Hi all!
I’m trying to put together a ‘current objectives’ screen for my game but am having problems with getting it to work how I want.
The story progression for each character is controlled by a simple numerical value – the character Anna starts off at value 0 and as each step in the story progresses that goes up by one to trigger new events, etc. I figure it should be relatively easy to have something along the lines of
“if anna == 1
Get Anna repaired.”
Or
“if clea == 3
Find an object of magical value to bring to the Sanctum.”
Or
“if pg == 4
Consult Friday at the Foundry.”
I’m trying to display them all on screen at the same time for multiple characters (not as dialogue which the coding above kinda does, of course) and I don’t see anything in the cookbook that lends itself to this sort of thing. Can anyone help point me in the right direction for something in this vein? There are multiple characters that will have open objectives at any time, so it’s not just one listing at a time. I do want to try and future-proof it so that there can be multiple ‘pages’ of this information, rather than jammed onto one ‘page’ but I’m hazy on that code too, sorry!
I’m also squeezing in a little quicklinks menu at the bottom of that screen as well (it’s a cellphone interface) which is it’s own actual screen, just in case that affects how I need to approach this.
Thanks everyone!
Objectives screen?
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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.
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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Re: Objectives screen?
Code: Select all
if anna == 1:
"Get Anna repaired."
if clea == 3:
"Find an object of magical value to bring to the Sanctum."
if pg == 4:
"Consult Friday at the Foundry."
Code: Select all
menu:
if anna == 1:
"Get Anna repaired.":
jump label1
if clea == 3:
"Find an object of magical value to bring to the Sanctum.":
jump label2
if pg == 4:
"Consult Friday at the Foundry.":
jump label3
else:
jump label4 #incase no one has any of above
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Re: Objectives screen?
@XxrenxX, have you tried your code? It's not working for me. Menus does not work that way. See: https://renpy.org/doc/html/menus.htmlXxrenxX wrote: ↑Fri May 17, 2019 12:13 amSo if it's set up as a menu it could be like this
Code: Select all
menu: if anna == 1: "Get Anna repaired.": jump label1 if clea == 3: "Find an object of magical value to bring to the Sanctum.": jump label2 if pg == 4: "Consult Friday at the Foundry.": jump label3 else: jump label4 #incase no one has any of above
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Rhaier Kingdom A Ren'Py Multiplayer Adventure Visual Novel.
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- xavimat
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- Contact:
Re: Objectives screen?
This is the simplest way I can think:HammeredEnt wrote: ↑Sun May 12, 2019 10:57 pm Hi all!
I’m trying to put together a ‘current objectives’ screen for my game but am having problems with getting it to work how I want.
The story progression for each character is controlled by a simple numerical value – the character Anna starts off at value 0 and as each step in the story progresses that goes up by one to trigger new events, etc. I figure it should be relatively easy to have something along the lines of
“if anna == 1
Get Anna repaired.”
Or
“if clea == 3
Find an object of magical value to bring to the Sanctum.”
Or
“if pg == 4
Consult Friday at the Foundry.”
I’m trying to display them all on screen at the same time for multiple characters (not as dialogue which the coding above kinda does, of course) and I don’t see anything in the cookbook that lends itself to this sort of thing. Can anyone help point me in the right direction for something in this vein? There are multiple characters that will have open objectives at any time, so it’s not just one listing at a time. I do want to try and future-proof it so that there can be multiple ‘pages’ of this information, rather than jammed onto one ‘page’ but I’m hazy on that code too, sorry!
I’m also squeezing in a little quicklinks menu at the bottom of that screen as well (it’s a cellphone interface) which is it’s own actual screen, just in case that affects how I need to approach this.
Thanks everyone!
Code: Select all
default objectives = {
"Chara1": ["Chara1-Obj0", "Chara1-Obj1", "Chara1-Obj2"],
"Chara2": ["Chara2-Obj0", "Chara2-Obj1", "Chara2-Obj2"],
"Chara3": ["Chara3-Obj0", "Chara3-Obj1", "Chara3-Obj2"],
"Chara4": ["Chara4-Obj0", "Chara4-Obj1", "Chara4-Obj2"]
}
default points = {"Chara1": 0, "Chara2": 0, "Chara3": 0, "Chara4": 0}
screen objs():
vbox:
for k, v in points.items():
text "[k]: " + objectives[k][v]
label start:
show screen objs
"Let's start."
$ points["Chara1"] += 1
"Hi!"
$ points["Chara2"] += 1
"Hello!"
$ points["Chara3"] += 1
"Sup!"
$ points["Chara1"] += 1
"Hi!"
$ points["Chara4"] += 1
"Howdy!"
return
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Rhaier Kingdom A Ren'Py Multiplayer Adventure Visual Novel.
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