Affection Points
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Do not post questions here!
This forum is for example code you want to show other people. Ren'Py questions should be asked in the Ren'Py Questions and Announcements forum.
Re: Affection Points
As a newbie this is fantastic help! Your explanations are amazing and your code is understandable! HERO!
Re: Affection Points
Hello, I put my Affection Points (and money) this way (see code at bottom), and want make more icons this way but with inter action.
And now, can anyone tell me (show your code) with what simple command (overscreen?) I can made to get the icons stay on screen during idle maps room. Not dissapearing?
Only hide if mousewheel clicked.
I also need some of them on or off (this is easy with the show screen... True/False command, already get this) in some events.
But how to made them react if clicked with the mouse? To open a inventory (not done yet) when clicked on the backpack icon, for example?
Open some quest list when the communicator is clicked. Jump back from one room to stage corridor.Or back from a niche/bath to a room if the "back" icon is clicked.
What is the simple right command with which parameters for that? (Some "action"+ "clicked" + "jump" I think).
I also want to set position in pixles not the strange Renpy Xpos, Ypos, anchor, etc. metrics because I have to place my icons accurate by pixel and knowing where.
Or have I to do every room as idle map now? But then no chance to made icons hide as they are pasted in on the bg graphics.
In script.rpy:
# Elie LP meter icon and display
init -2 python:
showlove= False
Elie_love = 100
max_love= 150
# def display_love():
# if showlove:
#This next line is optional. It adds a heart image under the text.
#Not use because shows up on left ui.image("HUD_LP_idle.png")
#Not use ui.text(" %d" %Elie_love, color="#ff0000")
#Not use config.overlay_functions.append(display_love)
# Money Meter (Gulden) icon and display
init python:
showgulden= False
Gulden = 100
max_gulden= 9999
# def display_gulden():
#Not use because shows up on left if showgulden:
#Not use ui.frame() #This is optional. It adds a frame around the text.
#Not use ui.text("Gulden: %d" %Gulden)
#Not use config.overlay_functions.append(display_gulden)
#Communicator
init python:
showcom= False
Communicator = 0
max_com= 1
#Inventory icon
init python:
showcom= False
Inventory = 0
max_inv= 1
#Map icon
init python:
showmap= False
Map = 0
max_map= 1
#Back icon
init python:
showback= False
Back = 0
max_back= 1
In screns.rpy:
#Money+Love Points screen display a coin and heart icon on top right screen with the amount in possession for each one on them
#Money Points screen
screen money():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("money_box1"), Hide("money_box1"), Show
("money_box1"))
screen money_box1():
vbox xpos 0.951 ypos 0.056:
image "Gulden.png"
text "{b} [Gulden]{/b}" color "#000000" yoffset -61 xalign 0.40
#Love Points screen
screen elie_love():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("elie_love_box1"), Hide("elie_love_box1"), Show
("elie_love_box1"))
screen elie_love_box1():
vbox xpos 0.951 ypos 0.140:
image "HUD_LP_idle.png"
text "{b}[Elie_love]{/b}" color "#cd2626" yoffset -65.5 xalign 0.49
#Communicator Icon screen display a sort of mobilephone icon on upper right screen
screen communicator():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("com_box1"), Hide("com_box1"), Show
("com_box1"))
screen com_box1():
vbox xpos 0.933 ypos 0.306:
image "HUDCOM_idle001.png"
#Inventory Icon screen display a backpack icon on upper right screen, has still to be linked to an inventory script
screen inventory():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("inv_box1"), Hide("inv_box1"), Show
("inv_box1"))
screen inv_box1():
vbox xpos 0.933 ypos 0.417:
image "HUDINV_idle001.png"
#Map Icon screen, optional as Map icon appears on idle maps too, used to go back to stage overmap
screen map():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("map_box1"), Hide("map_box1"), Show
("map_box1"))
screen map_box1():
vbox xpos 0.933 ypos 0.529:
image "HUDMAP_idle001.png"
#Back screen, icon appears on idle maps too, to go one room back to stage map, not overmap. Or to exit from idle maps in rooms
screen back_box1():
frame:
xpos 0.933
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("back_box1"), Hide("back_box1"), Show
("map_box1"))
screen back_box1():
vbox xpos 0.940 ypos 0.652:
image "HUD_back001_idle.png"
And now, can anyone tell me (show your code) with what simple command (overscreen?) I can made to get the icons stay on screen during idle maps room. Not dissapearing?
Only hide if mousewheel clicked.
I also need some of them on or off (this is easy with the show screen... True/False command, already get this) in some events.
But how to made them react if clicked with the mouse? To open a inventory (not done yet) when clicked on the backpack icon, for example?
Open some quest list when the communicator is clicked. Jump back from one room to stage corridor.Or back from a niche/bath to a room if the "back" icon is clicked.
What is the simple right command with which parameters for that? (Some "action"+ "clicked" + "jump" I think).
I also want to set position in pixles not the strange Renpy Xpos, Ypos, anchor, etc. metrics because I have to place my icons accurate by pixel and knowing where.
Or have I to do every room as idle map now? But then no chance to made icons hide as they are pasted in on the bg graphics.
In script.rpy:
# Elie LP meter icon and display
init -2 python:
showlove= False
Elie_love = 100
max_love= 150
# def display_love():
# if showlove:
#This next line is optional. It adds a heart image under the text.
#Not use because shows up on left ui.image("HUD_LP_idle.png")
#Not use ui.text(" %d" %Elie_love, color="#ff0000")
#Not use config.overlay_functions.append(display_love)
# Money Meter (Gulden) icon and display
init python:
showgulden= False
Gulden = 100
max_gulden= 9999
# def display_gulden():
#Not use because shows up on left if showgulden:
#Not use ui.frame() #This is optional. It adds a frame around the text.
#Not use ui.text("Gulden: %d" %Gulden)
#Not use config.overlay_functions.append(display_gulden)
#Communicator
init python:
showcom= False
Communicator = 0
max_com= 1
#Inventory icon
init python:
showcom= False
Inventory = 0
max_inv= 1
#Map icon
init python:
showmap= False
Map = 0
max_map= 1
#Back icon
init python:
showback= False
Back = 0
max_back= 1
In screns.rpy:
#Money+Love Points screen display a coin and heart icon on top right screen with the amount in possession for each one on them
#Money Points screen
screen money():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("money_box1"), Hide("money_box1"), Show
("money_box1"))
screen money_box1():
vbox xpos 0.951 ypos 0.056:
image "Gulden.png"
text "{b} [Gulden]{/b}" color "#000000" yoffset -61 xalign 0.40
#Love Points screen
screen elie_love():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("elie_love_box1"), Hide("elie_love_box1"), Show
("elie_love_box1"))
screen elie_love_box1():
vbox xpos 0.951 ypos 0.140:
image "HUD_LP_idle.png"
text "{b}[Elie_love]{/b}" color "#cd2626" yoffset -65.5 xalign 0.49
#Communicator Icon screen display a sort of mobilephone icon on upper right screen
screen communicator():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("com_box1"), Hide("com_box1"), Show
("com_box1"))
screen com_box1():
vbox xpos 0.933 ypos 0.306:
image "HUDCOM_idle001.png"
#Inventory Icon screen display a backpack icon on upper right screen, has still to be linked to an inventory script
screen inventory():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("inv_box1"), Hide("inv_box1"), Show
("inv_box1"))
screen inv_box1():
vbox xpos 0.933 ypos 0.417:
image "HUDINV_idle001.png"
#Map Icon screen, optional as Map icon appears on idle maps too, used to go back to stage overmap
screen map():
frame:
xpos 0.91
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("map_box1"), Hide("map_box1"), Show
("map_box1"))
screen map_box1():
vbox xpos 0.933 ypos 0.529:
image "HUDMAP_idle001.png"
#Back screen, icon appears on idle maps too, to go one room back to stage map, not overmap. Or to exit from idle maps in rooms
screen back_box1():
frame:
xpos 0.933
ypos 0.06
textbutton "{b}Day [Day]{/b}" action If(renpy.get_screen("back_box1"), Hide("back_box1"), Show
("map_box1"))
screen back_box1():
vbox xpos 0.940 ypos 0.652:
image "HUD_back001_idle.png"
Re: Affection Points
With help from the "f95zone" I was able to get the desired show up of the hud icons adding a "zorder -1" command under the "imagemap:" in my "script" file:
And how to made the "back_box1" icon hover? No action here because it works through a imagemap in the script. What variable I have to add to the "action" command here to made the icon hover like the "map_box1" icon do?. This here is from the "screens.rpy":
Code: Select all
label go_home:
show AShipStage2A0041_idle with dissolve
show Elie_stand_ssuit001 at left with dissolve
e "I chose to go to my room to take a look around."
e "Anyway..."
hide Elie_stand_ssuit001
hide AShipStage2A0041_idle
show screen money_box1
show screen elie_love_box1
show screen com_box1
show screen inv_box1
show screen map_box1
show screen back_box1
screen your_room1():
zorder -1
imagemap:
xpos 0
ypos 0
idle "images/AShipStage2A0041_idle.png"
hover "images/AShipStage2A0041_hover.png"
hotspot (1797, 575, 127, 124) action Jump ("HUD000aidle")
hotspot (1804, 702, 106, 40) action Jump ("Stage_2")
hotspot (505, 435, 125, 70) action Jump ("Vitrine001_Elie") alt "vitrine001_elie"
Code: Select all
#Map Icon screen, optional as Map icon appears on idle maps too, used to go back to stage overmap
screen map_box1():
imagebutton:
idle "HUDMAP_idle001.png"
hover "HUDMAP_hover001.png"
xpos 0.933 ypos 0.529
focus_mask True
action Jump("HUD000aidle")
#Back screen, icon appears on idle maps too, to go one room back to stage map, not overmap. Or to exit from idle maps in rooms
screen back_box1():
imagebutton:
idle "HUD_back001_idle.png"
hover "HUD_back001_hover.png"
xpos 0.933 ypos 0.650
action None
-
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Re: Affection Points
Is there a way to max the affection points? So if I keep on adding affection and want to max it at 30 or 100 is there a way to do so?
"Stressed, Depressed, and trying to stay dressed."
Re: Affection Points
Yes, before your "label start:" type this:
This start with 0 points. And set max points to 100. You can change both values how you like.
Code: Select all
init -2 python:
Player_affection = 0
max_affection= 100
- xavimat
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Re: Affection Points
Sorry to correct you. Better use "default" to avoid problems with saves:M-77 wrote: ↑Thu Jun 20, 2019 2:40 pm Yes, before your "label start:" type this:This start with 0 points. And set max points to 100. You can change both values how you like.Code: Select all
init -2 python: Player_affection = 0 max_affection= 100
Code: Select all
default Player_affection = 0
default max_affection= 100
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Rhaier Kingdom A Ren'Py Multiplayer Adventure Visual Novel.
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Re: Affection Points
You can use the min() function.AcerbicDream wrote: ↑Wed Jun 19, 2019 2:55 am Is there a way to max the affection points? So if I keep on adding affection and want to max it at 30 or 100 is there a way to do so?
If you add points this way: $ points += 1 there is no max limit.
If you add points this way: $ points = min(100, points + 1) it will stop increasing at 100.
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Re: Affection Points
Hi! is there a way to do this, but the other way around? decreasing? and don't go under 0?
If you add points this way: $ points -= 1 there is no min limit.
If you add points this way: $ points = max(points - 1, 0) it will stop decreasing at 0.
EDIT: I found how, here is how:
If you add points this way: $ points -= 1 there is no min limit.
If you add points this way: $ points = max(points - 1, 0) it will stop decreasing at 0.
Re: Affection Points
Hi. Quick question: Let's say that after some advancement, the player does something stupid and loses all his affection points at once. Is it $ points == 0 or $ points = 0 ?
- trooper6
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Re: Affection Points
It is $ points = 0
"=" means "assign this value."
So $ points = 0, can be read as, Assign 0 to points.
"==" means "is the same as"
So if points == 0, can be read as, If points is the same as 0...
"=" means "assign this value."
So $ points = 0, can be read as, Assign 0 to points.
"==" means "is the same as"
So if points == 0, can be read as, If points is the same as 0...
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*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
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*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?) Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978
Re: Affection Points
Thank you trooper6.
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