So far, I've managed to make a new screen and have it correctly display and scroll. I can add the text and have already ensured everything wraps nicely.
The issue I have though, is I have a persistent variable that affects some in-game menu choices.
I'd like to figure out how to make a button on the new menu, that allows me to toggle that persistent data.
Here is the relevant code:
script.rpy
Code: Select all
# Game start
label start:
$ _game_menu_screen = None
$ renpy.block_rollback()
scene black
if persistent.prologue_finished:
if persistent.lore_read:
menu:
"Read prologue?"
"Yes":
jump prologue
"No":
jump intro
else:
menu:
"Read prologue?"
"Yes":
jump prologue
"No":
jump intro
"Read Lore":
jump lore
else:
if persistent.lore_read:
menu:
"You have not read the prologue.\nIt is recommended you read it first, are you sure you wish to continue?"
"Yes":
jump intro
"No":
return
else:
menu:
"You have not read the lore or prologue yet.\nIt is highly recommended you read them first, are you sure you wish to continue?"
"Yes":
jump intro
"No":
return
return
Code: Select all
# Chapter Select Screen
screen chapter_select:
tag menu
use game_menu(_("Chapter Select"), scroll="viewport"):
frame:
imagebutton auto "css/pro_%s.png" xpos 0 ypos 0 focus_mask True action Start('prologue')
imagebutton auto "css/lore_%s.png" xpos 0 ypos 101 focus_mask True action ShowMenu('lore_screen')
screen lore_screen:
tag menu
use game_menu(_("Lore"), scroll="viewport"):
style_prefix "lore"
vbox:
text _("Text goes here {image=heart}")
style lore_text is gui_text
Additionally, the About screen, uses the following:
text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")
I cannot see how it displays the text it shows in place of the brackets, where does it pull that from? I cannot find it in any of the .rpy files, and this seems like a better solution that simply adding dozens of paragraphs of text "words, words, more words"