Soraminako wrote:A function & arguments? ^^; That would be great, but I have no idea how I could do it.
Just noticed that it will only complicate the code more.. since you will need to enter the place name again and again ...
Soraminako wrote:Ah, I've encountered a problem with my time measuring thing.

It only gives the time accurately if you save immediately after the area where the time is measured with that code. Otherwise, if you save some time later but not yet at the next chapter change/next time that code is listed, it will give the same time as it was in the last time that was in the code, so whatever the time was at the previous chapter title change area.

That thing is to be expected because the code asks for the runtime of that instant... see the code, it's get_game_runtime...
The one thing which you can do is make sure that the game stores the time as soon as the player goes to the save screen...
Your best bet will be fiddling with screen language, (and if you manage to find out, please do tell me... screen language is a new concept to me because the only game I made was in RenPy v11.1 and I'm pretty sure it didn't have screen language)...
Or you can put in like this:
Code: Select all
## only for customised menu:
label menu:
$ minutes, seconds = divmod(int(renpy.get_game_runtime()), 60)
$ save_name = " %(chapt)s \n You have been playing for %(minmin)d minutes and %(secsec)d seconds and you are currently at %(blah)s!" % {"chapt": mychapter, "minmin": minutes, "secsec": seconds, "blah":myplace}
Like every code, I just complied it in my head, so I'm not sure if it will work perfectly or not... but I think it should... if I were to take a wild guess, I will say the chances are 80%...