Say something from a screen

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Amethysts
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Say something from a screen

#1 Post by Amethysts » Mon Jan 18, 2021 2:11 pm

Hello! does anyone know how to write a dialog line from a screen (via an action for example)?

I'd like to display a summary of the choice the player has just made!

I'd like to do something like

Code: Select all

button:
  text i.caption
  action [i.action, Function(renpy.say(choix_resume, i.caption)]
where choix_resume is a Character that I have defined, but that doesn't work.

The Function action must return a callable action and I've read in the doc that one shouldn't do some python within a screen if this affects the game...

Can someone help me ? Thanks !

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Alex
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Re: Say something from a screen

#2 Post by Alex » Mon Jan 18, 2021 3:02 pm

You could try to make a label with this say statement and pass character and text to it by clicking button of your screen.
Something like

Code: Select all

label some_say_label(char, txt):
    $ renpy.say(char, txt)
    return

Code: Select all

button:
  text i.caption
  action [i.action, Call('some_say_label', choix_resume, i.caption, from_current=True)]
https://www.renpy.org/doc/html/screen_actions.html#Call

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Re: Say something from a screen

#3 Post by Amethysts » Mon Jan 18, 2021 6:18 pm

Okay ! I've already used this trick in my project but I didn't know if this was a "clean" way (good practice) to solve this issue.

Thank you !

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Re: Say something from a screen

#4 Post by Amethysts » Wed Jan 20, 2021 5:05 am

So I tried and this doesn't work, or not correctly because it breaks something else. No matter what choice I select, the sentence is said by my character but after it behaves like it is the last choice that have been chosen !

Image
Image

I've tried with and without `from current`. With from current, a bug happens : the choice keeps repeating.

Image

I've tried reversing the i.action and the Call too, without success.

I think the problem is here:

Code: Select all

            for i in items:
                button:
                    style "coal_choice_button"
                    text i.caption style "coal_nvl_caption"
                    action [i.action, Call('say_after_choice', i.caption), SetVariable("quick_menu", True)] ####### HERE
                if "default" in i.args:
                    timer 0.02 repeat True action [If(countdown_time > 0,
                                                    true=[SetVariable('countdown_time', countdown_time-0.02), SetVariable("quick_menu", False)],
                                                    false=[i.action, Call('say_after_choice', i.caption), SetVariable("quick_menu", True)])]
                    
                    bar value countdown_time range countdown_range style "coal_countdown_bar"
                        

    add SideImage() xalign 0.0 yalign 1.0

label say_after_choice(txt=last_choice):
    $ renpy.say(after_choice, txt)
    $ renpy.fix_rollback() #TODO might not be a great idea
    return

I know it isn't perfect but I tried to make it as readable as possible.

Here is the full screen code:

Code: Select all

screen nvl(dialogue, items=None):

    window:
        style "nvl_window"

        has vbox:
            spacing gui.nvl_spacing

        ## Displays dialogue in either a vpgrid or the vbox.
        if gui.nvl_height:

            vpgrid:
                cols 1
                yinitial 1.0

                use nvl_dialogue(dialogue)

        else:

            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:
            spacing 10
            for i in items:
                button:
                    style "coal_choice_button"
                    text i.caption style "coal_nvl_caption"
                    action [i.action, SetVariable("quick_menu", True)]
                if "default" in i.args:
                    timer 0.02 repeat True action [If(countdown_time > 0,
                                                    true=[SetVariable('countdown_time', countdown_time-0.02), SetVariable("quick_menu", False)],
                                                    false=[i.action, Call('say_after_choice', i.caption), SetVariable("quick_menu", True)])]
                    
                    bar value countdown_time range countdown_range style "coal_countdown_bar"
                        

    add SideImage() xalign 0.0 yalign 1.0

label say_after_choice(txt=last_choice):
    $ renpy.say(after_choice, txt)
    $ renpy.fix_rollback() #TODO might not be a great idea
    return

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Re: Say something from a screen

#5 Post by Alex » Thu Jan 21, 2021 2:20 pm

Amethysts wrote:
Wed Jan 20, 2021 5:05 am
...
Hm, I don't get what you try to achieve...
If you use menu then just show the text as a result of choice

Code: Select all

menu:
    "Choice 1":
        e "You choose 1"
My suggestion was about custom screens.

Code: Select all

default my_var = 0

screen test_game_scr():
    
    vbox:
        align(0.5, 0.05)
        textbutton "Text 1" action [SetVariable("my_var", 1), Call('some_say_label', e, "var will be set to 1", from_current=True)]
        textbutton "Text 2" action [SetVariable("my_var", 2), Call('some_say_label', e, "var will be set to 2", from_current=True)]
        textbutton "Text 3" action [SetVariable("my_var", 3), Call('some_say_label', e, "var will be set to 3", from_current=True)]
        textbutton "Done." action Return()

label some_say_label(char, txt):
    $ renpy.say(char, txt)
    return
    
    
# The game starts here.
label start:
    "my_var = [my_var]"
    call screen test_game_scr
    "my_var = [my_var]"
    "?!"

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Re: Say something from a screen

#6 Post by xavimat » Thu Jan 21, 2021 4:00 pm

Amethysts wrote:
Mon Jan 18, 2021 2:11 pm

Code: Select all

  action Function(renpy.say(choix_resume, i.caption)
I don't know if this will work to do what you want, but this is not how the action Function is used. Parameters must be passed to Function, not to renpy.say.
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Re: Say something from a screen

#7 Post by Amethysts » Fri Jan 22, 2021 6:47 am

Alex wrote:
Thu Jan 21, 2021 2:20 pm
Hm, I don't get what you try to achieve...
If you use menu then just show the text as a result of choice

Code: Select all

menu:
    "Choice 1":
        e "You choose 1"
I just wanted to write down the menu choice the player have chosen.

My game have 150 menus and ~2.5 choices every time : I don't want to write 370 times the previous player's choice.

But I don't know if doing this is relevant. It fits well with NVL-mode though

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