Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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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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Mavrik_Lokeeh
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#1
Post
by Mavrik_Lokeeh » Thu Jun 14, 2018 9:14 am
I've tried messing with the code a bit, but I didn't get any results... I wanted to do something like this:
Code: Select all
define m = Character("Anon", who_color='#6a9937')
But instead of a character, I wanted to use the nvl_narrator.
I know I could just use:
Code: Select all
define m = Character(None, who_color='#6a9937', kind=nvl)
But it kind of pushes the text a bit... Can somebody help?
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xavimat
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#2
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by xavimat » Thu Jun 14, 2018 10:24 am
That's odd. In your last definition you tell renpy to color the name and to not put a name. Renpy is still wondering ("So, what color should I apply to a name that I don't have to show?")
Simply define the character WITH a name. It's not the nvl narrator, is a nvl character:
Code: Select all
define m = Character("Anon", who_color='#6a9937', kind=nvl)
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Mavrik_Lokeeh
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#3
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by Mavrik_Lokeeh » Thu Jun 14, 2018 9:25 pm
xavimat wrote: ↑Thu Jun 14, 2018 10:24 am
That's odd. In your last definition you tell renpy to color the name and to not put a name. Renpy is still wondering ("So, what color should I apply to a name that I don't have to show?")
Simply define the character WITH a name. It's not the nvl narrator, is a nvl character:
Code: Select all
define m = Character("Anon", who_color='#6a9937', kind=nvl)
I want an NVL narrator not an NVL Character so I can prevent stuff like this:
This is what I meant by text getting pushed aside.
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kivik
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#4
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by kivik » Fri Jun 15, 2018 2:34 am
Have you tried this:
Code: Select all
define m = Character("", kind=nvl)
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Mavrik_Lokeeh
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#5
Post
by Mavrik_Lokeeh » Sun Jun 17, 2018 11:13 pm
kivik wrote: ↑Fri Jun 15, 2018 2:34 am
Have you tried this:
Code: Select all
define m = Character("", kind=nvl)
I have but it still stayed the same.
At the moment I tried messing with gui.rpy for a bit and fixed it on my own. But it would be great if I could still use the nvl character later on... This is the part I edited:
Code: Select all
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5 to
## center.
define gui.dialogue_xpos = 268
define gui.dialogue_ypos = 50
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