Ren'py ui - "self-voicing enabled/disabled"
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Ren'py ui - "self-voicing enabled/disabled"
I'm trying to adjust the popup you see when you press V for self-voicing (both the text and positioning). The only results I got for the text that comes up ("Self-voicing enabled. Press 'v'' to disable) is found in common.rpym but modifying 00preferences.rpy:504 isn't causing any changes.
- Imperf3kt
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Re: Ren'py ui - "self-voicing enabled/disabled"
You need to add the code from common folder of renpy install, to your game at a higher init.
I have dobe this in one project, where I changed the text to an image. After I get home from work, I can give you better instruction.
I have dobe this in one project, where I changed the text to an image. After I get home from work, I can give you better instruction.
Warning: May contain trace amounts of gratuitous plot.
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- Imperf3kt
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Re: Ren'py ui - "self-voicing enabled/disabled"
The part you require can be found starting at line 471 of renpy/renpy/common/00preferences.rpy
Copy everything from the init -1500 (including the init -1500 line itself) and paste it in your project, changing the init to -1499 or closer to 0.
Make your adjustments and they'll appear in your game, but only the one you paste the changes into.
Code: Select all
def __show_self_voicing():
has_screen = renpy.get_screen("_self_voicing")
if _preferences.self_voicing and not has_screen:
renpy.show_screen("_self_voicing")
elif not _preferences.self_voicing and has_screen:
renpy.hide_screen("_self_voicing")
if _preferences.self_voicing and config.self_voicing_stops_afm:
if _preferences.using_afm_enable:
_preferences.afm_enable = False
else:
_preferences.afm_time = 0
config.interact_callbacks.append(__show_self_voicing)
init -1500 python:
import os
config.self_voicing_stops_afm = not ("RENPY_SELF_VOICING_AFM" in os.environ)
init -1500:
# The screen that we use to indicate that self-voicing is enabled.
screen _self_voicing():
zorder 1500
if _preferences.self_voicing == "clipboard":
$ message = _("Clipboard voicing enabled. Press 'shift+C' to disable.")
elif _preferences.self_voicing == "debug":
$ message = _("Self-voicing would say \"[renpy.display.tts.last]\". Press 'alt+shift+V' to disable.")
else:
$ message = _("Self-voicing enabled. Press 'v' to disable.")
text message:
alt ""
xpos 10
ypos 35
color "#fff"
outlines [ (1, "#0008", 0, 0)]
Make your adjustments and they'll appear in your game, but only the one you paste the changes into.
Warning: May contain trace amounts of gratuitous plot.
pro·gram·mer (noun) An organism capable of converting caffeine into code.
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Current project: GGD Mentor
Re: Ren'py ui - "self-voicing enabled/disabled"
Works like a charm, thank you.Imperf3kt wrote: ↑Mon Feb 25, 2019 6:18 am The part you require can be found starting at line 471 of renpy/renpy/common/00preferences.rpyCopy everything from the init -1500 (including the init -1500 line itself) and paste it in your project, changing the init to -1499 or closer to 0.Code: Select all
def __show_self_voicing(): has_screen = renpy.get_screen("_self_voicing") if _preferences.self_voicing and not has_screen: renpy.show_screen("_self_voicing") elif not _preferences.self_voicing and has_screen: renpy.hide_screen("_self_voicing") if _preferences.self_voicing and config.self_voicing_stops_afm: if _preferences.using_afm_enable: _preferences.afm_enable = False else: _preferences.afm_time = 0 config.interact_callbacks.append(__show_self_voicing) init -1500 python: import os config.self_voicing_stops_afm = not ("RENPY_SELF_VOICING_AFM" in os.environ) init -1500: # The screen that we use to indicate that self-voicing is enabled. screen _self_voicing(): zorder 1500 if _preferences.self_voicing == "clipboard": $ message = _("Clipboard voicing enabled. Press 'shift+C' to disable.") elif _preferences.self_voicing == "debug": $ message = _("Self-voicing would say \"[renpy.display.tts.last]\". Press 'alt+shift+V' to disable.") else: $ message = _("Self-voicing enabled. Press 'v' to disable.") text message: alt "" xpos 10 ypos 35 color "#fff" outlines [ (1, "#0008", 0, 0)]
Make your adjustments and they'll appear in your game, but only the one you paste the changes into.
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