Re: Ren'Py 6.11.0 Pre-Released
Posted: Sat Jul 10, 2010 11:45 am
Yeah, that one's my fault - I inverted the sense of a check that prevented a divide by zero.
Supporting creators of visual novels and story-based games since 2003.
https://lemmasoft.renai.us/forums/
I tried, but it didn't actually demonstrate the problem when run from the command line - and now it's obstinately refusing to lock up for me at all; I'll send more traces if I manage to get it to show up again.PyTom wrote:Hm... now can you try it on the game with the problem?
That's not a bug... it's a feature!Spiky Caterpillar wrote:and now it's obstinately refusing to lock up for me at all
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label showenemy(enm):
$renpy.music.play ("snd/enemy.ogg",loop=False)
scene black
show i_panel at Position(xpos=1.5,yalign=0.5)
transform enmshw:
xalign 0.5 yalign 0.5 alpha 0
linear 1.0 alpha 1.0
linear 1.0 xalign 0.05
pause 1.0
linear 1.0 zoom 0.75
$renpy.show("r_"+Enemy[enm][1],[enmshw])
show i_panel:
xpos 1.5 yalign 0.5
linear 1.5 xpos 0.0
image test:
contains:
Null()
pause 2.0
xalign 0.9 yalign 0.0
Text(Enemy[enm][2],style="bix",size=64,slow_cps=8,slow=True)
contains:
Null()
pause 3.0
xalign 0.5 yalign 0.97
Text("click to continue",style="bix",size=32,slow_cps=8,slow=True)
show test
transform blink(d):
alpha 0
pause d
linear 0.5 alpha 1.0
python:
with ui.vbox(-2,xmaximum=500,xfill=True,xpos=470,ypos=150):
ui.at(blink(2))
ui.text("Hit Points: "+str(Enemy[enm][3]),size=25,style="bix2")
ui.at(blink(2.4))
ui.text("HP Regen: "+str(Enemy[enm][19])+"/turn",size=25,style="bix2")
ui.at(blink(2.8))
ui.text("XP When Killed: "+str(Enemy[enm][18]),size=25,style="bix2")
ui.at(blink(3.2))
ui.text("Attack: "+DmgT[Enemy[enm][5]],size=25,style="bix2")
ui.at(blink(3.6))
ui.text("Damage: ("+str(Enemy[enm][6])+"-"+str(Enemy[enm][7])+")",size=25,style="bix2")
ui.at(blink(4.0))
ui.text("Armor Rating:",size=25,style="bix2")
with ui.vbox(-2,xmaximum=500,xfill=True,xpos=760,ypos=150):
ui.at(blink(2.2))
ui.text("Skill Points: "+str(Enemy[enm][4]),size=25,style="bix2")
ui.at(blink(2.6))
ui.text("SP Regen: "+str(Enemy[enm][20])+"/turn",size=25,style="bix2")
ui.at(blink(3.0))
ui.text("Evasion: "+str(Enemy[enm][15])+"%",size=25,style="bix2",xalign=1.0)
ui.at(blink(3.4))
ui.text("Accuracy: "+str(Enemy[enm][9])+"%",size=25,style="bix2",xalign=1.0)
ui.at(blink(3.8))
ui.text("x Rate of Fire: "+str(Enemy[enm][8]),size=25,style="bix2")
for i in range(5):
ui.at(blink(4.2+i*0.15))
ui.text(str(Enemy[enm][10+i])+" vs "+DmgT[i],size=25,style="bix2",xalign=1.0)
with ui.vbox(-2,xmaximum=530,xfill=True,xpos=470,ypos=480):
ui.at(blink(5.4))
ui.text("Special Move: "+EnemySk[Enemy[enm][16]][2]+" ("+str(EnemySk[Enemy[enm][16]][3])+"sp)",size=25,style="bix2")
ui.at(blink(5.6))
ui.text(EnemySk[Enemy[enm][16]][1],size=22,style="bix2")
renpy.pause()
return
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init python:
style.image_placement.xpos = 0.5
style.image_placement.ypos = 1.0
style.image_placement.xanchor = 0.5
style.image_placement.yanchor = 1.0
config.default_transform = None
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ui.frame(ypos=2,yminimum=100,ymaximum=100,xmaximum=250, xminimum=250,xfill=True,style="rpgA")
tt=Tooltip("Click to set this enemy as the current target of the active Hero. You can also use TAB key to cycle between targets.")
ui.textbutton("{color=#FFF}{size=18}"+tmpEnemy[i][2]+"{/size}{/color}\n\n",[b]xalign=0.5[/b],ypos=-15,clicked=ui.returns((100+i,active_order)),xminimum=250,yminimum=100,style="default",hovered=tt.show, unhovered=tt.hide)
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ui.frame(ypos=2,yminimum=100,ymaximum=100,xmaximum=250, xminimum=250,xfill=True,style="rpgA")
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ui.frame(area=(0, 2, 100, 250), style="rpgA")
Did you try:jack_norton wrote:I understand this version is a big change, but would be cool if there was a working solution/hack to keep the old behaviour of xalign, so I could update all my old games to use openGL and not have to test them carefully step by step to spot potential alignment bugs
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init python:
config.transform_uses_child_position = False