How to disable "click to fill the textbox" for unseen dialogue?

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Blake337
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How to disable "click to fill the textbox" for unseen dialogue?

#1 Post by Blake337 » Tue Oct 02, 2018 7:55 pm

So I've been looking for an hour on Google and can't find any solutions for this.

You know how in some visual novels, when the text is being displayed in the dialogue box, you can't click to just speed it up and show it all at once? How do you do that in Renpy? At least for unseen text.

I want to be able to pace the game how I want to, instead of letting people mash through the dialogue. So, only letting the player click once the dialogue is done showing.

Thanks for the help.

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Imperf3kt
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Re: How to disable "click to fill the textbox" for unseen dialogue?

#2 Post by Imperf3kt » Tue Oct 02, 2018 8:19 pm

Apply a hard pause.
This isn't particularly recommended, but oh well.

Code: Select all

    e "And now you will be forced to wait for the next line."
    $renpy.pause(hard=True)
    e "Ha ha ha ha ha."
    
You could probably leverage renpy.seen to work out whether to apply the pause or not.
Warning: May contain trace amounts of gratuitous plot.
pro·gram·mer (noun) An organism capable of converting caffeine into code.

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Re: How to disable "click to fill the textbox" for unseen dialogue?

#3 Post by Blake337 » Wed Oct 03, 2018 4:58 pm

Imperf3kt wrote:
Tue Oct 02, 2018 8:19 pm
Apply a hard pause.
This isn't particularly recommended, but oh well.

Code: Select all

    e "And now you will be forced to wait for the next line."
    $renpy.pause(hard=True)
    e "Ha ha ha ha ha."
    
You could probably leverage renpy.seen to work out whether to apply the pause or not.
So I can only do it by adding that line of code after literally every dialogue?

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Re: How to disable "click to fill the textbox" for unseen dialogue?

#4 Post by Imperf3kt » Wed Oct 03, 2018 5:20 pm

As best I know, yes.
Warning: May contain trace amounts of gratuitous plot.
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Re: How to disable "click to fill the textbox" for unseen dialogue?

#5 Post by Blake337 » Sun Oct 07, 2018 2:05 pm

Imperf3kt wrote:
Wed Oct 03, 2018 5:20 pm
As best I know, yes.
It didn't work. All it does is make the game stuck after the textbox disappears.

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Re: How to disable "click to fill the textbox" for unseen dialogue?

#6 Post by Imperf3kt » Sun Oct 07, 2018 2:57 pm

You might need to add a time to the pause.
(1, hard=True)
Where "1" is one second.
Warning: May contain trace amounts of gratuitous plot.
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Re: How to disable "click to fill the textbox" for unseen dialogue?

#7 Post by trooper6 » Sun Oct 07, 2018 7:51 pm

There are a couple of things going on here.
First you want to use slow_abortable false.
https://www.renpy.org/doc/html/style_pr ... _abortable

This is an example of me using it for one of the characters in my game:

Code: Select all

define b = Character('[barb_name]', image="barber", color="#994411", what_color="#FFFFCC",
    what_slow_cps=19, what_slow_abortable=False)
That what_slow_abortable is what you want. With that variable false, the slow text won't fill in when they click...but I do believe it'll just advance. Mine doesn't because I made a complicated no advance thing.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

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Re: How to disable "click to fill the textbox" for unseen dialogue?

#8 Post by Blake337 » Tue Oct 09, 2018 11:39 pm

trooper6 wrote:
Sun Oct 07, 2018 7:51 pm
There are a couple of things going on here.
First you want to use slow_abortable false.
https://www.renpy.org/doc/html/style_pr ... _abortable

This is an example of me using it for one of the characters in my game:

Code: Select all

define b = Character('[barb_name]', image="barber", color="#994411", what_color="#FFFFCC",
    what_slow_cps=19, what_slow_abortable=False)
That what_slow_abortable is what you want. With that variable false, the slow text won't fill in when they click...but I do believe it'll just advance. Mine doesn't because I made a complicated no advance thing.
Yeah, it just makes it so that when I click, instead of filling the box, it just goes to the next one, which is actually worse. Were you able to make it work like I said I wanted it?

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Re: How to disable "click to fill the textbox" for unseen dialogue?

#9 Post by Blake337 » Tue Oct 09, 2018 11:40 pm

Imperf3kt wrote:
Sun Oct 07, 2018 2:57 pm
You might need to add a time to the pause.
(1, hard=True)
Where "1" is one second.
That just creates an unskippable pause after the box disappears, it has nothing to do with what I want.

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Re: How to disable "click to fill the textbox" for unseen dialogue?

#10 Post by trooper6 » Wed Oct 10, 2018 1:24 am

Blake337 wrote:
Tue Oct 09, 2018 11:39 pm
Yeah, it just makes it so that when I click, instead of filling the box, it just goes to the next one, which is actually worse. Were you able to make it work like I said I wanted it?
I explain it all in this post of mine here: viewtopic.php?p=476829#p476829
Take that code and put it in a fresh project and try it out.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

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