So here's a snippet of code of what I've got currently and what I had been doing-
script.rpy
Code: Select all
show char mark animated neutral serious with qleft
stu "\"{color=#800000}Persona{/color}\"?"
stu "Dude if that really worked and I could see my future, I'd be on easy street."
show char mark animated neutral smirk
stu "You sure you ain't got the brain rot, Hidehiko?"
$ tbnarrator = 1
show char mark ns
n "{color=#ebffdb}>Masao Inaba (Nickname: Mark)\nThe spoiled son of Inaba Dry Cleaning's owners. Earnest and exciteable.{/color}"
$ tbnarrator = 0
#show char brown animated neutral smirk with qleft2
hide char with qdis
show char brown animated neutral smirk with qleft
stu "Hehehe...Turns out there's more to it than an easy joke!"
stu "Maybe not seeing the future, exactly, but weird stuff does happen!"
stu "I'm willing to put my money where my mouth is if you are, Mark."
$ tbnarrator = 1
show char brown ns
n "{color=#ebffdb}>Hidehiko Uesugi (Nickname: Brown)\nCraves attention and doesn't take things very seriously.{/color}"
$ tbnarrator = 0
#show char mark animated neutral smirk with qleft2
hide char with qdis
show char mark animated neutral smirk with qleft
mk "Alright... You're on."
mk "I'll bet you an all-you-can-eat dinner at the Peace Diner on Joy Street."
#show char ayase animated neutral smirk with qleft2
hide char with qdis
Code: Select all
define qdis = Dissolve(0.2)
define qleft = MoveTransition(0.2, enter=offscreenleft, enter_time_warp=_warper.easein)
Code: Select all
define qleft2 = MultipleTransition([
False, Dissolve(0.2),
False, MoveTransition(0.2, enter=offscreenleft, enter_time_warp=_warper.easein),
True])
Is there another bit of code that I could add to reset its position? Or should I just give it up and go back to the way I have it currently listed (and probably just remove the 'char' bit as well if this isn't going to work hahaha)
But I only have 1 speaker on-screen at any time, so just for ease something like this would be ideal. Any other thoughts/ideas welcome (including if there's a way to run the multiple transition with two different character image definitions rather than have them both loaded in under the same one, but I couldn't see a way to do that)