Tiur
Well-Known Member
- Nov 13, 2021
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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?
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All of those are valid code (and I have in fact seen every single one of those used in games), and all have the desired effect: change a variable based on choice, and show the dialogue associated to that choice, before resuming the combined story after the choice was made.
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.