How do you have a choice based off of previous choices? Also, have a guy character say something based off the previous choice?
Like saying
go out with him:
"yes":
blah "asdfasdkjf"
"no":
blah "fsahdkfje"
and later on shouldn't it be like if "yes":
good night?
I don't understand how to use the variables and the ifs!
Yes, I red the renpy.wiki page a million times and still don't get what they mean.
I'm trying to put like paths for each character but I don't want the true ending and good ending to be the same words but in the end all of a sudden becomes based off the points...
I don't know how to do the points either~
Is it like:
Ericpoints > 10:
e "I hate bananas but I love you"
Ericpoints > 5:
e "I hate you but like bananas"
D: HELP ME PLEASE...
Help with making a VN? PLEASE*stress*
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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Re: Help with making a VN? PLEASE*stress*
Examples:RandomKoro83 wrote:How do you have a choice based off of previous choices?
Code: Select all
label start:
"DEMO: routes result in different choices"
menu:
"Route A":
"You are now on route A."
jump route_a
"Route B":
"You are now on route B."
jump route_b
label route_a: # Only choices C and D will show on route A.
menu:
"Choice C":
"You chose choice C."
jump end
"Choice D":
"You chose choice D."
jump end
label route_b: # Only choices E and F will show on route A.
menu:
"Choice E":
"You chose choice C."
jump end
"Choice F":
"You chose choice D."
jump end
label end:
"End of Demo"
return
Code: Select all
label start:
$ fruits = False
"DEMO: choices change based on previous choices; linear route"
"Do you like fruits?"
menu:
"Yes":
$ fruits = True
"No":
pass # Do nothing.
"What will you eat today?"
menu:
"Carrot":
"You eat a carrot."
"Tomato":
"You eat a tomato."
"Banana" if fruits == True: # Will not show if fruits == False
"You eat a banana."
"End of Demo"
return
(Note: your screenshot is similar in concept.) Example:RandomKoro83 wrote:Also, have a guy character say something based off the previous choice?
Code: Select all
label start:
"DEMO: minor dialogue changes based on previous choices; linear route"
menu:
"Choice A":
$ choice = "A" # OR $ choice = True
"Choice B":
$ choice = "B" # OR $ choice = False
"The quick brown fox jumps over a lazy dog..."
if choice == "A": # OR if choice:
"Oh, and you chose choice A."
elif choice == "B": # OR else:
"Oh, and you chose choice B."
"End of Demo"
return
Almost. You'd make a variable; see above example.RandomKoro83 wrote:and later on shouldn't it be like if "yes":
good night?
Don't forget you can branch off routes with labels and jumping to those labels.RandomKoro83 wrote:I'm trying to put like paths for each character but I don't want the true ending and good ending to be the same words but in the end all of a sudden becomes based off the points...
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