Help of NVL text?
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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.
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.
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QueenModdy
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Help of NVL text?
Hey,
I'm using NVL text for my story and all's going well..
but if I type in too much text without commanding NVL clear, the text just keeps going down the screen to where you can't read it and past that.
Is there some sort of code I can use that can tell when the window is filled with text so it can continue onto a new screen?
This kinda makes sense in my head so.. ask me to elaborate if you don't get what I mean.
Thanks so much!!
I'm using NVL text for my story and all's going well..
but if I type in too much text without commanding NVL clear, the text just keeps going down the screen to where you can't read it and past that.
Is there some sort of code I can use that can tell when the window is filled with text so it can continue onto a new screen?
This kinda makes sense in my head so.. ask me to elaborate if you don't get what I mean.
Thanks so much!!
- OokamiKasumi
- Eileen-Class Veteran
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- Completed: 14 games released -- and Counting.
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Re: Help of NVL text?
What you are looking for is "nvl clear".QueenModdy wrote:Hey,
I'm using NVL text for my story and all's going well..
but if I type in too much text without commanding NVL clear, the text just keeps going down the screen to where you can't read it and past that.
Is there some sort of code I can use that can tell when the window is filled with text so it can continue onto a new screen?
This kinda makes sense in my head so.. ask me to elaborate if you don't get what I mean.
Thanks so much!!
Unlike ADV mode, NVL mode does not automatically clear it's text when it gets to the bottom of the textbox. You must use nvl clear to manually set the textbox to clear for more text.
If you don't use nvl clear, not only will the text will run right off the bottom of the box, the next time you use nvl text all that text will pop right back up in your textbox.
Also...!
Use window hide when you are done with your NVL text.
-- If you don't use window hide the nvl box will STAY THERE empty of text, and covering your images.
I find it best just to simply type them both at the same time.
Code:
Code: Select all
story2 "When you wish upon a star, your dreams come true."
nvl clear
window hideOokami Kasumi ~ Purveyor of fine Smut.
Most recent Games Completed:
"No amount of great animation will save a bad story." -- John Lasseter of Pixar
Most recent Games Completed:
- The Walk[Psychological][NanoWinter] ~ PG New!
- Trap! [ModernFantasy][VN] ~ PG16
- The Adventures of Prince Ivan [Fant/Adv/VN] ~ PG
"No amount of great animation will save a bad story." -- John Lasseter of Pixar
Re: Help of NVL text?
I think QueenModdy's having the same problem as I do sometimes with nvl mode - it's not knowing how to clear the screen that's the problem, but being able to tell when it should be done. I like to have the screen pretty full before I trigger the next one, to save on clicking for the player, but there's no way of telling when coding when you've got a "screen full", other than experience and guesswork. I don't think there's an easy way around this though.
Hm, a thought - would it be possible to code in a scrollbar to the nvl window that'd activate automatically if the nvl window overflowed the screen? That'd solve the problem nicely. I'm still a renpy beginner though, so that's a bit beyond me!
Hm, a thought - would it be possible to code in a scrollbar to the nvl window that'd activate automatically if the nvl window overflowed the screen? That'd solve the problem nicely. I'm still a renpy beginner though, so that's a bit beyond me!
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QueenModdy
- Newbie
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- Joined: Fri Feb 08, 2013 6:04 pm
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Re: Help of NVL text?
I suspected that was the case-
now I have to go into the game and make sure the text doesn't run too far..
it'll take time, but that's just the way it is I guess..
at least we have the save+load features!
now I have to go into the game and make sure the text doesn't run too far..
it'll take time, but that's just the way it is I guess..
at least we have the save+load features!
- OokamiKasumi
- Eileen-Class Veteran
- Posts: 1779
- Joined: Thu Oct 14, 2010 3:53 am
- Completed: 14 games released -- and Counting.
- Organization: DarkErotica Games
- Deviantart: OokamiKasumi
- Location: NC, USA
- Contact:
Re: Help of NVL text?
I use NVL Mode a lot, and the only way to be sure is to Play-test every single paragraph and add "nvl clear" when the text gets to the bottom of the box.seldompie wrote:I think QueenModdy's having the same problem as I do sometimes with nvl mode - it's not knowing how to clear the screen that's the problem, but being able to tell when it should be done. I like to have the screen pretty full before I trigger the next one, to save on clicking for the player, but there's no way of telling when coding when you've got a "screen full", other than experience and guesswork. I don't think there's an easy way around this though.
You'd have to add UI functions to screens to make that happen, and those codes don't play well with each other.seldompie wrote:Hm, a thought - would it be possible to code in a scrollbar to the nvl window that'd activate automatically if the nvl window overflowed the screen? That'd solve the problem nicely. I'm still a renpy beginner though, so that's a bit beyond me!
Ookami Kasumi ~ Purveyor of fine Smut.
Most recent Games Completed:
"No amount of great animation will save a bad story." -- John Lasseter of Pixar
Most recent Games Completed:
- The Walk[Psychological][NanoWinter] ~ PG New!
- Trap! [ModernFantasy][VN] ~ PG16
- The Adventures of Prince Ivan [Fant/Adv/VN] ~ PG
"No amount of great animation will save a bad story." -- John Lasseter of Pixar
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