How to disable "click to fill the textbox" for unseen dialogue?
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How to disable "click to fill the textbox" for unseen dialogue?
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.
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.
- Imperf3kt
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Re: How to disable "click to fill the textbox" for unseen dialogue?
Apply a hard pause.
This isn't particularly recommended, but oh well.
You could probably leverage renpy.seen to work out whether to apply the pause or not.
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."
Warning: May contain trace amounts of gratuitous plot.
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Re: How to disable "click to fill the textbox" for unseen dialogue?
So I can only do it by adding that line of code after literally every dialogue?Imperf3kt wrote: ↑Tue Oct 02, 2018 8:19 pm Apply a hard pause.
This isn't particularly recommended, but oh well.You could probably leverage renpy.seen to work out whether to apply the pause or not.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."
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Re: How to disable "click to fill the textbox" for unseen dialogue?
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?
You might need to add a time to the pause.
(1, hard=True)
Where "1" is one second.
(1, hard=True)
Where "1" is one second.
Warning: May contain trace amounts of gratuitous plot.
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- trooper6
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Re: How to disable "click to fill the textbox" for unseen dialogue?
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:
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.
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)
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
*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
Re: How to disable "click to fill the textbox" for unseen dialogue?
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?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: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.Code: Select all
define b = Character('[barb_name]', image="barber", color="#994411", what_color="#FFFFCC", what_slow_cps=19, what_slow_abortable=False)
- trooper6
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Re: How to disable "click to fill the textbox" for unseen dialogue?
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
*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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