Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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I use choice menus in my project from both NVL and ADV modes. However, when I'm in ADV, the NVL menu shows up, with the NVL frame too. My code is below:
screen choice(items):
style_prefix "choice"
vbox:
for i in items:
textbutton i.caption action i.action
screen nvl(dialogue, items=None):
frame:
pos (540, 30)
side "c":
area (0, 0, 844, 780)
viewport id "vp":
yadjustment ui.adjustment (value=9999, range=9999)
vbox:
spacing gui.nvl_spacing
use nvl_dialogue(dialogue)
## Displays the menu, if given. The menu may be displayed incorrectly if
## config.narrator_menu is set to True, as it is above.
vbox:
pos(0, 850)
for i in items:
textbutton i.caption:
action i.action
style "nvl_button"
Does anyone know why this is happening? I'd like to use both menus in both situations.
Last edited by Kinmoku on Mon May 25, 2020 9:19 am, edited 1 time in total.
I'm not totally sure, but probably you can leave the normal menu behaviour as default, and use the menu argument to determine when a menu is a NVL one or a normal one.
gas wrote: ↑Wed May 20, 2020 5:52 am
I'm not totally sure, but probably you can leave the normal menu behaviour as default, and use the menu argument to determine when a menu is a NVL one or a normal one.
# this one should be seen as NVL mode...
menu (nvl = True):
"Gas is a genius":
jump no_way
"Gas is stupid":
jump more_probably
Weirdly, I use this for the NVL menu (which appears later in the game) but both menus still look the same. Is "menu (nvl = False):" what I should be using?
According to documentation if you set (nvl = True) as a menu argument, that menu should be seen in nvl type.
While others should look as ADV.
So, why this doesn't work is out of my knowledge.
Another approach can be to assign the menu variable.