Hi all. I'm currently working on a VN project where - due to the format in which a lot of the game takes place - it'd be nice to be able to change the style of menu screens (as in, the ones created by a "menu:" block) from scene to scene of the game, either by having multiple styles or by changing the "default" style on the fly. However, nothing I have tried seems to work; in-line changes to `style.menu_window.yalign` don't seem to take, nor even switching to nvl mode and having different settings in `style.nvl_menu_window` (it seems to always use the `style.menu_window` init-time properties regardless).
Does anyone have a suggestion as to how to do this?
[SOLVED] Multiple menu styles in a single game
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[SOLVED] Multiple menu styles in a single game
Last edited by Eco-Mono on Sat Sep 04, 2010 10:45 am, edited 1 time in total.
Re: Multiple menu styles in a single game
I saw this at Ren'Py Wiki, and although it's for mainmenu, I think it can help you.init -2 python:
layout.imagemap_main_menu(
"gui_set_a/gui_main_menu_a.png",
"gui_set_a/gui_main_menu_b.png",
[ (613, 107, 776, 190, "Start Game"),
(613, 207, 776, 291, "Load Game"),
(613, 307, 776, 391, "Preferences"),
(613, 408, 776, 492, "Quit") ],
variant = 'locked'
)
layout.imagemap_main_menu(
"gui_set_b/gui_main_menu_a.png",
"gui_set_b/gui_main_menu_b.png" ,
[
(646, 108, 777, 174, "Start Game"),
(646, 188, 777, 254, "Load Game"),
(646, 267, 777, 334, "Preferences"),
(646, 347, 777, 415, "extras"),
(646, 427, 777, 492, "Quit"),
],
variant = 'unlocked'
)
label main_menu:
if persistent.extra_unlocked:
$ _main_menu_variant = 'unlocked'
else:
$ _main_menu_variant = 'locked'
jump main_menu_screen
As you can see, it uses imagemaps with some variables in it. During the game, when certain variable is set, it shows another menu.
Re: [SOLVED] Multiple menu styles in a single game
Found a solution. Apparently the "normal" way to do this is by changing the "menu" variable to a different function that applies the right rules. For instance, to use the alternate NVL-mode menu:Or in my case, where I needed an action-mode-like menu but with some style modifications:And then, in your script:
Code: Select all
$ menu = nvl_menu
Code: Select all
init -1 python hide:
# ...
style.create("alternate_choice_window","menu_window","Choice menu in alternate mode")
style.alternate_choice_window.ypos=450-18
style.alternate_choice_window.yanchor=1.0
Code: Select all
label switch_to_alternate_menu:
python:
def display_alternate_menu(items, window_style='alternate_choice_window', interact=True, with_none=None):
renpy.display_menu(items,window_style,interact,with_none)
menu = display_alternate_menu
return
label switch_to_normal_menu:
$ menu = renpy.display_menu
return
Code: Select all
label some_stuff_goes_on:
call switch_to_alternate_menu
menu:
"choice 1:"
call switch_to_normal_menu
jump menu_choice1
"choice 2:"
call switch_to_normal_menu
jump menu_choice2
call
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