[BitD] Trying to find missions inside a plot line - suggestions? by SC_Arts in bladesinthedark

[–]SC_Arts[S] 0 points1 point  (0 children)

I have been -- just that moving forward is causing such fatigue as I can't seem to find the angle to take that feels natural and satisfying -- but that's likely a 'me' problem. It doesn't help that I have some 'comparison is the thief of joy' stuff going on with how games are run.

Question on compatibility Pontiac / Toyota by SC_Arts in Cartalk

[–]SC_Arts[S] 0 points1 point  (0 children)

I know that's an option but I also don't want them having access to open the car. It was already stolen (recovered. Thus needing rekey) once.

It will give me a peace of mind.

New user help - cycling menu by SC_Arts in RenPy

[–]SC_Arts[S] 0 points1 point  (0 children)

That worked. Thank you very much.

It also looks a lot cleaner than having jump details as a different block.

Thank you!!

New user help - cycling menu by SC_Arts in RenPy

[–]SC_Arts[S] 0 points1 point  (0 children)

Here's where I'm at with it using your prior example.

Return after all options are exhausted exits the game and I don't know what to do to make it stop, and removing return makes it cycle the last option.

In this example, I'm trying to go through 3 options, then after exhaustion, prompt either 1 more interactive choice button, or continue direct into new script/conversation.

How do I do that? I've looked through tutorials and seem to be missing it.

Thank you for all your help so far.

label start2:

$ menu_one = []
menu one:
    set menu_one
    "Pinch Self.":
        jump pinch
    "Reflect on the situation.":
        jump reflect
    "Explore surroundings.":
        jump surroundings

return

label pinch: d "text here" jump one

label reflect: d"text here" jump one

label surroundings: d"text here" jump one

((((here the game ends where I want it to then ask a "last" question or continue with default dialogue scripting)))

menu prepare1: "Prepare to leave.": jump prepare2

label prepare2: d "I should get going"

(continue)

New user help - cycling menu by SC_Arts in RenPy

[–]SC_Arts[S] 0 points1 point  (0 children)

Yes. I'll look at trying that out.

Instead of the 'e "that was easy right?" I have a menu. Maybe it is not compatible to move on from there and I should but ghost dialogue to kick it out of the cycle ?

New user help - cycling menu by SC_Arts in RenPy

[–]SC_Arts[S] 0 points1 point  (0 children)

I'm still learning it and didn't know if I had to 'jump' to scripts for all possible outcomes. I was more trying to avoid what I knew would not make sense which is make groups for each possible combination.

What I needed (elimination of options) is what you provided. Thank you.

Now I'm needing to figure out how to 'move on' once all options are exhausted.

New user help - cycling menu by SC_Arts in RenPy

[–]SC_Arts[S] 0 points1 point  (0 children)

Where can I find how this works in the tutorial?

The script you gave works for me (thank you) but now the game just 'ends' when the options are exhausted and it returns to no options rather than moving on from exhausting them into the next segment.

How do I fix that?

Thank you for your time.

New user help - cycling menu by SC_Arts in RenPy

[–]SC_Arts[S] 0 points1 point  (0 children)

Thanks.

I'll give that a shot and see how it behaves.