All I want to do is move the first line of NVL text mode down just a smidge. I think having the text start at the very top of the screen doesn't look all that professional.
Plus, eventually I'm going to make my own text box, and the box is going to be practically centered on the screen so I need to move / reposition the text.
Thank you for any support
EDIT: I guess I should add some of the code I have, huh?
Script.rpy:
Code: Select all
# The script of the game goes in this file.
init python:
config.font_replacement_map["SystemBold.ttf", False, True] = ("SystemBold.ttf", False, False)
config.nvl_page_ctc = ("ctc_blink2")
image bglake = "lake.jpg"
image bgschool = "school.jpg"
image ctc_blink:
"images/ctc_01.png"
linear 0.5 alpha 1.0
"images/ctc_03.png"
linear 0.5 alpha 1.0
repeat
image ctc_blink2:
"images/ctc_02.png"
linear 0.5 alpha 1.0
"images/ctc_03.png"
linear 0.5 alpha 1.0
repeat
init:
$ narrator = Character(None,
kind=nvl,
ctc="ctc_blink",
ctc_position="nestled")
define quote = Character(None,
kind=nvl,
ctc="ctc_blink",
ctc_position="nestled",
what_prefix="“",
what_suffix="”")
label start:
label Meeting:
stop music
play music "audio/BGMmp3" fadein 1.0
"Oh no...!"
"Now the line spacing is all messed up!"
"What to do..."
"Well, at least now the text doesn't start from the very top of the screen, eheheh..."
nvl clear
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## NVL-Mode ####################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, 15, 0, 30)
## The maximum number of NVL-mode entries Ren'Py will display. When more entries
## than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 12
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = None
## The spacing between NVL-mode entries when gui.nvl_height is None, and between
## NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = 10 #If this is bigger than gui.nvl_text_ypos, it makes a difference. If smaller, it makes no difference.
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = 660
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = 225
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = 360
define gui.nvl_text_ypos = 10 #Line spacing
define gui.nvl_text_width = 1200
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by the
## nvl_narrator character.)
define gui.nvl_thought_xpos = 360
define gui.nvl_thought_ypos = 10
define gui.nvl_thought_width = 1200
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = 675
define gui.nvl_button_xalign = 0.0
Code: Select all
## NVL screen ##################################################################
##
## This screen is used for NVL-mode dialogue and menus.
##
## https://www.renpy.org/doc/html/screen_special.html#nvl
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.
for i in items:
textbutton i.caption:
action i.action
style "nvl_button"
add SideImage() xalign 0.0 yalign 1.0
screen nvl_dialogue(dialogue):
for d in dialogue:
window:
id d.window_id
fixed:
yfit gui.nvl_height is None
if d.who is not None:
text d.who:
id d.who_id
text d.what:
id d.what_id
## This controls the maximum number of NVL-mode entries that can be displayed at
## once.
define config.nvl_list_length = gui.nvl_list_length
style nvl_window is default
style nvl_entry is default
style nvl_label is say_label
style nvl_dialogue is say_dialogue
style nvl_button is button
style nvl_button_text is button_text
style nvl_window:
xfill True
yfill True
background "gui/nvl.png"
padding gui.nvl_borders.padding
style nvl_entry:
xfill True
ysize gui.nvl_height
style nvl_label:
xpos gui.nvl_name_xpos
xanchor gui.nvl_name_xalign
ypos gui.nvl_name_ypos
yanchor 0.0
xsize gui.nvl_name_width
min_width gui.nvl_name_width
text_align gui.nvl_name_xalign
style nvl_dialogue:
xpos gui.nvl_text_xpos
xanchor gui.nvl_text_xalign
ypos gui.nvl_text_ypos
xsize gui.nvl_text_width
min_width gui.nvl_text_width
text_align gui.nvl_text_xalign
layout ("subtitle" if gui.nvl_text_xalign else "tex")
style nvl_thought:
xpos gui.nvl_thought_xpos
xanchor gui.nvl_thought_xalign
ypos gui.nvl_thought_ypos
xsize gui.nvl_thought_width
min_width gui.nvl_thought_width
text_align gui.nvl_thought_xalign
layout ("subtitle" if gui.nvl_text_xalign else "tex")
style nvl_button:
properties gui.button_properties("nvl_button")
xpos gui.nvl_button_xpos
xanchor gui.nvl_button_xalign
style nvl_button_text:
properties gui.button_text_properties("nvl_button")
Is is possible to make the Dialogue History show by scrolling up with the scroll wheel (middle button on mouse) like in most visual novels?