Please note that labels have to be unique within a Ren'Py script. Then you add a jump to the end of the branch: label jewelry_store: First, you add a label after the menu so that you have somewhere to jump to: s "What do you want to do?" For example, suppose that in the above example you want to go back to after the menu from the branch. This is done in the same way branches are not special and you can jump to anywhere you want even though you're in a branch. Unless this branch runs to the end of the game, you will probably want your branch to jump to other places in the script. #we'll never go past the jump statement, since it doesn't returnĬongratulations, you've branched with jump! Next, you add the jump to the branch: s "What do you want to do?" The first step of branches using jump is to mark places in your script using the : label jewelry_store:ī "Let's go to the jewelry store. Mixing and matching is fine, so long as any single branch is only either a call-branch or a jump-branch. You can, of course, use both types of branching in the same visual novel (or dating sim). Dating sims will probably want to use call. With call, you can easily re-use branches. For a visual novel, jump will probably be sufficient.Ĭall, by contrast, saves information about where you were, so that the branch being called can automatically return to the right place. Thus you can't easily re-use jump-branches from multiple places in your script. The new place of execution in the script can only move forward there's no such thing as returning from a jump, though you could always jump to a label after the original jump. ![]() Jump simply changes where in the script Ren'Py is executing, and that's it. The first thing that you'll have to decide is whether you're going to use call or jump. The solution is to use labels and the or the. ![]() For longer branches, however, this will get cumbersome. Short branches can be accomplished entirely with the menu statement by including the entire branch indented after the menu option.
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