Text Speed
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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.
- akemicchi
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Text Speed
I have a few questions, particularly about changing the text speed.
Is there any way I would be able to set the speed of text, despite what's chosen in preferences? I don't want to take out the text speed option on preferences, though! I only want the speed to change for a few lines, and then the text speed goes back to the default. Can this be done?
Can I also make it so that the user can't abort the slow text, and the story auto-continues after a certain time? I know that ui.text and Text have these (set the cps, and making it abortable), but what about for normal say dialogues? How would I go about doing that?
One more:
Is it possible to have multiple speeds in different parts of a line? For example, this line, "Ready....... set... GO!" Would there be a way to make it so that "Ready" will be shown at a different speed than "set" and "GO!"?
... And, yes, I know that doing this might be annoying to some people. xD; I still want to know.
Also~! What's the difference between python: and python hide: ?
Is there any way I would be able to set the speed of text, despite what's chosen in preferences? I don't want to take out the text speed option on preferences, though! I only want the speed to change for a few lines, and then the text speed goes back to the default. Can this be done?
Can I also make it so that the user can't abort the slow text, and the story auto-continues after a certain time? I know that ui.text and Text have these (set the cps, and making it abortable), but what about for normal say dialogues? How would I go about doing that?
One more:
Is it possible to have multiple speeds in different parts of a line? For example, this line, "Ready....... set... GO!" Would there be a way to make it so that "Ready" will be shown at a different speed than "set" and "GO!"?
... And, yes, I know that doing this might be annoying to some people. xD; I still want to know.
Also~! What's the difference between python: and python hide: ?
Re: Text Speed
I remember asking that for the Phoenix spoof and the answer at the time was "no", not possible. And this because it displays characters based on the time elapsed since the screen of dialogue appeared.One more:
Is it possible to have multiple speeds in different parts of a line? For example, this line, "Ready....... set... GO!" Would there be a way to make it so that "Ready" will be shown at a different speed than "set" and "GO!"?
python hide will not save any variables you create/modify within it. This is useful when doing temporary computation with variables you don't really want to keep. I think it's also useful when using some external Python systems.Also~! What's the difference between python: and python hide: ?
- akemicchi
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Re: Text Speed
Aww, really? Ah well. Thanks for letting me know, monele! <3
So that's what it does! Thanks again! I was just arbitrarily using python and python hide in my script. XD;; Heh heh..monele wrote:python hide will not save any variables you create/modify within it. This is useful when doing temporary computation with variables you don't really want to keep. I think it's also useful when using some external Python systems.
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Re: Text Speed
Too bad for the first question.
My other question is what does
init (some number) python
mean?
My other question is what does
init (some number) python
mean?
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Re: Text Speed
An "init (number) python" block is just a combination of an "init (number)" block and a "python" block.EvilDragon wrote:Too bad for the first question.
My other question is what does
init (some number) python
mean?
You already know what a "python" block does: it marks all the lines in it as being python code rather than Ren'Py code.
An "init (number)" block is run once, at the start of the game. Ren'Py accumulates all the init blocks it can find, and runs them all, in number order. So it'll run any "init -99999" blocks before any "init -5" blocks, then "init -1" blocks, then "init" blocks, then "init 1" blocks, then "init 2", and so on.
Note that a lot of Ren'Py internals use "init (number)" with (number) less than zero. Your game code should generally use "init" blocks with no number or with positive numbers. The higher the number, the later it runs.
So an "init (number) python" block is just a python block that runs with the other "init (number)" blocks.
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Re: Text Speed
Actually, init -99 to init 99 are reserved for the user, while Ren'Py can use stuff outside that range. We use positive init numbers for some of the compatibility code.
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Re: Text Speed
I know of a way although the method is rather inefficient (as all my methods are...) but it should be okay if it's just a few lines.akemicchi wrote:Is there any way I would be able to set the speed of text, despite what's chosen in preferences? I don't want to take out the text speed option on preferences, though! I only want the speed to change for a few lines, and then the text speed goes back to the default. Can this be done?
Code: Select all
e "This is shown in default speed."
$ Jspeed=_preferences.text_cps
$ _preferences.text_cps=1
"Ready....... set... (This is shown slowly){w=5}{nw}"
$ _preferences.text_cps=0
"GO! (This is shown immediately)"
$ _preferences.text_cps=Jspeed
"Back to default speed"
Auto continue, yes ({nw} text tag) but can't abort, no. Unless you want to use ui.text and then disguise it as normal say dialogues.Can I also make it so that the user can't abort the slow text, and the story auto-continues after a certain time? I know that ui.text and Text have these (set the cps, and making it abortable), but what about for normal say dialogues? How would I go about doing that?
Use different lines for GO like all other (at least those I seen) VN with races do.Is it possible to have multiple speeds in different parts of a line? For example, this line, "Ready....... set... GO!" Would there be a way to make it so that "Ready" will be shown at a different speed than "set" and "GO!"?
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- akemicchi
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Re: Text Speed
Yessssss--! Just what I wanted. Thank you so much, JQuartz. <3
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Re: Text Speed
How to do this? Can you give an example of one line of unabortable say? This would help me (and others, as I see) a lotJQuartz wrote:Unless you want to use ui.text and then disguise it as normal say dialogues.
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- akemicchi
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Re: Text Speed
Hm... Well, in the Renpy Wiki, at the List of Properties, there's a text property called slow_abortable, which will make it so that slow text cannot be aborted. But... I just tried using it, and it doesn't work? XD; Erm.
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Re: Text Speed
Oops I just realized something...If the player quits the game/returns to the main menu while the speed had been slowed down, the next time the player starts the game, the speed of the text will be slow.akemicchi wrote:Yessssss--! Just what I wanted. Thank you so much, JQuartz. <3
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