Search found 614 matches
- Sun Mar 10, 2019 4:25 pm
- Forum: Ren'Py Cookbook
- Topic: Random Chance Label Function
- Replies: 8
- Views: 3346
Re: Random Chance Label Function
One little update to the code. Added a function to sort the list you provide. I couldn't remember if Python thinks. 'choice1' is 'choice10' if 'choice10' is listed first in the list, because in some coding languages it doesn't match the whole case. init python: import random # Jumps to a random labe...
- Sun Mar 10, 2019 1:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Global variables
- Replies: 7
- Views: 729
Re: Global variables
Do you mean for use in python blocks or just in the script themselves?
- Sun Mar 10, 2019 1:08 pm
- Forum: Ren'Py Cookbook
- Topic: Random Chance Label Function
- Replies: 8
- Views: 3346
Re: Random Chance Label Function
Glad it's useful, guys. @nerupuff Are you using $ renpy.block_rollback() at the top of your choice labels? I haven't tested this out with renpy.fix_rollback() just yet, but if it works then it might be a better choice so your players can still roll back. Is there a way for the labels/events to not b...
- Sat Mar 09, 2019 10:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding alt to images on screens
- Replies: 10
- Views: 922
Re: Adding alt to images on screens
I’ve been busy working on another project, but the imagebutton will work. I’ve set them up before with action. I don’t see why not with just NullAction.
Thanks guys.
Thanks guys.
- Fri Mar 08, 2019 2:22 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding alt to images on screens
- Replies: 10
- Views: 922
Re: Adding alt to images on screens
What does that look like. Otherwise a null image button might be a temp too.
- Thu Mar 07, 2019 7:23 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Adding alt to images on screens
- Replies: 10
- Views: 922
Adding alt to images on screens
I'm probably just not seeing this, but in Ren'py can you add "alt' to images on screens? I know it gets the error when I type this, but in a sense it would be like this; add "images/chibis/great.png" alt "Great!" I want the self-voicing to use "Great" when the imag...
- Sun Mar 03, 2019 10:50 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Ren'Py 7.2.0 Released
- Replies: 12
- Views: 2759
Re: Ren'Py 7.2.0 Released
I've been eager to take advantage of the new menu. Thanks Tom!
- Sun Mar 03, 2019 5:27 pm
- Forum: Ren'Py Cookbook
- Topic: Random Chance Label Function
- Replies: 8
- Views: 3346
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...
- Sun Mar 03, 2019 3:45 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Show Images in History What Text [SOLVED]
- Replies: 6
- Views: 858
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 7.1.3.109...
- Sat Mar 02, 2019 1:07 am
- Forum: Ren'Py Questions and Announcements
- Topic: Show Images in History What Text [SOLVED]
- Replies: 6
- Views: 858
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.
- Sat Mar 02, 2019 1:06 am
- Forum: Ren'Py Cookbook
- Topic: Basic Message System
- Replies: 93
- Views: 58288
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 curren...
- Mon Feb 25, 2019 5:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Textbuttons with conditions with key values
- Replies: 3
- Views: 413
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...
- Sun Feb 24, 2019 7:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Textbuttons with conditions with key values
- Replies: 3
- Views: 413
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...
- Sun Feb 24, 2019 1:52 am
- Forum: Creator Discussion
- Topic: Articles & Other Resources about Accessible Design
- Replies: 4
- Views: 959
Re: Articles & Other Resources about Accessible Design
Thanks Katy, I'll give them a look when I get the chance.
- Sun Feb 24, 2019 1:21 am
- Forum: Ren'Py Questions and Announcements
- Topic: Textbuttons with conditions with key values
- Replies: 3
- Views: 413
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...