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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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.
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 24, in script
"I haven’t been sleeping well lately."
File "renpy/common/00action_data.rpy", line 50, in get_selected
return getattr(self.object, self.field) == self.value
AttributeError: 'StoreModule' object has no attribute 'yvalue'
screen say(who, what):
style_prefix "say"
window:
id "window"
if who is not None:
window:
style "namebox"
text who id "who"
text what id "what"
## If there's a side image, display it above the text. Do not display on the
## phone variant - there's no room.
if not renpy.variant("small"):
add SideImage() xalign 0.0 yalign 1.0
use quick_menu
style window is default
style say_label is default
style say_dialogue is default
style say_thought is say_dialogue
style namebox is default
style namebox_label is say_label
try unindenting the "use quick_menu" line once (delete four spaces). right now, the indentation puts it inside the window within the say screen, not just placed on top of the base screen.
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 16, in script
"I haven’t been sleeping well lately."
File "renpy/common/00action_data.rpy", line 50, in get_selected
return getattr(self.object, self.field) == self.value
AttributeError: 'StoreModule' object has no attribute 'yvalue'
From what I can tell, the problem is the variable "yvalue" which is set to be modified by the "Log" button on the quick menu. I'd check your code over for that variable, and make sure it's defined somewhere, probably in an init block.
label start:
$ _game_menu_screen = "game_menu"
stop music fadeout 1
#Scene 1: Ground/Zero ####################
label GroundZero:
with slowfade
window show
scene openingCG at Position(xpos=0.0, xanchor=0.0, ypos=0.0, yanchor=0.0)
with fade
play music "music/Act1/01-01-01 Ambient3.ogg" fadeout 1.0
play ambience1 "music/sfx/act 1/scene 1/01.01.01 - Light wind rustling."
"I haven’t been sleeping well lately."
"I’m not really sure why. Of course I’ve thought about it, but nothing comes to mind; there’s nothing in my life that I can point my finger at and say \"stop doing that\" or \"start doing this.\" "
You were right in that for some reason, my readback.rpy was missing. But it still isn't showing, even though the use quick_menu line is now right after the say screen start.
if the "use quick menu" code is the first thing after the start of the say screen, it will happen below everything else on the say screen. It may just be hidden under the textbox window.