Mod Ren'Py My Early Life[v0.8b]Hint-System & Bugfixing[Minnimix]

5.00 star(s) 2 Votes

Loyo

Member
Jan 17, 2020
409
385
I'm on chapter 8, but here Bob really showed creativity and made the event quite complex...

I recreate all events in Excel to find errors and understand the event flow... here's an example event from EP 8... very complex, and implementing it as a walkthrough is not easy

View attachment 4505178

but 33 event from 88 done.
the most complicated ones are ready
Thanks for your efforts! I swear that Bob should give you a % of the revenues for this game...
 

00100010

Newbie
Nov 23, 2018
29
78
Cheers, started playing the game a few days ago and the hints system was very helpful for the episodes it was there.
Can I make one suggestion of adding an outline to the text, it was an a modification I made to make it far more legible when I used it since there was a few times when it was impossible to read.
This is what I added under "style wt_button_text:"
outlines [ (absolute(2), "#000", absolute(0), absolute(0)) ]
 

Minnimix

Member
Jun 18, 2020
144
174
Cheers, started playing the game a few days ago and the hints system was very helpful for the episodes it was there.
Can I make one suggestion of adding an outline to the text, it was an a modification I made to make it far more legible when I used it since there was a few times when it was impossible to read.
This is what I added under "style wt_button_text:"
outlines [ (absolute(2), "#000", absolute(0), absolute(0)) ]
(y) thanks , i like it

done !

1738742521316.png
 
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00100010

Newbie
Nov 23, 2018
29
78
Been messing around with a few things and hacked together a few tweaks if you are interested at all.

I modified your code and used it to make an auto-advance time to next event.
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Also noticed your section for Episode 7 is kinda messed up, your code for Event 3 onwards is auto-ran for every Episode since that whole section is 2 indents less than it should be.
Noticed it when I was always capped 15 arousal on all characters at random points and making it impossible to get some events finished since it actually required a character to have < 7.

I've also kinda been messing with the "Episode 50" code which I assume you use to test things?
Instead been using it you just auto-generate potential available events based on either time from description or event Hour:Mins which isn't always accurate as a baseline but it made it a lot easier to finish the episode than having nothing at all. (Though that was with really hacky code tbh)
 
Last edited:

Ruined1

New Member
Oct 15, 2023
4
0
Help!
I played most of this game without the hints mod and only discovered it while I was half way through episode 6 and it fast tracked the whole game and made it less tedious. But now in episode 8 and going forward it's not showing anything, I can play the game without it but it was a big help. Anyone know how I can fix it?

Screenshot (128).PNG
 
Last edited:

Minnimix

Member
Jun 18, 2020
144
174
Help!
I played most of this game without the hints mod and only discovered it while I was half way through episode 6 and it fast tracked the whole game and made it less tedious. But now in episode 8 and going forward it's not showing anything, I can play the game without it but it was a big help. Anyone know how I can fix it?

View attachment 4537830
Sorry , my mod is currently only for episode 1 to 7

Episode 8 is still in work, I still have to work through the last 18 events, then it goes online

1739259845223.png
 
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Minnimix

Member
Jun 18, 2020
144
174
Finally finished, episode 8 o_O

EP8 has some events that are so intertwined that it wasn't really easy to put them together in the WT. But i think it's good now
 
  • Yay, update!
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Minnimix

Member
Jun 18, 2020
144
174
little update .. version 0.8a

i've forget to deaktivated my "bug search list" , so the WT list look's not very good.
 

Minnimix

Member
Jun 18, 2020
144
174
Also noticed your section for Episode 7 is kinda messed up, your code for Event 3 onwards is auto-ran for every Episode since that whole section is 2 indents less than it should be.
Noticed it when I was always capped 15 arousal on all characters at random points and making it impossible to get some events finished since it actually required a character to have < 7.
yes .. i noted this too , but can't find the error :
This is my little test script for this error

- python init
- some variables set
- frame etc.

Then ... if loop when EPISODE = 99 , okso the system shouln't do anything.
But the system change LynnObj.Arousal and LynnObj.Mood , NOT bob_money .. and i don't understand why :unsure:


Python:
python:
    """
    """
    
init 999 python:
    config.developer = True
    config.console = True
    suppress_overlay = False
    config.overlay_screens.append('Minnimix_WT')

screen Minnimix_WT():
  
    frame:
        background Solid("#01010100")
        xpos 0
        ypos 300
        xsize 1250 ysize 400
        vbox:
            spacing 10
            style_group "wt"           
            
            $ _skipping = True

            if CurrentEpisode == 99:
                $ LynnObj.Arousal = 10          # WHY does the system ALSWAYS set this value ??? it shouldn't  be , cause CurrentEpisode isn't 99 !
                $ LynnObj.Mood = 3              # and this
                $ bob_money = 1234              # but this NOT

            hbox:
                imagebutton idle "images/navigation/side lynn.png" at reduce_small_icons_minni
                vpgrid:
                    cols 1
                    xspacing 150 yspacing 5
                    transpose True
                    xfill True
                    xalign 0.5
                    
                    textbutton "Arousal : "+str(LynnObj.Arousal) action NullAction()
                    textbutton "Mood : "+str(LynnObj.Mood) action NullAction()
                    textbutton "Money : "+str(bob_money) action NullAction()
                    
style wt_button:
    background None
    hover_background "#757575"

style wt_button_text:
    size 20
    color "#FFFF"
    hover_color "#FFFF"
    outlines [ (absolute(2), "#000", absolute(0), absolute(0)) ]
          
transform reduce_small_icons_minni:
    zoom 0.4
 

00100010

Newbie
Nov 23, 2018
29
78
yes .. i noted this too , but can't find the error :
This is my little test script for this error

- python init
- some variables set
- frame etc.

Then ... if loop when EPISODE = 99 , okso the system shouln't do anything.
But the system change LynnObj.Arousal and LynnObj.Mood , NOT bob_money .. and i don't understand why :unsure:
From what I've read a little, it could be due to code being ran every re-draw within a screen type sometimes being odd, best practice is to not have variables assessed and changed on every re-draw under a screen type but on a label that is consistently ran.
In this case under it would probably be better calling it under label GAMECONTINUE in the main.rpy I think? or overriding the current GAMECONTINUE with one that appends the code you want to run?
That would be my guess but I'm kinda just winging it.
 

Minnimix

Member
Jun 18, 2020
144
174
From what I've read a little, it could be due to code being ran every re-draw within a screen type sometimes being odd, best practice is to not have variables assessed and changed on every re-draw under a screen type but on a label that is consistently ran.
In this case under it would probably be better calling it under label GAMECONTINUE in the main.rpy I think? or overriding the current GAMECONTINUE with one that appends the code you want to run?
That would be my guess but I'm kinda just winging it.
yes i got my answer ...objectvariables in a if query under screen ... ignores the if statement and is set always

I'll have to rework a little bit
 

00100010

Newbie
Nov 23, 2018
29
78
yes i got my answer ...objectvariables in a if query under screen ... ignores the if statement and is set always

I'll have to rework a little bit
Yeah that seems to be it.
One thing I did find a little annoying was that the hint text was always shown so I implemented a fix for it, not sure I did it the correct way though.

I just copied the screen Header() from customscreens to the HINTMOD rpy and put it under a new init 999: to override it, I then removed the separate screen Minnimix_WT(): and moved it under the same screen Header(): so that the hints frame is classed under the same screen as Header() and as such hidden when the Header is also hidden.

Don't know if you will want to use it but it's there if you do.
 
5.00 star(s) 2 Votes