About tools that's pretty much it.
Haven't found any better than Visual Code, just make sure your VC and Renpy Plugin is updated (They corrected a bug with region collapse, that was collapsing extra white lines at the end of the method on renpy)
Some good information I can give you:
1 - Info I can give you is that you can't rewrite a label, but you can create a new label and substitute the old one by this new one.
E.g: Let's say you want to add a new icon to hud and the hud of the game in question is a "label" not a "screen", and the label is called "main_hud".
If you make a new
label called "main_hud" you'll get an error saying that the
label is duplicated.
To substitute the label you have to create a new one with a different name let's say "main_hud_mod", and then add the override definition to the old label like this.
Python:
define config.label_overrides = {
'main_hud': 'main_hud_mod'
}
This way whenever "main_hud" is called it'll actually go to "main_hub_mod".
2 - Renpy obeys an order of execution, whenever you need to change a screen or something like that keep that in mind.
Generally I just add a "init 999:" and write anything within that block.
E.g.: From one Gallery Mod I made:
Python:
init 999:
screen main_menu() tag menu:
window:
style "mm_root"
frame:
style_group "mm"
xalign .98
yalign .98
has vbox
textbutton _("New Game") action Start()
textbutton _("Load Game") action ShowMenu("load")
textbutton _("Preferences") action ShowMenu("preferences")
textbutton _("Gallery") action Start("gallery_menu")
textbutton _("Help") action Help()
textbutton _("Support Us!") action OpenURL("http://www.patreon.com/mity")
textbutton _("Disclaimer") action ShowMenu("disclaimer")
textbutton _("Quit") action Quit(confirm=False)
if gallery_version in config.version:
text "v[config.version] + Gallery" xpos 10 ypos 10
else:
text "v[config.version] + Gallery ([gallery_version] Check for Updates)" xpos 10 ypos 10
This way you can make sure it'll override the original screen, to the one you made.
3 - Although you are making a mod, there is virtually no limit for what is possible to do, so just make sure to not fuck the game up, and or substitute/remove something you shouldn't.
4 - Don't be afraid to use python, some people only use the basic renpy, but you can create methods classes and other nice things with python, like this:
Python:
init -5:
python:
class Item():
def __init__(self, id, name):
self.id = id
self.name = name
def GetItemById(id):
for i in Items:
if i.id == id:
return i
Items = [ Item(1, "Magnanimous Dildo"), Item(2, "Car Key")]
label start:
$ item = GetItemById(1)
"MC" "Hey, look I have a nice item, it's called {b}[item.name]{/b}"
5 - Compact the Mod in a ".rpa" file, or you'll end with a pain in the ass of people asking you how to install the mod...
For this you just need the engine
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