Is there add parameter to nvl_narrator?

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Mavrik_Lokeeh
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Is there add parameter to nvl_narrator?

#1 Post by Mavrik_Lokeeh »

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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Re: Is there add parameter to nvl_narrator?

#2 Post by xavimat »

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?") :roll:
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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Re: Is there add parameter to nvl_narrator?

#3 Post by Mavrik_Lokeeh »

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?") :roll:
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:
Screenshot (223).png
This is what I meant by text getting pushed aside.
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Re: Is there add parameter to nvl_narrator?

#4 Post by kivik »

Have you tried this:

Code: Select all

define m = Character("", kind=nvl)

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Re: Is there add parameter to nvl_narrator?

#5 Post by Mavrik_Lokeeh »

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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