Launching Edit Script on Vista, Script structure (solved)

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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fioricca
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Launching Edit Script on Vista, Script structure (solved)

#1 Post by fioricca » Fri Feb 19, 2010 3:25 am

Hello! I have just recently downloaded ver. 6.10.02 about a week ago, and am unable to load/launch the text editor after clicking on the Edit Script option. I have tried to copy the jedit application file into a few different areas but it still wouldn't work; clicking on the application itself yields the same result. I stumbled across an old thread in this forum which provided an attachment for users who faced the same problem with Windows 97/98, and tried downloading that file, but it looks like that file works only on Windows 97/98. I've looked at the FAQs and various sections Ren'Py tutorials to no avail.

I have no knowledge of programming at all, and am unsure of how else I can script without having to open jedit/clicking on the Edit Script option. I'm using Vista Home Premium (SP2), 32-bit, 3.00GB RAM.

What can I do? Thank you very much in advance for any assistance.

eta; If I may ask another question, do the commands have to be structured in some way - for instance, define commands would have to be written prior to the dialogue commands, or would writing define commands/inserting image commands at some other part of the script (like towards the end, for instance) have different effects? What is the proper structure?

If it's still not clear, is
define s = Character('Sylvie', color="#c8ffc8")
define m = Character('Me', color="#c8c8ff")

label start:
"I'll ask her..."

m "Um... will you..."
m "Will you be my artist for a visual novel?"



the same as:
label start:
"I'll ask her..."

m "Um... will you..."
m "Will you be my artist for a visual novel?"

define s = Character('Sylvie', color="#c8ffc8")
define m = Character('Me', color="#c8c8ff")


Thank you very much for your help!
Last edited by fioricca on Fri Feb 19, 2010 7:12 pm, edited 2 times in total.

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Re: Unable to launch Edit Script on Vista, Script structure

#2 Post by number473 » Fri Feb 19, 2010 8:18 am

In order to run jEdit you need Java. Go to http://www.java.com/getjava/ and it should automatically detect your os so that you get the right version. The other alternative is to use another editor. On the Ren'Py site, if you click on editors on the side it will give you the option to download the other editor SciTE, which will run w/o Java. Just unzip in into the Ren'Py directory and then change the setting from the launcher.

Regarding the other question, this from the reference:
Image statements can either appear in init blocks, or are implicitly placed in an init block with priority 990. (changed in 6.9.0)
If not inside an init block, the define statement will automatically be run with init priority 0.
In other words it treats it as if it was in an init block anyway.
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Re: Unable to launch Edit Script on Vista, Script structure

#3 Post by fioricca » Fri Feb 19, 2010 6:40 pm

It works perfectly!! Thank you so very much!!

Regarding the second one - this is going to sound silly of me, but I... don't really get it. What is an init block?

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Re: Launching Edit Script on Vista (solved), Script structure

#4 Post by number473 » Fri Feb 19, 2010 6:59 pm

Ren'Py script is structured i such a way that there are special blocks of code called init blocks where definitions and initializations are done. From the Reference:
The init statement is used to execute blocks of Ren'Py statements before the script executes. Init blocks are used to define images and characters, to set up unchanging game data structures, and to customize Ren'Py.
So you get code that looks something like this:

Code: Select all

init:
    # image and character definitions go here

label start:
    # actual game script goes here
You'll see something similar when you open the script for a new project the first time.
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Re: Launching Edit Script on Vista, Script structure

#5 Post by fioricca » Fri Feb 19, 2010 7:12 pm

Aaaahh I see. Thank you so much! *_*

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Re: Launching Edit Script on Vista (solved), Script structure

#6 Post by PyTom » Fri Feb 19, 2010 7:12 pm

Now that the define and image statements are automatically run at init-time, there isn't much need for explicit init blocks anymore.
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Re: Launching Edit Script on Vista, Script structure (solved)

#7 Post by fioricca » Fri Feb 19, 2010 11:53 pm

I understand. Thank you very much. :D

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