I would like to make a theme function. I believe I read that ren'py doesn't support user defined functions (more than one line long)... So I thought maybe a subroutine would work. But putting a call statement inside of an init block seems to always give me errors.
Also, in creating my own theme, it seems like I'm setting a lot of styles to have the same values. If I wanted to set all labels, buttons, prompts, etc. to have the same styles (perhaps with minor changes afterward), is there a way to do that which is easier than setting them all individually?
making a theme function
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Re: making a theme function
Styles are based on inheritance, right? So defining them for the parent should enable them for several children. Also, there was a function for changing a style's parent, I believe.
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Re: making a theme function
Themes are usually python function, but for a single game you can use an init python block. There are a relatively small number of styles a theme has to define, and they are listed at:
http://www.renpy.org/wiki/renpy/doc/ref ... stom_Theme
http://www.renpy.org/wiki/renpy/doc/ref ... stom_Theme
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Re: making a theme function
Yes, I've seen that list and I think it's incomplete. It says nothing about style.say_label, style.say_dialogue, style.say_window, or style.menu_choice. I assume there are a few that I'm missing. Information about these styles is scattered around the documentation, which made finding it difficult.
As for just using an init block, I didn't want to worry about init block priority... It's not a big deal though. I would like to clarify one thing though- are call statements inside init blocks illegal?
As for just using an init block, I didn't want to worry about init block priority... It's not a big deal though. I would like to clarify one thing though- are call statements inside init blocks illegal?
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