On making a text menu option.
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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.
On making a text menu option.
Okay, I've seen menus like this in games but I haven't been able to figure out how to make them myself. And for some reason I can't open the game files to figure it out from there. (Something about the files being .rpyc instead of .rpy maybe?)
Anyway, I'd like to know how these sort of menus are made if that's at all possible.
Thanks.
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Re: On making a text menu option.
Yeah that's right. Only rpy files can be properly read. rpyc files are obsfucated to protect the intellectual property of the creator.brigid wrote:And for some reason I can't open the game files to figure it out from there. (Something about the files being .rpyc instead of .rpy maybe?)
well it was possible in the past but I don't know if it's still possible now (but then again I don't keep myself up to date with the latest Renpy development). I have a inefficient and roundabout method though. Use this only if no one else comes by with a easy method (in the past it was just changing a True to False in options.rpy) and you're desperate for it.brigid wrote:Anyway, I'd like to know how these sort of menus are made if that's at all possible.
Code: Select all
init python:
def window_menu():
if window_menu_show:
ui.vbox(xpos=0, ypos=500)
if choice_text1:
ui.button(clicked=ui.jumps(destination_label1),background='#0000', hover_background='#0000')
ui.text(choice_text1, color='#fff', hover_color='#f00')
if choice_text2:
ui.button(clicked=ui.jumps(destination_label2),background='#0000', hover_background='#0000')
ui.text(choice_text2, color='#fff', hover_color='#f00')
ui.close()
config.overlay_functions.append(window_menu)
Code: Select all
$ window_menu_show=True
$ choice_text1='Nothing' #this is what first choice you want to give
$ destination_label1='start'#this is what label choosing the choice will jump to
' '#this is what you want to tell the player. Even if you got nothing to tell the player, you still have to put a ' ' here otherwise the text box won't appear.
$ ui.interact()
Last edited by JQuartz on Sun Jan 18, 2009 10:19 pm, edited 1 time in total.
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Re: On making a text menu option.
You need to do two things:
1) Ensure you have no calls to layout.button_menu in options.rpy.
2) Inside the call to theme.roundrect, add the parameter button_menu=False. (This may be there already, in which case you should change it.)
1) Ensure you have no calls to layout.button_menu in options.rpy.
2) Inside the call to theme.roundrect, add the parameter button_menu=False. (This may be there already, in which case you should change it.)
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Re: On making a text menu option.
Ah! Thank you very much. ^_^ I'll be trying that.
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