So glad this was helpful!!
aurawave
Creator of
Recent community posts
Thanks and no worries on the late reply! That was definitely the issue on the test project (duh lol). Upon changing that, the tooltip is indeed coming up there.
After investigating further on my main project, I think the issue was that I was using the config.say_menu_text_filter for something else, which was overriding the one used for the tooltip. After commenting that out and using the correct cases for the words, it works there as well :)
I tried putting this file in my game, and couldn't get the tooltip to work or come up at all. Thinking it might be something in my game that's incompatible, I put the file in a clean test project, and still, nothing.
This time I didn't try changing anything at all in the file itself (like adding new words), and added this dialogue line into the script:
e "I'm an elf."
Am I doing something wrong in my implementation? If not, I'm curious if others can replicate this issue.
hyperlink_functions is coming up as a style property of say_dialogue when I use the inspector, but there is no button on the word.
I'm using the Prerelease of Ren'Py 8.4, which could potentially make a difference?
I figured it out, it's actually pretty simple. There's just one line you need to add and one you need to change in the existing code. Let me know if this works for you!
for i in visible_items:
$ color = i.kwargs.get("color", None)
$ hover = i.kwargs.get("hover", None)
$ tooltip_text = i.kwargs.get("tooltip_text", None) # Optional
## Add this line
$ caption = "{s}" + i.caption + "{/s}"
## Modify this line
textbutton (caption if not i.kwargs.get("sensitive", True) else i.caption):
action i.action
sensitive i.kwargs.get("sensitive", True)
...Hi, no expectation of you solving this as it could easily have to do with other things in my set-up!
Upon updating to 8.4.0.25060301+nightly, I noticed that the outlines around my sprites are appearing more jagged. I should note that my sprites are scaled down by half currently. I added define config.mipmap = True, but it didn't seem to have an effect on the outlines.
Were there any changes in the update that would affect the shader? Or is it likely something else in my game that's causing it?
Also just commenting this for others that might want to use shaders with this, as it took me a bit to figure out --
if is_talking: # Apply the talking transformation
trans.shader = "outline"
else: # Apply the not-talking transformation
trans.shader = None
Likely you will need to make a copy of the shader you're using with uniform variables, instead of them being set through a transform. This means you're stuck with one preset (unless you make it a variable potentially?), but it works like a charm!
