
Crazy Li wrote:In Ren'py, "quick menu" normally refers to the options that are on the text box in-game that you can click any time dialog is being displayed. This sounds more like you want something akin to the navigational menu to appear.

Then the button itself would have: action ShowMenu("yourmenu") What you could do is in screens.rpy, copy your Navigation menu as a basis, but rename it to something else and fiddle with the options and position of it to suit your needs.
#Renpy hide quick menu how to#
today someone in renpy asked how to hide a choice inside a menu when the. If your question is solved, please add Solved to theme's name by editing its first post, so that the helpful guys out there wouldn't mistakenly think the problem is still unanswered and waste their time. You can also use a hide on the button as well as Kinsman said. Coding GUI - The save/load, preferences, the quick menu and the choice screens. Add a button which action is Hide('say'), Hide('nvl'), Hide('choice'), if you want to brutally hide all possible dialogue screens. Of course, also as said, the button probably needs to be its own screen if hidden. Style.file_picker_button = Style(style.large_button) Style.file_picker_nav_button_text = Style(style.small_button_text) Style.file_picker_nav_button = Style(style.small_button) Style.file_picker_frame = Style(nu_frame) # A screen that's included by the default say screen, and adds quick access to Imagebutton auto "ui/load_%s.png" action ShowMenu("options") Thank you both so much for all the information! Unfortunately I'm not doing any progress on this Will you please take a look at my code?Ĭode: Select all # The other alternative is to make the menu literally cover the button when called so that you just can't see it for that reason.Ī third option, if you don't mind the menu/button being hidden when other menus are called is to tag them both as menu so the button automatically goes away when this (or any other) menu is called. 'window auto' will then return it to normal function. For doing it within a script, you want to either look up what that does under the hood, or if it's good enough, something simpler like 'window hide' will hide the textbox at least, but not the quick menu. Style.gm_nav_button.size_group = "gm_nav" Style.file_picker_text = Style(style.large_button_text) You can tap 'h' to hide the UI elements in Ren'Py by default.
#Renpy hide quick menu code#
# Set a default value for the auto-forward time, and note that AFM isĬode: Select all use options to the end of that Say window code I mentioned last post and that should tell the game to at least have it show any time there's dialog.

If you need it to show in other cases as well, you're going to need a different (or just additional ways) to force it to display. Things don't magically just show up on their own, though. You need to tell the game what to do in order for it to actually do it.ĮDIT: and if it still doesn't show up after doing what I said, you should double-check to make sure wherever you're positioning it is actually a spot that's on screen. They range from 0 to 1 with 0 being the left/top of the screen and 1 being the bottom/right. It might be best to use something like xpos 1, ypos 0 to start with and adjust from there. I don't want to sound mean, but it's only not working because you're not doing it right.

This could probably be fixed sooner if I just entirely re-wrote your code for you and gave that to you (which is probably what most people do to answer questions), but my style is usually just to tell people how stuff works as a teaching method so they can learn how and why rather than just copying and pasting without any real understanding of what the fix was. If you want me to just throw working code at you instead, let me know. It seems to work when going FORWARD through the story, but if I scroll backward through the script (like, to make a different choice) the quick_menu script sees the $ quick_menu = False command just before the choice pops up (since i want it disabled during it) and keeps it hidden from that point on while scrolling backward, with the only way to bri ng it back being scrolling forward again, with the same issue happening when I go back.Yaaaaaay I finally made it work In the Nvl window there was the same code as there was in the say window so I changed that code to options.

You all probably would have gotten bored anyway.\"" For a moment, Quin looked sad, but he shrugged it off." "It seemed everyone else already had plans too. You "\"I wouldn't mind helping you, Quin. You "\"Believe it or not, I'm doing something with Preston today.\"" You "\"I'm just relaxing with Teddy today.\"" You "\"I'm heading out with Orion today.\"" You "\"I've got plans with Blake today.\"" New releases are announced in this section. Code: Select all "Do I have plans with someone already?" How to hide the navigation quick menu for a cutscene Discuss how to use the Ren'Py engine to create visual novels and story-based games.
