Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
Forum rules
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.
label roomdesc:
nvl clear
nvl_narrator "My room is small, but I like it that way. It makes it easy to reach everything quickly. My {a=jump:dreambed}bed{/a} is pushed up in the
corner, neatly made, with my {a=jump:dreamcloset}closet{/a} at the foot of it. My {a=jump:dreamshelf}bookshelf{/a} is on the opposite side of
the room, right next to the {a=jump:dreamdoor}door{/a}."
return
The only problem I'm having now is how to make it so that the player can't just click past this dialogue, and instead has to click on one of the links to continue.
Releases:
Current projects: In the Ashes of Dawn
Split Psyche
Savestate Gambit
One is to replace it with a screen that is modal. This would involve a reasonable amount of work but the result should be pretty much what you want.
A better way, might be to simply put a label right before this line of dialogue. The line after is a jump back to the new label you just created.
By clicking one of the links, you can break out of the loop.
One caveat is that if you have the text appear slower than instantly, clicking will make it seem as if the same line is repeating over and over.
Warning: May contain trace amounts of gratuitous plot.
pro·gram·mer (noun) An organism capable of converting caffeine into code.
nvl_narrator "My room is small, but I like it that way. It makes it easy to reach everything quickly. My {a=jump:dreambed}bed{/a} is pushed up in the
corner, neatly made, with my {a=jump:dreamcloset}closet{/a} at the foot of it. My {a=jump:dreamshelf}bookshelf{/a} is on the opposite side of
the room, right next to the {a=jump:dreamdoor}door{/a}." (advance=False)
advance parameter exist exactly for this situation:
advance
If True, the default, the player can click to advance through the statement, and other means of advancing (such as skip and auto-forward mode) will also work. If False, the player will be unable to move past the say statement unless an alternate means (such as a jump hyperlink or screen) is provided.