I got a newbie question?
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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.
- DragonKnight
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I got a newbie question?
How to you make another .rpy file. Say you have main file( which is your script file) and say you have a day by day vn. How do you make a day1.rpy file and so on and so on??
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- Ocelot
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Re: I got a newbie question?
Create a text file in the same folder where script.rpy is. Rename it to day1.rpy. Done.
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- IrinaLazareva
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Re: I got a newbie question?
And don't forget, that a text file must be saved in UTF-8 coding.
- DragonKnight
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Re: I got a newbie question?
Thank you, now for my next question, how you can make so nobody can read your script file or anything you create??
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- DragonKnight
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Re: I got a newbie question?
And how do you do that??IrinaLazareva wrote: ↑Fri Feb 23, 2018 3:50 pm And don't forget, that a text file must be saved in UTF-8 coding.
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Re: I got a newbie question?
when you are ready to build your game move the .rpy files outside of the game folder don't move the .rpyc files keep them there
- Ocelot
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Re: I got a newbie question?
Never release you game to anyone. THis is the only way. THink about it: game needs to read your script to function, so as long as someone uses same method, the game uses, they will read it. It applies to everything, actually.
There are ways to hide scripts and make it harder for curious person to get them.
Main one is making use of .rpa archive building as part of distribution. That way your resourses will be bundled in a single (or several) .rpa files. It is possible to extract files from it, but it is requires some work.
Next is for script files only and consist of archiving only compiled .rpyc files, without corresponding .rpy. Though decompilers exist, it would deter majority of just curious people.
There are ways to hide scripts and make it harder for curious person to get them.
Main one is making use of .rpa archive building as part of distribution. That way your resourses will be bundled in a single (or several) .rpa files. It is possible to extract files from it, but it is requires some work.
Next is for script files only and consist of archiving only compiled .rpyc files, without corresponding .rpy. Though decompilers exist, it would deter majority of just curious people.
If you start with completely empty file and use editra, as your editor, you do not need to do anything.And how do you do that??
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Re: I got a newbie question?
No need to move the files manually. You can tell the builder to exclude the .rpy files. See https://renpy.org/doc/html/build.html#c ... ring-filesrayminator wrote: ↑Fri Feb 23, 2018 4:05 pmwhen you are ready to build your game move the .rpy files outside of the game folder don't move the .rpyc files keep them there
Code: Select all
build.classify("**.rpy", None)
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- DragonKnight
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Re: I got a newbie question?
Alright, so I got day1.rpy built, so how do I use it. Jump to day1 and use a label. Does it remember in your script file like images, or varible.?
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Re: I got a newbie question?
The same way as you use your script.rpy file. THere is no difference between script.rpy, screes.rpy, gui.rpy, day1.rpy, config.rpy and others. You can define screens in script.rpy, write game script in gui.rpy, redefine confir variables in script.rpy, etc. You can move all content of screens.rpy to script.rpy, delete former and everything would work, for example. All rpy files are loaded together.
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Re: I got a newbie question?
Thank you!!
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Re: I got a newbie question?
As Ocelot says, all rpy files are loaded together, so you organize them as you need.
I like to have a definitions.rpy file with all my defaults, defines, classes and functions, and sometimes a file with specific parts of my program.
It depends on you and how you like to organize things.
Only two points to note:
1. Better avoid naming your rpy files with a 00 at the start. Renpy uses that for its internal files and can lead to wrong order in initialization.
2. If you change drastically four files among versions (for example, create a new file and move there parts of the script), old saves opened with the new version could have problems. (New saves don't, though).
I like to have a definitions.rpy file with all my defaults, defines, classes and functions, and sometimes a file with specific parts of my program.
It depends on you and how you like to organize things.
Only two points to note:
1. Better avoid naming your rpy files with a 00 at the start. Renpy uses that for its internal files and can lead to wrong order in initialization.
2. If you change drastically four files among versions (for example, create a new file and move there parts of the script), old saves opened with the new version could have problems. (New saves don't, though).
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Re: I got a newbie question?
To create a new rpy file the easiest way, click the 'Navigate Script' button under 'Actions' on the Launcher screen. Click the '+Add script file' button. Type a name for your file, and save it. Click 'Return' and, under 'Edit File' click the 'All Script Files' button. There you go.
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Re: I got a newbie question?
Guys I also have a newbie question:
So i want to have a way to let the player to input a number and then add that number to another number but I don't know how. For example, so that you understand my question better, the player is in a shop and wants to buy item1 but he wants to buy lets say '110' of it, he must press a button and then something like the input name appears and asks him "how many do you want to buy", then he inputs the number and he has in hes bag '2' of item, so after imputing a number, that number adds to the number he has in his bag
code example:
$ bag_item1 = 2
Label xBuy:
scene store
menu:
"Buy more of [item1]!":
$ buy_item1 = renpy.input ("How many do you want to buy?")
$ buy_item1 = buy_item1.strip()
if x_item1 >= 0:
$ bag_item1 = $ bag_item1 + buy_item1
or
$ bag_item1 += buy_item1
else:
$ bag_item1 = $ bag_item1
jump buy_menu
I know that the input command is to input a name but i want input a numeric value and add it to another value that it's preset.
Thanks for the time that you spend helping me and I hope that you understood what i want.
So i want to have a way to let the player to input a number and then add that number to another number but I don't know how. For example, so that you understand my question better, the player is in a shop and wants to buy item1 but he wants to buy lets say '110' of it, he must press a button and then something like the input name appears and asks him "how many do you want to buy", then he inputs the number and he has in hes bag '2' of item, so after imputing a number, that number adds to the number he has in his bag
code example:
$ bag_item1 = 2
Label xBuy:
scene store
menu:
"Buy more of [item1]!":
$ buy_item1 = renpy.input ("How many do you want to buy?")
$ buy_item1 = buy_item1.strip()
if x_item1 >= 0:
$ bag_item1 = $ bag_item1 + buy_item1
or
$ bag_item1 += buy_item1
else:
$ bag_item1 = $ bag_item1
jump buy_menu
I know that the input command is to input a name but i want input a numeric value and add it to another value that it's preset.
Thanks for the time that you spend helping me and I hope that you understood what i want.
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Re: I got a newbie question?
Hi, darkshame.
Please, next time, ask your new question in a new thread, (and use a more descriptive title).
What you need is easy. The renpy.input() function can be used for any input, not only a name (that's maybe the simplest use, used in the examples).
- We use "allow" inside the function, so only numbers will be accepted in the input.
- We don't use .strip(), because there is no way that the user has inputed useless spaces.
- We use int() to convert the string (made of numbers) to a numeric variable.
- Note the "or 0" part. This avoids an error if the user does not enter any number.
- Your complicated (and wrong) if/elif/else it's not necessary.
And an unnecessary edit: Funny thing, you can do all of this in a single line: (not really useful, because you can't know how many items have been bought, so you can't check if money should be spent)
Please, next time, ask your new question in a new thread, (and use a more descriptive title).
Code: Select all
label xBuy: # <- Don't use "Label" but "label". python and renpy are case-sensitive.
scene store
menu:
"Buy more of [item1]!":
$ buy_item1 = renpy.input("How many do you want to buy?", allow="0123456789") or 0
$ buy_item1 = int(buy_item1)
$ bag_item1 += buy_item1
- We use "allow" inside the function, so only numbers will be accepted in the input.
- We don't use .strip(), because there is no way that the user has inputed useless spaces.
- We use int() to convert the string (made of numbers) to a numeric variable.
- Note the "or 0" part. This avoids an error if the user does not enter any number.
- Your complicated (and wrong) if/elif/else it's not necessary.
And an unnecessary edit: Funny thing, you can do all of this in a single line: (not really useful, because you can't know how many items have been bought, so you can't check if money should be spent)
Code: Select all
$ bag_item1 += int(renpy.input("How many?", allow="0123456789") or 0)
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