I think to prevent double work, you might want to downloand and replace all .rpy files in game folder.
https://mega.nz/file/V5BHCZwS#N5AaQ80RF ... kU8Fv1gDtw
please find here some missing voices/ voice commands
https://mega.nz/file/88oCiDTB#7aegQeho2 ... puVN90Nc7A
and here is one image series you need (need to replace ;) )
https://mega.nz/file/VpYSmRKY#kbcAv66ZW ... xmhW1b3Xqo
I fixed all of your reported bugs and some more which I found and recently like with missing voices and edingskill naming error you reported things I already covered (also the q_like_stopscreen naming error. So maybe it is time to get on the same page again.
Note: It might be that you need to delete your .rpyc files in te game folder. But regarding your save states everything should work just fine.
Shunka:
- Spoiler: show
- Spoiler: show
It's way more simple. When I code I just write:avatarbr wrote: ↑Tue Apr 26, 2022 5:41 am EDIT: I was reading the newdojotease1, and now I understand your explanation about the RND encounters![]()
But, I still don't understand this part:
call callraveenapickmasu from _call_callraveenapickmasu_33
It's go from 33 to 43. What are those? Maybe a simple counter or a RNG seed, so the commands don't repeat?
call callraveenapickmasu
or
call xyz
But when I let renpy compile the *.exe it numerates all the calls. Why? Well a call means you jump to a label BUT different from a jump you can use "return" command to, well, return to the point where it was called from. Now for instance "callraveenapickmasu" label is called a lot. How does the "return" command to which call it has to return? What happens if you have a call in the call and the write return?
Thats why renpy numerates (automatically) all the calls. Technically to make the script work.. I think it's not necessary.
That's what I remember from an explanation ... but no guarantee that my explanation is 100% true. Bottomline: Just dont care and write your calls without "from....".
So I think you got the principles which I lined out some time ago. You need a file name maching the label and stuff.avatarbr wrote: ↑Tue Apr 26, 2022 5:41 am I want to try creating some random encouters in that file, but not sure how to do that part.
EDIT2: I created a tease inside the newdojoteases folder, but I can't make the game load that. Is that implemented yet?
PS: god damn it, the game do not allow tab or random spaces in the codeI fixed that (no error on load), but still can't get the dojo tease to run when I enter the dojo
actual filename.rpy must match label filename and end with return.
And yes, tabs matter a LOT, they are crucial! Like... incredibly important!
It is impemented but as nobody made something and for simplicity of the dojo-selection code I disabled it again. Let me look...
in the 250from_lby_dojo.rpy you find:
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elif wizardlevel>=10 and wizardlevel<20 and dojotraining6_enable==False and dojotraining7_enable==False: #dojotraining7==False must be cancelled to make the callnewdojotease idea work as intended with more than one tease
#this is experimental call from new teases in new folder valid only forafter nanako but before kaho regime (wizardlevel20)
call callnewdojotease from _call_callnewdojotease #there is currently dojotraining7_enable
Code: Select all
call callnewdojotease
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label callnewdojotease:
init python:
def getRandomTease(subdir="."):
directory = "/".join([config.gamedir.replace("\\", "/"), "newteases", subdir])
modImageList= ["/".join([filename])
for filename in renpy.os.listdir(directory)
if filename.endswith((".rpy"))]
selectedtease = renpy.random.choice(modImageList)
selectedtease=selectedtease.replace(".rpy","")
return selectedtease
label newdojoteaseselect:
#"A new dojotease will start{w=1}{nw}"
scene bg_black
call expression getRandomTease("dojotease") from _call_expression
#"this is the end"
return
Same for the pool.