![]() define veloper = False #Turn off the developer mode (all tools)ĭefine nsole = False #Turn off the developer consoleīe aware that just deactivating the config console will not be enough to disable it entirely. That means that if you are still working on your game, then that’s okay, and you will probably don’t need to deactivate it.īut if you would like to try out without this one being deactivated, then you can add these lines in your options.rpy or any other custom Renpy’ screen. In the last versions of Ren’Py, the console is no more displayed in the options.rpy but still activated by default. If you want to know how to proceed, then our next point will give you an answer. In the last versions of Ren’Py, the config console is managed differently. If you would like to turn off the config console for some reason, then you just have to edit this variable to: $ nsole = False # That means that the console is desactivated The option.rpy file should be in your game project folderĪs soon as you have located this file, open the options.rpy file with your favorite text editor and look for the following variable: $ nsole = True # That means that the console is activated In the ancient versions of Renpy, the console was activated by default in the /game/options.rpy file. How To Open Console on Renpy? Open the Options.rpy File Open the Console Prompt Directly in a Game.You can read more about the use statement on the official Ren’Py documentation here. 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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