Search found 52 matches

by DapNix
Tue Feb 24, 2015 11:08 am
Forum: Ren'Py Questions and Announcements
Topic: Disabling textbuttons [SOLVED]
Replies: 12
Views: 6833

Re: Disabling textbuttons [unsolved]

Trooper, doing it like that gives the same result as before. If I may give my guess as to what the problem is, I think the player.skill.sp_cost can't properly figure out which sp_cost it is going to calculate. I'll give an example of what happens in my game: My battle character has 2 SP, the skill c...
by DapNix
Tue Feb 24, 2015 8:54 am
Forum: Ren'Py Questions and Announcements
Topic: Disabling textbuttons [SOLVED]
Replies: 12
Views: 6833

Re: Disabling textbuttons [unsolved]

I've managed to do a temporary solution by calling several textbuttons instead of having a function that lists up all the skills I have. if Slash in player.skills: textbutton "Slash -2": action [SensitiveIf(player.sp>=2), Return (value=Slash)] if Rend in player.skills: textbutton "Ren...
by DapNix
Tue Feb 24, 2015 7:45 am
Forum: Ren'Py Questions and Announcements
Topic: Disabling textbuttons [SOLVED]
Replies: 12
Views: 6833

Re: Disabling textbuttons [unsolved]

Calling the SP subtraction in the button code resulted in a crash, whoopsie. :P And Cupcake, that didn't change anything. Aand Pippin, SensitiveIf and doing an If-statement is pretty much the same. Except the simple If-statement never makes the button insensitive. So I'm still stuck here, any other ...
by DapNix
Mon Feb 23, 2015 8:12 pm
Forum: Ren'Py Questions and Announcements
Topic: Disabling textbuttons [SOLVED]
Replies: 12
Views: 6833

Re: Disabling textbuttons [unsolved]

It should, yes. But so it should when we do it the other way.. :? Sending involved code to see if I can give a clearer picture: screen command_skills: use command_skills_2(position=(.5,.83)) screen command_skills_2(position): vbox align (.02,.738): for i in player.skills: textbutton "[i.name]&q...
by DapNix
Mon Feb 23, 2015 4:55 pm
Forum: Ren'Py Questions and Announcements
Topic: Disabling textbuttons [SOLVED]
Replies: 12
Views: 6833

Re: Disabling textbuttons

Basically I've got multiple reasons why I need a button to be unclickable. For instance in my battle system i'd like skill buttons to be unclickable when you don't have enough SP or MP to use the skill :P Tried out the SensitiveIf option just now and it worked nice on my menus. But it doesn't work a...
by DapNix
Mon Feb 23, 2015 10:09 am
Forum: Ren'Py Questions and Announcements
Topic: Disabling textbuttons [SOLVED]
Replies: 12
Views: 6833

Disabling textbuttons [SOLVED]

Pretty straight-forward question. How does one disable a textbutton? If you look click the "Load Game" button in the main menu, then the "Save Game" and "Main Menu" buttons become disabled. I've tried looking through the screens code (screens.rpy) but I haven't found a ...
by DapNix
Mon Feb 23, 2015 5:21 am
Forum: Ren'Py Questions and Announcements
Topic: Multiple Screens [SOLVED]
Replies: 4
Views: 781

Re: Multiple Screens

So basically, I decided to write an if-statement in the load screen that checks whether or not i'm in the game menu or not, and it goes like this: screen load(): # This ensures that any other menu screen is replaced. tag menu if main_menu: add "bg/sky.jpg" vbox align (.02, .98): textbutton...
by DapNix
Sun Feb 22, 2015 6:12 pm
Forum: Ren'Py Questions and Announcements
Topic: Multiple Screens [SOLVED]
Replies: 4
Views: 781

Re: Multiple Screens

Well, doing "action ShowMenu("navigation2")" (navigation2 is the name of the screen i use for the game menu) won't work. Well, it will, but only when in game. If I do the "action ShowMenu("navigation2")" while in the main menu, popping up the game menu isn't g...
by DapNix
Sun Feb 22, 2015 4:15 pm
Forum: Ren'Py Questions and Announcements
Topic: Multiple Screens [SOLVED]
Replies: 4
Views: 781

Multiple Screens [SOLVED]

I realize I'm coming back to this forum many times in search for help.. I'm doing well on all the regular programming, but when it comes to built-in Ren'Py things my knowledge is very limited... So to the topic; How can I have multiple screens? When you shut down a screen using a textbutton tied to ...
by DapNix
Sun Feb 22, 2015 3:15 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing game menu location and Main Menu issues [SOLVED]
Replies: 4
Views: 488

Re: Changing game menu location and Main Menu issues

Ah yes, thanks again PyTom! Closing post as SOLVED :)
by DapNix
Sun Feb 22, 2015 12:40 pm
Forum: Ren'Py Questions and Announcements
Topic: Changing game menu location and Main Menu issues [SOLVED]
Replies: 4
Views: 488

Re: Changing game menu location from Save Game to something

That solved it, huge thanks PyTom! :) Another thing, if I may.. :P My Game Menu image is half-transparent. This looks cool when used in-game because you can still see the scene behind the menu. However, if I click Load Game or Preferences when in the Main Menu, the background is therefore a "no...
by DapNix
Sun Feb 22, 2015 11:59 am
Forum: Ren'Py Questions and Announcements
Topic: Changing game menu location and Main Menu issues [SOLVED]
Replies: 4
Views: 488

Changing game menu location and Main Menu issues [SOLVED]

When you enter the game menu (The one you open up by either right-clicking or pressing the Escape button in-game) you are automatically sent to the Save Game menu. Possible way of changing it so that the keybind will instead direct me to a self-made menu where you choose where to go from there? I've...
by DapNix
Sat Feb 21, 2015 8:25 am
Forum: Ren'Py Questions and Announcements
Topic: Label only executable once [SOLVED]
Replies: 6
Views: 704

Re: Label only executable once

EDIT: Ignore that, I'm an idiot. Of course it should be "if jarnEvent_run == False:" Marking post as SOLVED, it worked :) I'm pretty sure your solution will work, but I'm getting a syntax error at the moment. Involved code is: $ jarnEvent_run = False ^ This is written in an "init:&quo...
by DapNix
Fri Feb 20, 2015 10:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Label only executable once [SOLVED]
Replies: 6
Views: 704

Re: Label only executable once

Only now do I realize that my question was very vague. Sorry about that. To explain it a bit better, I have a function that calls a label in a battle code: if target == jarn_Enemy: renpy.call ("events_run_period_2") This code is called when you attack and the enemy is "jarn_Enemy"...
by DapNix
Fri Feb 20, 2015 8:50 pm
Forum: Ren'Py Questions and Announcements
Topic: Label only executable once [SOLVED]
Replies: 6
Views: 704

Label only executable once [SOLVED]

Just like the title says, I'm trying to think of a way to make a label executable only once. First thing I did was look into the DSE framework but the way that was set-up was not my kind of thing. Is there a simple way of just storing a variable that is checked if I try to call the label a second ti...