Search found 39 matches
- Mon Feb 01, 2021 12:34 am
- Forum: Ren'Py Questions and Announcements
- Topic: Wrongly shown variables and display hidden variables
- Replies: 15
- Views: 1114
Re: Wrongly shown variables and display hidden variables
Are you saying choices with (disabled) are using the insensitive button text color but you want them to use the normal text color? You could style them like normal text instead, just change the style from 'menu_choice' to 'menu_disabled_choice' or whatever and make sure not to give the menu_disabled...
- Sun Jan 31, 2021 1:52 am
- Forum: Ren'Py Questions and Announcements
- Topic: Wrongly shown variables and display hidden variables
- Replies: 15
- Views: 1114
Re: Wrongly shown variables and display hidden variables
Python is case-sensitive and you use both "Disabled" and "disabled" in different parts of the code. You should change them all to be the exact same case (all "disabled" or all "Disabled"). Your other problem is coming from trying to use [] syntax for interpola...
- Fri Jan 29, 2021 2:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Keeping track of events [SOLVED]
- Replies: 2
- Views: 360
Re: Keeping track of events
It would be simpler to use a set, IMO. Example: default events = set() label alice_journey: # Things happened. $ events.add('alice_journey') return then you can just check the number of events using len(events). You would then also replace checks like "alice_journey_done == True" with &quo...
- Fri Jan 29, 2021 2:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]One Class : differents ways to init attributes
- Replies: 4
- Views: 434
Re: One Class : differents ways to init attributes
One option is to make Hero a subclass of Characters that initializes strength differently, like so: class Hero(Characters): def __init__(self, id, name): strength = random.randint(5, 10) super(Hero, self).__init__(id, name, strength) This could be useful if you want to make many heroes (which it sou...
- Sun Jan 24, 2021 2:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Self Voicing Error in new 7.4.1 version?
- Replies: 2
- Views: 446
Re: Self Voicing Error in new 7.4.1 version?
I got the same error... ended up switching to 7.4.2, which does include the say.vbs file. If you'd rather not use nightly releases/are releasing something soon you need a stable version of Renpy for you could temporarily install 7.4.2, copy the say.vbs files somewhere safe (7.4.1 was also missing a ...
- Mon Jan 11, 2021 8:34 pm
- Forum: Development of Ren'Py
- Topic: Ren'Py Gripes
- Replies: 556
- Views: 851930
Re: Ren'Py Gripes
My small gripe is that currently Preference('self voicing', 'toggle') Preference('clipboard voicing', 'toggle') Preference('debug voicing', 'toggle') is equivalent to ToggleField(_preferences, "self_voicing") ToggleField(_preferences, "self_voicing", true_value="clipboard&qu...
- Fri Jan 01, 2021 12:09 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] how to make text editable when clicked
- Replies: 5
- Views: 572
Re: how to make text editable when clicked
I found out that I needed to 'define' the FieldInputValue instead of using 'default' for it to still work the second time 'round if the person started another new game in the same play session, but after that small change the code suggested right above worked! Thanks for the help.
- Wed Dec 30, 2020 7:31 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] how to make text editable when clicked
- Replies: 5
- Views: 572
Re: how to make text editable when clicked
I changed your suggestion to: default persistent.playername = "" screen newgame(): default input_on = False button: key_events True xalign 0.5 yoffset 200 if input_on: input: style 'button_text' size 48 value FieldInputValue(persistent, 'playername') else: text persistent.playername style ...
- Wed Dec 30, 2020 4:21 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] how to make text editable when clicked
- Replies: 5
- Views: 572
[SOLVED] how to make text editable when clicked
I've made a screen to be called at the beginning of a new game where (among other things, but for now I'm testing with this as the only thing on the screen) the player is supposed to be able to change a persistent value storing their name. Since there are other options I want to add to this screen I...