variable name as a string, then the expression you want to set the variable to. action [SetVariabl...
by RicharDann
Mon Jul 13, 2020 2:17 pm
Forum: Ren'Py Questions and Announcements
Topic: Jump to multiple possible labels because of the same choice?
Replies: 5
Views: 389

Re: Jump to multiple possible labels because of the same choice?

You probably added a Tab (four spaces automatically added by the Tabulation key on your keyboard) before that line. Ren'Py needs to use spaces for identation instead of Tabs. You'll need to find that line in your text editor , delete all space before it and then press Space on your keyboard instead ...
by RicharDann
Mon Jul 13, 2020 1:08 pm
Forum: Ren'Py Questions and Announcements
Topic: Jump to multiple possible labels because of the same choice?
Replies: 5
Views: 389

Re: Jump to multiple possible labels because of the same choice?

You're missing a colon (:) after the outer else statement.

Code: Select all

if BP == 3:
    #I'll omit the menu to save some space
else: # <-- add a colon here
    if jenimprove == True:
	        jump pattywinters
by RicharDann
Mon Jul 13, 2020 10:42 am
Forum: Ren'Py Questions and Announcements
Topic: Temporarily disable save function?
Replies: 8
Views: 639

Re: Temporarily disable save function?

Then, to be fully compliant, change what you reach with the right clicking just after start. label start: $ _game_menu = "preferences" I tried this too but oddly it doesn't seem to work. The textbutton is disabled properly in navigation and quick menu screen, using the method you mentioned with can...
by RicharDann
Mon Jul 13, 2020 10:25 am
Forum: Ren'Py Questions and Announcements
Topic: Side Image Above Textbox?
Replies: 3
Views: 558

Re: Side Image Above Textbox?

The way side images are displayed is defined in screens.rpy, inside the say screen proper, around line 116. if not renpy.variant("small"): add SideImage() xalign 0.0 yalign 1.0 It doesn't have a frame by default but you can add your own, change the background property to the gradient image and also ...
by RicharDann
Mon Jul 13, 2020 8:09 am
Forum: Ren'Py Questions and Announcements
Topic: Mismatched sound assignation
Replies: 2
Views: 331

Re: Mismatched sound assignation

Try using activate_sound instead:

Code: Select all

imagebutton idle "images/boton.png" action ShowMenu("chat_menu") activate_sound "sound/sfx_access.wav"
by RicharDann
Wed Jul 08, 2020 9:57 am
Forum: Ren'Py Questions and Announcements
Topic: [SOLVED] Inventory Imagebutton Help?
Replies: 2
Views: 291

Re: Inventory Imagebutton Help?

The error likely happens because of the way you're trying to interpolate i.icon into the name of the image file. That and you need to specify the idle property if you're not using auto. So try this instead:

Code: Select all

imagebutton idle "images/inv/inv_{}.png".format(i.icon) action SetVariable("invtext", "") 
by RicharDann
Wed Jul 08, 2020 8:54 am
Forum: Ren'Py Questions and Announcements
Topic: Common.rpy does not translate
Replies: 2
Views: 288

Re: Common.rpy does not translate

You could try using the already created common.rpy files that comes with Ren'Py, the ones the launcher uses to setup a new project in the language of your choice. To find it go to your renpy-sdk folder, then in the folder named launcher, game, tl, and there you'll find translation files for every ma...
by RicharDann
Mon Jul 06, 2020 1:29 pm
Forum: Ren'Py Cookbook
Topic: Mark chosen choices
Replies: 2
Views: 1129

Re: Mark chosen choices

Pretty good, I was thinking on a really roundabout way to do this but it is actually so simple! Thank you for sharing this, you've saved me a lot of work.
by RicharDann
Mon Jul 06, 2020 1:14 pm
Forum: Ren'Py Questions and Announcements
Topic: Create a game top menu ERROR parsing script failed
Replies: 2
Views: 235

Re: Create a game top menu ERROR parsing script failed

You need to add the colon (:) at the end of your mapscreen definition.

Code: Select all

screen mapscreen: #<-- here
    add "images/map.png"
    imagebutton auto "images/map.png" action Return()