8/5/2023 0 Comments Hide quick menu renpy![]() ![]() To end the loop after all choices have been exhausted, just add: To remove choices that have already been selected, i use a bunch of true/false variables to keep track of which options have been selected. to end it after a specific choice has been selected, add: Somewhere outside of the content of the story, define:Īnd at the choice menu you want to loop, use: ![]() ![]() here, the "Ask about her tragic past” option will only show up ifĪnd you can add as many conditions to the if statement as you want: _Ħ) loop a choice menu, remove choices that have already been selected, andĮnd the loop either after a specific choice has been selected or all (aka, only reveal a choice in a choice menu when it’s met certain conditions!)Ĭhoices can be hidden using if statements. Up the whole game window, or want a clean scene change without any gui:ĥ) only reveal a choice in a choice menu after it’s been unlocked You might want to hide the quick menu when you show a screen that takes To google it! these are quick menus (i know, it’s tiny in the second This one’s super simple, but when i first wanted to do this i still had Here i’ve placed dialogue text at a y-position of c_what_ypos, a variable i’ve created and definedĤ) hide the quick menu for screens and scene changes To change the placement of text what depending on if someone is speaking or not, i just separated the dialogue and narration cases, giving them each their own text what: Is for character names, text what is for dialogue and narration, aka the text in the text box. by default, it probably says something like: In screens.rpy, look for “screen say(who, what)”. I’ve only changed the height here, but you could change any text style property you want. just as with what_, you can follow it up with any text style propertyģ) change text placement between spoken dialogue and narrationīy default, narration text and dialogue text have the same properties, so they’re at the same height:īut i wanted them to be at different heights, since the narration text doesn’t have to be pushed down by a character name:
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