Go one youtube and search for this video "Universal Ren'Py Mod version 2.0 tour"Hello, can someone tell me how I can make the background in the text box transparent? I've tried many things but can't get it to work.
Hello, can someone tell me how I can make the background in the text box transparent? I've tried many things but can't get it to work.
Links to how-to videos are all in the OP.Go one youtube and search for this video "Universal Ren'Py Mod version 2.0 tour"
The video will run you through the features of URM. Within that they'll also showcase Textbox manipulation. It's SUPER useful. Once you create your ideal textbox you can save it then load it in other games as long as the saved file exists in your "game" folder
I don't think ALT-M closes it (it never has for me). Use the red-x Top right, or ESC key.Such a great mod I discovered this too late and cant live without this anymore.
I have only a tiny little problem.
when I press alt-m mod window opens. but when I press alt-m again, it doesnt close the window.
is this normal or is there something wrong with my settings?
URM has to stop looking ahead at some point in the code and this makes the most sense.Oooooo that's why some games I played didn't show variable changes on choices.
Idk much abt coding or modding. But I'm kinda curious, why is that?
Is it bc it is too complicated to do? Or is that smt you're planning to add?
The order is not setOh sry I think I didn't word myself correctly. Ik you don't have a "timeline". What I meant is more where'd you say they are situated on your priority list, or maybe you just go with how you feeling it?
Seems like they assigned something to Ren'Py'sDoes URM not work with Empress Game? I can't seem to find anything on this.
Here is the error I get. Any assistance would be much appreciated
```
I'm sorry, but an uncaught exception occurred.
While running game code:
File "0x52-URM/classes/main.rpy", line 33, in <module>
File "0x52-URM/classes/textbox.rpy", line 14, in __init__
TypeError: __init__() got an unexpected keyword argument 'image'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "0x52-URM/classes/main.rpyc", line 18, in script
File "E:\path\EmpressGame-0.3.2a-pc\EmpressGame-0.3.2.Alpha-pc\renpy\ast.py", line 1138, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "E:\path\EmpressGame-0.3.2a-pc\EmpressGame-0.3.2.Alpha-pc\renpy\python.py", line 1122, in py_exec_bytecode
exec(bytecode, globals, locals)
File "0x52-URM/classes/main.rpy", line 33, in <module>
File "0x52-URM/classes/textbox.rpy", line 14, in __init__
TypeError: __init__() got an unexpected keyword argument 'image'
Windows-10-10.0.19045 AMD64
Ren'Py 8.1.0.23051307
EmpressGame 0.3.2.Alpha
Sat Aug 17 02:11:15 2024
```
Wouldn't it be possible to make smt like a variable change detection that we could turn on or off in the settings? It could appear like followed variables notif.URM has to stop looking ahead at some point in the code and this makes the most sense.
If we didn't do this we could theoretically be looking ahead indefinitely.
The main thing is, there will almost always be a jump to a different label. That's one of the fundamental basics of how Ren'Py works. Different devs order things differently, and while human brains can somewhat perceive "this is a completed conceptual 'scene'", code just can't (unless the original dev specifically coded their scenes to mark where conceptual scenes start and finish). On top of that, most games' devs are amateurs just figuring out how to code at all, so expecting any coding best practices from them is useless at best, and more often foolish.Wouldn't it be possible to make smt like a variable change detection that we could turn on or off in the settings? It could appear like followed variables notif.
Or would it be possible to look for the code only when detecting a jump to a different label?
Ooooh that's why I see some modders getting rly excited abt modding some well coded games lol. Honestly I don't know much abt code but I can understand the pleasure of decorating a clean and good looking place lol.The main thing is, there will almost always be a jump to a different label. That's one of the fundamental basics of how Ren'Py works. Different devs order things differently, and while human brains can somewhat perceive "this is a completed conceptual 'scene'", code just can't (unless the original dev specifically coded their scenes to mark where conceptual scenes start and finish). On top of that, most games' devs are amateurs just figuring out how to code at all, so expecting any coding best practices from them is useless at best, and more often foolish.
The current choice/variable detection does seem to work well for most situations... But it probably isn't an outlandish feature request to ask for a "follow jumps" option, with a variable threshold sensitivity. Something like "during Show results in Choice Detection, follow jumps to additional labels if they occur within [configurable value from, say, 0 to 20] lines of code after the choice".
Kinda. Here's a few examples. I'm working completely off memory, so syntax might be slightly off, but this is the best way I can think of to explain the issue.Ooooh that's why I see some modders getting rly excited abt modding some well coded games lol. Honestly I don't know much abt code but I can understand the pleasure of decorating a clean and good looking place lol.
Tell me if I understood correctly, but you're basically saying that there will alway label jumps in Renpy games bc it's one of its core function. The problem is that they don't always mark a label as finished and another as starting right on the choice bc some of them are just beginners trying to figure it all out (some of them may do so by choice Ig)?
However you're saying it'd be possible during a choice to order the code to look for labels within a certain threshold. As to not look for them indefinitely, only then we could identify if there is a variable change?
Now, if these were the only variations, that'd be fine, but they're not. There are custom choice screens which are a lot harder for URM to detect in the first place, and there may be additional variation/choices/code/labels in each of the branch choices, too, and so on. Humans can generally understand "sets" of things that may be somewhat ambiguous, but code cannot, so it's extremely hard for URM to consistently, definitively, and universally know when to "stop" looking forward for variable changes.
Not automated. You would need to open it and change the variable (afaik).hi everytime I play a renpy game I open screens.rpy and add
"
init python:
config.has_autosave = False
config.autosave_on_quit = False
config.autosave_on_choice = False
"
to disable autosave.
can I use URM to automate this process? Is it possible?
thank u. I pretty sure with this new information I can automate it with autohotkey
can't you just make your own mod file ie make a new text doccument and name it AutosaveKiller.rpy or something withthank u. I pretty sure with this new information I can automate it with autohotkey
################################################################################
## Initialization
################################################################################
## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = 99
config.has_autosave = False
config.autosave_on_quit = False
config.autosave_on_choice = False
init 99 python:
config.has_autosave = False
config.autosave_on_quit = False
config.autosave_on_choice = False
can't you just make your own mod file ie make a new text doccument and name it AutosaveKiller.rpy or something with
orPython:################################################################################ ## Initialization ################################################################################ ## The init offset statement causes the initialization statements in this file ## to run before init statements in any other file. init offset = 99 # code here
then just drop a copy of the mod file into every new renpy game you play?Python:init 99 python: config.has_autosave = False config.autosave_on_quit = False config.autosave_on_choice = False
init 99 python:
config.has_autosave = False
config.autosave_on_quit = False
config.autosave_on_choice = False
idk what to tell you i assumed one of those would work, all "init 99 python:" does is delay the game 'reading' the code block till after "init python:" and "init 1 python:"-"init 98 python:"snip
I just tried putting these codes to a new AutosaveKiller.rpy file but it didnt work.
dunno what kind of stupid noob mistake I made xd
snip
init offset = 99
define config.has_autosave = False
define config.autosave_on_quit = False
define config.autosave_on_choice = False
its ok thx for tryingidk what to tell you i assumed one of those would work, all "init 99 python:" does is delay the game 'reading' the code block till after "init python:" and "init 1 python:"-"init 98 python:"
but maybe config.XXX varibiles shouldn't be in a python block?
if so
should work unless i am mistaken and i could be i am no expert lolPython:init offset = 99 config.has_autosave = False config.autosave_on_quit = False config.autosave_on_choice = False