![]() ![]() The idea of clicking on the left half of the screen to go back in the script feels very unintuitive for a game interface on a desktop computer. I can't imagine the average player will know either. I've been working with renpy and entrenched in visual novels for the better part of a decade, and I still never have a clue what rollback left, right, or disabled do. You can read more about the use statement on the official Ren’Py documentation here.I wanted to bring up an issue I've had for a long time with one of the default naming conventions in the preferences menu - the rollback system. Doing this not only keeps things organized, but allows you to use the screen in multiple places, like you can do here by combining the NVL and Basic fixes if you’re doing a NVL/ADV hybrid. It’s classified as a “control statement”, meaning that it’s a type of statement that controls screen elements, among other things.Įssentially, use is very useful for when you need to add another screen to an existing screen, like a menu (as we’ve seen here). The use statement is a part of Ren’Py’s screen language. Then, follow the rest of the steps for the basic fix. # config.narrator_menu is set to True, as it is above. # Displays dialogue in either a vpgrid or the vbox. It should now look something like this: screen nvl(dialogue, items=None): ![]() Navigate to the NVL screen area, and append use quick_menu to the screen called nvl(dialogue, items=None), not the screen called nvl_dialogue(dialogue). Tweaking for the NVL box is essentially the same-we just have to pay attention to where the use quick_menu bit goes. Tada! The quick menu now disappears with the Say window! NVL Fix Now, launch your game and test the window hide/show commands. # the player has not explicitly hidden the interface.Ĭonfig.overlay_screens.append("quick_menu") # This code ensures that the quick_menu screen is displayed in-game, whenever Textbutton _("Prefs") action ShowMenu('preferences') Textbutton _("Q.Load") action QuickLoad() Textbutton _("Q.Save") action QuickSave() Textbutton _("Save") action ShowMenu('save') Textbutton _("Auto") action Preference("auto-forward", "toggle") Textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True) Textbutton _("History") action ShowMenu('history') # Ensure this appears on top of other screens. ![]() After doing so, it should look something like this. What you’re going to want to do is take the screen out of that if statement block, since you don’t really need it anymore. # If there's a side image, display it above the text. Your Say screen should now look a little something like this. At the very end of this screen, add use quick_menu. Make sure your project is not launched as well.įirst, navigate to your Say screen. Basic Fixįor all of these tweaks, we’re going to be working exclusively in the screens.rpy file, so open that up. But, oh no! When it hides, the quick menu is still there! You want everything gone when you hide that window. You want to hide the dialogue window for something. ![]()
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