Speaking of this is the game I'm trying to mod, I looked in the defining character's section of ren'py and found I could add a tag to a line in the scripts.rpy, here's the error log I ended up with and barely being a coder, I need help
Code: Select all
While running game code:
File "game/script.rpy", line 17, in script
$ m_name = "Monika"("m_name", color="#8e1401")
File "game/script.rpy", line 17, in <module>
$ m_name = "Monika"("m_name", color="#8e1401")
TypeError: 'unicode' object is not callable
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/script.rpy", line 17, in script
$ m_name = "Monika"("m_name", color="#8e1401")
File "C:\Users\Administrator\Desktop\Ren'py installation\renpy-6.99.13-sdk\renpy\ast.py", line 827, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Users\Administrator\Desktop\Ren'py installation\renpy-6.99.13-sdk\renpy\python.py", line 1764, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 17, in <module>
$ m_name = "Monika"("m_name", color="#8e1401")
TypeError: 'unicode' object is not callable
Windows-7-6.1.7601-SP1
Ren'Py 6.99.13.2919
DDLC Mod Template 0.1.0
And here is the original script.rpy, unedited
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# This is used for top-level game strucutre.
# Should not include any actual events or scripting; only logic and calling other labels.
label start:
# Set the ID of this playthrough
$ anticheat = persistent.anticheat
# We'll keep track of the chapter we're on for poem response logic and other stuff
$ chapter = 0
#If they quit during a pause, we have to set _dismiss_pause to false again (I hate this hack)
$ _dismiss_pause = config.developer
# Each of the girls' names before the MC learns their name throughout ch0.
$ s_name = "Sayori"
$ m_name = "Monika"
$ n_name = "Natsuki"
$ y_name = "Yuri"
$ quick_menu = True
$ style.say_dialogue = style.normal
$ allow_skipping = True
$ config.allow_skipping = True
#This section detemines the "Act Structure" for the game.
# persistent.playthrough variable marks each of the major game events (Sayori hanging, etc.)
#Here is an example of how you might do that
if persistent.playthrough == 0:
#Call example script
call example_chapter from _call_example_chapter
if persistent.playthrough == 1:
#Stuff here would only play after you increased the playthrough count
pass
return
label endgame(pause_length=4.0):
$ quick_menu = False
stop music fadeout 2.0
scene black
show end
with dissolve_scene_full
pause pause_length
$ quick_menu = True
return