You might want to try
gui.navigation_button_height = 50
Not sure why the xalign is not working... It might not be a part of gui.button_properties
Search found 1628 matches
- Tue Aug 17, 2021 6:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: How can I set a navigation button's ysize & xalign from gui.rpy, via button properties?
- Replies: 1
- Views: 510
- Tue Aug 17, 2021 6:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: Can you scan an existing line of code in a mod?
- Replies: 4
- Views: 722
Re: Can you scan an existing line of code in a mod?
You could use config.say_menu_text_filter to allow substitution of interpolated values. This only runs for dialogue and choice, not for things like text in other screens or buttons. default pcname = "Bob" init python: def say_menu_text_filter(t): return t.replace("[pcname]", &quo...
- Tue Aug 17, 2021 6:08 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved]Adjust Dialogue Position
- Replies: 9
- Views: 1404
Re: Adjust Dialogue Position
You might consider using what_yoffset in the Character definition and keep a default ypos using gui and style.
You do need to change or remove the what_ypos though.
You do need to change or remove the what_ypos though.
- Fri Aug 13, 2021 5:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Why is my renpy.set_tag_attributes function not working?
- Replies: 2
- Views: 778
Re: Why is my renpy.set_tag_attributes function not working?
Does it work if you include the side in the name?
Also, you have trog negative rather than tr negative in one branch
Also, you have trog negative rather than tr negative in one branch
- Fri Aug 13, 2021 5:23 am
- Forum: Ren'Py Questions and Announcements
- Topic: Drag multiple draggables
- Replies: 3
- Views: 1043
Re: Drag multiple draggables
There is a drag_joined property for this drag_joined This is called with the current Drag as an argument. It's expected to return a list of [ (drag, x, y) ] tuples, giving the draggables to drag as a unit. x and y are the offsets of the drags relative to each other, they are not relative to the corn...
- Mon Aug 02, 2021 5:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Change values in an arraylist
- Replies: 3
- Views: 708
Re: Change values in an arraylist
Array / list indices are referenced by numeric indices, so
$ persistent.gallery_1_list[0][1] = 0
would reference the first index of persistent.gallery_1_list (the ["KnightArmorConcept01", 1] bit) and then reference the second index of that
$ persistent.gallery_1_list[0][1] = 0
would reference the first index of persistent.gallery_1_list (the ["KnightArmorConcept01", 1] bit) and then reference the second index of that
- Sun Aug 01, 2021 6:35 am
- Forum: Ren'Py Questions and Announcements
- Topic: Is there a way to disable a vbar from being activated via enter key?
- Replies: 1
- Views: 1009
Re: Is there a way to disable a vbar from being activated via enter key?
Have you tried adding keyboard_focus?
Code: Select all
vbar:
keyboard_focus False
- Sat Jul 17, 2021 9:28 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] transparency buggy in layeredimage???
- Replies: 2
- Views: 737
Re: transparency buggy in layeredimage???
Add mesh True to the transform (which effectively flattens it before applying the shader)
- Thu Jun 24, 2021 10:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to have conditional transforms?
- Replies: 3
- Views: 746
Re: How to have conditional transforms?
Your second version should work if you reverse the returns... though you would need *args or set parameters. Returning None allows the rest of the transform to run. Returning 0 (or 0.1 might make more sense) says recall the function again after that much time and do not let the rest of the transform...
- Wed Jun 23, 2021 11:32 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How can I add a transition to a renpy.show_screen statement?
- Replies: 2
- Views: 705
Re: How can I add a transition to a renpy.show_screen statement?
Code: Select all
renpy.show_screen("game_ch01_tasks")
renpy.transition(dissolve)
renpy.restart_interaction()
- Thu Jun 17, 2021 5:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Hover over img in button (not imagebutton), with text, trigger style of text; while text hover does nothing.
- Replies: 1
- Views: 891
Re: How to make button:, with img_idle, img_hover, and text; text hover disabled; img_hover changes text color.
Firstly you want to tell the textbutton that the focus area is the background image and not the text. Then you want to add hover_ settings for the parts you want to change (though I suggest not using bold as that would alter the size of the text part) The focus_mask displayable will likely mimic you...
- Mon Jun 14, 2021 12:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How can I output the value of a variable used in a screen for loop, during an exception?
- Replies: 2
- Views: 526
Re: How can I output the value of a variable used in a screen for loop, during an exception?
3) Is there a tutorial on how to debug like a pro in Ren'py? For example, how to debug from the console? Something that every Ren'py developer cannot live without? Well, there are sort of two consoles, the Ren'Py one (Shift + 0) and a Python one that you can launch alongside your game (by doing Laun...
- Sat Jun 12, 2021 7:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: screen buttons not updating underlying dict
- Replies: 4
- Views: 583
Re: screen buttons not updating underlying dict
Just remember that you will need to pass an interaction (a dialogue line, a pause or a renpy.checkpoint) after the value changes in order for it to be saved in the store.
Also note that the console is not a great place to test things like this as it performs a rollback before displaying the value.
Also note that the console is not a great place to test things like this as it performs a rollback before displaying the value.
- Sat Jun 12, 2021 6:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: Anyone have a basic, modular, event handler that kicks in after player moves to new location?
- Replies: 3
- Views: 850
Re: Anyone have a basic, modular, event handler that kicks in after player moves to new location?
I would also advise not using the old Lexer Event Handler though would note that the basic concept is very usable. I do have a part complete much better version of it in the works, just many weeks from being usable. The general idea is: One Handler that stores all Events Each relevant label has its ...
- Thu Jun 10, 2021 1:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Automatically darkening characters that aren't speaking, layered image version
- Replies: 10
- Views: 1455
Re: Automatically darkening characters that aren't speaking, layered image version
Another approach is to set a default transform that passes an image name into a Python function and uses that to adjust the darkness... image eileen = Solid("#F00", xysize=(200, 400)) image lucy = Solid("#F4F", xysize=(200, 400)) image lucy happy = Solid("#4FF", xysize=...