This is only really an issue with this game because the main menu is not actually the main menu but is instead a label and already part of the gameplay so everything needs to be set up and dev the likely forgot that. Show screen key_mapSo the game never hides the "m_menu_6" screen which is the quit button. That and a lot of trial and error, Ren'py can be quite unpredictable some times. If there is a tutorial I am not aware of it, in my case I have a general knowledge of coding and then just look at the scripts and the documentation to achieve what I want. Put the file in the /game folder and it's good to go. There were other flaws in the games that could be improved but that would require an actual mod and likely break compatibility so I kept it to what you requested. I took care to make them as forward compatible as possible, if the developers keep using the same methods and assets in future versions they both should keep working without the need to update them. Since they're so different I had to create 2 separate patches, one for each game. Speaking of unpredictable, the coding on those two games is very weird, I really don't understand why developers go to such lengths to remove quality of life functionality that was already created for them, they're only adding frustration to the player's experience. You can read more about the use statement on the official Ren’Py documentation here.Click to expand.Hi, I'm glad you like them. 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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