Thank you so much! I'll test this out right away uwuXxrenxX wrote: ↑Thu May 09, 2019 6:00 pmIt might be easier to just define an image for calls with the names on them and use the show function like you would with sprites since calls can use the regular dialogue box. I'm curious though so I'm playing around with code to see if possible but it's be more code than defining images I think.
I've also done some minor changes to the call labels for the texting feature which is simple enough of an edit but thought would include in case anyone else wants it.
if who.lower() == "me":
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label message_start(who, what): if who.lower() == "me": #this allows the player to text first show screen phone_message3(what) if who.lower() == "unknown": #this allows an image text to appear first show screen phone_message_image(who, what, img) else: show screen phone_message(who, what) return
I have set for only what so that there isn't the "me" text on the screen cause I've never used a cell that says my own name in the text so included that as a personal preference. And it works how intended.
I've also discovered you can jump between the cell and dialogue if you need to.
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call phone_start call message_start("Human", "Text") pause #ensures player has to click to continue "Dialogue will appear without the phone or text disappearing." call reply_message(" text") call phone_end
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