yes_action and no_action aren't returning my screen [Solved]
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yes_action and no_action aren't returning my screen [Solved]
Whenever I return from a Yes/No Prompt the game doesn't bring up the screen again from which the prompt was called. I think it doesn't have a normal Return() function.
This breaks my game because I cannot continue playing when this happens.
Two examples:
1. I'm on a screen and call a save game screen, I select an occupied slot, I get the overwrite Yes/No Prompt, I select Yes, I'm returned to the label but the screen doesn't appear again.
2. I'm on a screen and open the in-game menu, I press the quit button, I get the confirmation Yes/No Prompt, I select No, I'm returned to the label but the screen doesn't appear again.
Note: In example 2, when I press the Escape button the screen appears again. This doesn't work for example 1.
Is there a way I can either customize the yes_action and no_action or add something to the Yes/No Prompt to fix this problem?
This breaks my game because I cannot continue playing when this happens.
Two examples:
1. I'm on a screen and call a save game screen, I select an occupied slot, I get the overwrite Yes/No Prompt, I select Yes, I'm returned to the label but the screen doesn't appear again.
2. I'm on a screen and open the in-game menu, I press the quit button, I get the confirmation Yes/No Prompt, I select No, I'm returned to the label but the screen doesn't appear again.
Note: In example 2, when I press the Escape button the screen appears again. This doesn't work for example 1.
Is there a way I can either customize the yes_action and no_action or add something to the Yes/No Prompt to fix this problem?
Last edited by Stapper on Sun Jun 01, 2014 2:18 am, edited 1 time in total.
- chocoberrie
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Re: yes_action and no_action aren't returning my screen
Can you provide your code?
Here's what I have for my yes/no prompt, and I don't have screen issues...? Sorry I can't do much more than that to help ^^;;
Here's what I have for my yes/no prompt, and I don't have screen issues...? Sorry I can't do much more than that to help ^^;;
Code: Select all
##Yes/no menu imagemap
imagemap:
ground 'GUI/yesno/yesno_ground.png'
idle 'GUI/yesno/yesno_idle.png'
hover 'GUI/yesno/yesno_hover.png'
alpha False
hotspot (278, 337, 97, 53) action yes_action
hotspot (447, 340, 81, 53) action no_action
#text _(message):
#xalign 0.5
#yalign 0.5
if message == layout.ARE_YOU_SURE:
imagemap:
idle 'GUI/yesno/overwrite_save_yesno-idle.png'
hover 'GUI/yesno/overwrite_save_yesno-hover.png'
hotspot (278, 337, 97, 53) action yes_action
hotspot (447, 340, 81, 53) action no_action
add "GUI/yesno/yesno_are_you_sure.png"
elif message == layout.DELETE_SAVE:
add "GUI/yesno/yesno_delete_save.png"
elif message == layout.OVERWRITE_SAVE:
add "GUI/yesno/yesno_overwrite_save.png"
elif message == layout.LOADING:
add "GUI/yesno/yesno_loading.png"
elif message == layout.QUIT:
add "GUI/yesno/yesno_quit.png"
elif message == layout.MAIN_MENU:
add "GUI/yesno/yesno_main_menu.png"
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Re: yes_action and no_action aren't returning my screen
I have absolutely no idea what you are talking about.Whenever I return from a Yes/No Prompt the game doesn't bring up the screen again from which the prompt was called. I think it doesn't have a normal Return() function.
This breaks my game because I cannot continue playing when this happens.
Two examples:
1. I'm on a screen and call a save game screen, I select an occupied slot, I get the overwrite Yes/No Prompt, I select Yes, I'm returned to the label but the screen doesn't appear again.
2. I'm on a screen and open the in-game menu, I press the quit button, I get the confirmation Yes/No Prompt, I select No, I'm returned to the label but the screen doesn't appear again.
Note: In example 2, when I press the Escape button the screen appears again. This doesn't work for example 1.
Is there a way I can either customize the yes_action and no_action or add something to the Yes/No Prompt to fix this problem?
Code: Select all
screen test:
vbox:
textbutton "Return" action Return()
textbutton "Save" action ShowMenu("save")
textbutton "Quit" action Quit()
label start:
call screen test
"Testing"
return
The save screen doesn't disappear after saving a game. If you click Quit from the rightclick menu, it doesn't disappear either.
Re: yes_action and no_action aren't returning my screen
First of all, thanks for the replies.
I'm using the default Yes/No Prompt screen, I didn't make any changes except styling the textbuttons.
Here is my basic setup (I left all the rest out since it's just text and more buttons)
And here is the entire save screen:
After that when I return from the Yes/No Prompt, I am returned to "label hub_level1" and I don't get the screen anymore.
I'm using the default Yes/No Prompt screen, I didn't make any changes except styling the textbuttons.
Here is my basic setup (I left all the rest out since it's just text and more buttons)
Code: Select all
label hub_level1:
call screen hub_level1
$ result = _return
if result == "inn":
call screen hub_level1_inn
screen hub_level1:
modal True
imagebutton:
xpos 560
ypos 150
idle LiveComposite((100,100), (0,0), "images/sign_inn.png", (0,0), Text(""))
hover LiveComposite((100,100), (0,0), sign_inn_hover, (0,0), Text(""))
hovered [Show("hub_tooltip", tt="Inn")]
unhovered Hide("hub_tooltip")
action [Hide("hub_tooltip"), Return("inn")]
screen hub_level1_inn:
tag menu
modal True
textbutton "Spend the night to save your progress" style style.button['custom'] xpos 35 ypos 440 action [Hide('hub_level1_inn'), Show('hub_level1_inn_save')]
Code: Select all
screen hub_level1_inn_save:
tag menu
modal True
zorder 8
window:
background "images/backgrounds/Lvl1_hub_test.png"
vbox xalign 0.5 yalign 0.4:
window:
style_group "mm"
xminimum 960
xmaximum 960
yminimum 540
ymaximum 540
add "images/sign_inn.png" xpos 25 ypos 25
text "Welcome to the Nightgate Inn." font "Meath.ttf" size 36 xpos 200 ypos 60
hbox xalign 0.5 yalign 0.3:
xminimum 650
xmaximum 650
yminimum 500
ymaximum 500
$ columns = 2
$ rows = 5
# Display a grid of file slots.
grid columns rows:
xpos 14
ypos 90
transpose True
xfill True
style_group "file_picker"
# Display ten file slots, numbered 1 - 10.
for i in range(1, columns * rows + 1):
# Each file slot is a button.
button:
action FileAction(i)
xfill True
xminimum 290
xmaximum 290
yminimum 68
ymaximum 68
has hbox
# Add the screenshot.
add FileScreenshot(i) xpos 0 ypos 7
$ file_name = FileSlotName(i, columns * rows)
$ file_time = FileTime(i, empty=_("Empty Slot."))
$ save_name = FileSaveName(i)
text "[file_name]. [file_time!t]\n[save_name!t]" xpos 20 ypos 24
key "save_delete" action FileDelete(i)
textbutton "?" style style.button['custom'] xpadding 16 xalign .01 yalign .99 action [Hide('hub_level1_inn_save'), ShowMenu('menu_help')]
textbutton "Leave the inn" style style.button['custom'] xalign .99 yalign .99 action [Hide('hub_level1_inn_save'), Jump('hub_level1')]
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- Eileen-Class Veteran
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Re: yes_action and no_action aren't returning my screen
Try removing 'tag menu' from the two inn screens. It shouldn't be necessary here and it's probably causing you issues.
Re: yes_action and no_action aren't returning my screen
Yep that is it! Good call man
I'm going to remove the tag menu from all my screens, I thought they would help but are nothing but trouble it seems!
Thanks a lot!
I'm going to remove the tag menu from all my screens, I thought they would help but are nothing but trouble it seems!
Thanks a lot!
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Re: yes_action and no_action aren't returning my screen [Sol
For noobs such as myself, can anyone explain tag menu (and other tags, if there are any) or point at the docs where it is explained?
Thanks
SQ
Thanks
SQ
Proofreading for Free - here - Current project(s): None
Currently working on: My first VN, a futuristic slice-of-life with a hint of romance.
Currently working on: My first VN, a futuristic slice-of-life with a hint of romance.
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Re: yes_action and no_action aren't returning my screen [Sol
http://renpy.org/doc/html/screens.html#screen-statementstorymasterq wrote:For noobs such as myself, can anyone explain tag menu (and other tags, if there are any) or point at the docs where it is explained?
Thanks
SQ
Basically, it's just used so that if you have a bunch of screens but only want one to be shown at a time, you can tag them all with the same thing to have renpy ensure this.
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