Is there a way to change elements of the GUI in game, whether that's in between scenes or even during dialogue? For example, if I wanted the text box or font size to be different if that narrator were to change, could I do that? I try simple code like this for testing purposes:
$ gui.text_size = 30 # The default size is 22
When this line is run, nothing actually changes. I understand that gui.text_size if defined at the beginning, meaning it should probably be a constant value. So is there a way to change that? Are styles the best course of action here? I'm not too sure. Any answers would be very appreciated.
Changing the GUI mid game?
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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.
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Re: Changing the GUI mid game?
You can do something like this: https://renpy.org/doc/html/style.html?h ... preference
You define styles
After define them you would use $ renpy.set_style_preference(preference, alternative) to set it up.
Otherwise you could use it in a button too:
You define styles
Code: Select all
init python:
renpy.register_style_preference("text", "basic", style.say_dialogue, "font", "font/Almendra-Regular.ttf")
#Other's Font
renpy.register_style_preference("text", "dyslexic", style.say_dialogue, "font", "font/verdana.ttf")
Otherwise you could use it in a button too:
Code: Select all
textbutton "Default":
hovered tt.Action("Sets the game font to the default style.")
action StylePreference("text", "basic") text_font "font/Almendra-Regular.ttf"
alt "Default Font"
textbutton "Alternative":
hovered tt.Action("A font that was chosen to be easier to read for those with dyslexia.")
action StylePreference("text", "dyslexic") text_font "font/verdana.ttf"
alt "Alternative Font"