![]() I've uploaded a working version of a patch (v0.3) that opens a small screen when we press 'N' inside the save menu to change this variable. The issue is how we change that variable and if the developer changed the save screen in a way that either hides the names or puts them in the wrong place, I've already encountered an occasion where it overlaps with the time but in most of my tests it works properly. All we have to do to change save names is change that variable before saving. For the save names, Ren'Py has this natively and gives every save the text stored in a dedicated variable, which is empty when the developer doesn't make use of this feature. If you need any help with the integration let me know.Ĭlick to expand.You're welcome. Personally I still prefer to have them completely separate for the extra flexibility and for being universal so I won't be adding these changes to my official version but I can understand why you want them in some circumstances. This is just one possibility, I'm sure there's other ways to achieve it, just be aware of the limitations and try to work around them. There's several improvements possible, you could change the defaults so the game starts only with the integrated version visible and also make it so the "Custom" button of the configuration window only hides the custom instead of both, you could even integrate it into your own mod that asks you at the start which version you want, this way one click would set everything up. My only issue with this is having the possibility of a crash if the dev completely removes the native quick menu but if you only implement this in the games that need it it shouldn't be a problem for you. Log in or register now.This would do what you want, both quick menus would be merged into one, moving together and adjusting to the number of buttons. You don't have permission to view the spoiler content. I don't know if this answers your question, let me know if I completely misread what you were asking for. In some games I keep the native quick menu visible and put my quick menu next to it with the extra buttons I want, other times I place my buttons somewhere else unrelated like in the Star Wars game by Mortze that has a completely different layout for the quick menu. With that said, there's nothing stopping you from adding different features to the custom quick menu screen or adding more screens that have different kinds of buttons and functions and you can have them all visible at the same time, together with the native quick menu, there's no limit to how many you can have. ![]() I suppose you could incorporate the native quick menu into another screen with use quick_menu() which would allow you to change it's location but that would have weird results if the dev makes a complex quick menu. I don't know of any way to customize the native quick menu in game unless it already comes with that functionality written into it, like in BaDIK for example, otherwise you're limited to what the developer coded and if they coded a static quick menu, that's what you get. ![]() To customize the native quick menu you'd have to either edit the screens.rpy file in each game individually (which is what I used to do before deciding on creating a patch to save me the trouble) or use a patch that replaces the "quick_menu" screen with something customized by you (which can be customizable in game like I did for my custom one). The custom quick menu is the one I created. ![]() To clarify, what I call native quick menu is the one that comes with each game, already customized by the developer. You have to advance the scene at least once in this test, opening the console will revert the changes made in a screen during the same frame, it's the same thing that happens if you save without advancing after changing something, it keeps the state it was in at the start of the frame instead of the changes.Ĭlick to expand.I'm not sure what you're trying to achieve with this. If you do the same thing but clicking "Yes" it will stay invisible. You can verify this behavior by clicking "No", advancing the scene once, opening the console and typing show screen quick_menu_override, it will become visible again. You should change the action on the "No" textbutton as well, it should be textbutton _("No") action SetVariable('qmw_override', False) text_size 30, otherwise instead of changing the variable you initialized outside it will just create a new internal screen variable with the same name that will have priority, this second variable will be gone if the screen resets and the first one will still be True, making the menu show up again. Click to expand.You're welcome, although there's a slight bug in your code that will still allow it to happen. ![]()
0 Comments
Leave a Reply. |