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.
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Scribbles
- Miko-Class Veteran
- Posts: 636
- Joined: Wed Sep 21, 2016 4:15 pm
- Completed: Pinewood Island, As We Know It
- Projects: In Blood
- Organization: Jaime Scribbles Games
- Deviantart: breakfastdoodles
- itch: scribbles
- Location: Ohio
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Contact:
#1
Post
by Scribbles » Sun Jul 30, 2017 12:46 pm
I'm trying to adjust the notify screen under certain circumstances and it's not working?
Code: Select all
screen notify(message):
if message == ach_string:
zorder 100
style_prefix "not_ach"
frame at truecenter:
text ach_string style "not_ach"
else:
zorder 100
style_prefix "notify"
frame at notify_appear:
text message color "000000"
timer 3.25 action Hide('notify')
transform notify_appear:
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0
style notify_frame is empty
style notify_text is gui_text
style notify_frame:
ypos gui.notify_ypos
background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile)
padding gui.notify_frame_borders.padding
style notify_text:
properties gui.text_properties("notify")
it just ignores the if statement and maintains the other notify styles
the notify is part of my achievements image map, so that when a player clicks on the achievement image they get a definition of what the achievement was for, and I just wanted to have a different style for that instance and not fully change all the notify messages -_-
Code: Select all
if persistent.ach01:
$ ach_string = "Placeholder Text!"
hotspot (114, 295, 185, 170) action Notify(ach_string)
else:
pass
I define the style in a seperate .rpy file:
Code: Select all
init python:
style.not_ach = Style(style.default)
style.not_ach.color = "000000"
style.not_ach.size = 50
Ideally I would like for a simple message to appear at true center and then fade away after a few seconds > < I'm sorry I'm not great at programming so I'm not sure why it's not working
Last edited by
Scribbles on Sun Jul 30, 2017 3:19 pm, edited 1 time in total.
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shin.e.d
- Newbie
- Posts: 22
- Joined: Sat Jan 10, 2015 10:50 am
- Projects: Data Lion and an unnamed bxb game with dinosaurs!
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Contact:
#2
Post
by shin.e.d » Sun Jul 30, 2017 2:37 pm
Hey how about this? This worked in my test game when I tested it, so hopefully you can get it to work too.
switch notify example:
Code: Select all
screen testing_notify:
tag menu
use navigation
## sets the variable thats used in the notify screen's new if statement.
on "replace" action SetVariable("switch_notify",True)
on "show" action SetVariable("switch_notify",True)
on "hide" action SetVariable("switch_notify",False)
on "replaced" action SetVariable("switch_notify",False)
## example button that uses the different Notify in this screen.
textbutton "test" action Notify("message here")
## define the variables. default saves itself on save/load so its not reset.
default switch_notify=False
style not_ach is default:
color "#000"
size 50
## Notify screen ###############################################################
screen notify(message):
if switch_notify:
zorder 100
style_prefix "not_ach"
frame at switch_notify_appear:
text message style "not_ach"
else:
zorder 100
style_prefix "notify"
frame at notify_appear:
text message color "000000"
timer 3.25 action Hide('notify')
transform switch_notify_appear:
xalign 0.5 yalign 0.5
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0
transform notify_appear:
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0
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Scribbles
- Miko-Class Veteran
- Posts: 636
- Joined: Wed Sep 21, 2016 4:15 pm
- Completed: Pinewood Island, As We Know It
- Projects: In Blood
- Organization: Jaime Scribbles Games
- Deviantart: breakfastdoodles
- itch: scribbles
- Location: Ohio
-
Contact:
#3
Post
by Scribbles » Sun Jul 30, 2017 3:23 pm
shin.e.d wrote: ↑Sun Jul 30, 2017 2:37 pm
Hey how about this? This worked in my test game when I tested it, so hopefully you can get it to work too.
switch notify example:
Code: Select all
screen testing_notify:
tag menu
use navigation
## sets the variable thats used in the notify screen's new if statement.
on "replace" action SetVariable("switch_notify",True)
on "show" action SetVariable("switch_notify",True)
on "hide" action SetVariable("switch_notify",False)
on "replaced" action SetVariable("switch_notify",False)
## example button that uses the different Notify in this screen.
textbutton "test" action Notify("message here")
## define the variables. default saves itself on save/load so its not reset.
default switch_notify=False
style not_ach is default:
color "#000"
size 50
## Notify screen ###############################################################
screen notify(message):
if switch_notify:
zorder 100
style_prefix "not_ach"
frame at switch_notify_appear:
text message style "not_ach"
else:
zorder 100
style_prefix "notify"
frame at notify_appear:
text message color "000000"
timer 3.25 action Hide('notify')
transform switch_notify_appear:
xalign 0.5 yalign 0.5
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0
transform notify_appear:
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0
Thank you! I managed to do what I wanted by creating a new screen, but I'll glance over your code too.

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