![]() ![]() 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. 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.\"" Users can enable it by enabling 'Use Legacy Version' option. You "\"I've got plans with Blake today.\"" The dynamic feature module for RenPy is disabled by default now. If I had the ability, I'd ban you from ever touching one of my games, given your obvious lack of respect for the people who create them.Code: Select all "Do I have plans with someone already?" What's not right is getting up on a high horse and throwing around personal insults because someone's vision of how their work should be made doesn't exactly match your own preferences. Will it stop some people? Sure, but that's their right. When the choice is selected, the block of statements is run. The menu choice ends with a colon, and must be followed by a block of RenPy statements. The string may be followed by an if-clause, which makes the choice conditional. Will I be annoyed if I can't roll back to read something I missed? Sure. A menu choice is an option the user can select from the in-game menu. And what about minigames? Rollback could completely confuse any programming related to that.Įven without thinking of all the technical reasons, I think 'artistic vision' is a good enough reason all on its own. There are also scenes with lots of animations that could get destroyed by rollback. My first thought is certain persistent variables that could get really messed up by rollback. There's plenty of legit reasons to disable things like this. That means players can still roll back to read anything they might have accidentally clicked past, but can't use that to change choices. However, if you really do want to keep the players from using rollback to change choices, then it's best to use the first option. Like someone else mentioned, most players are going to abuse saves to get around disabled rollback anyway. Unless you have a really good reason to disable it (like a persistent variable that would mess up really badly if a player rolled over it), then it's best to leave it as-is. Very important to note that most players expect rollback. You could also disable rollback entirely by putting the code define config.rollback_enabled = False at the top of your script. You can also allow rollback, but block players from rolling back past menus. To do that, use something like the example here. The one I recommend the most is setting it so the players can roll back, but can't change choices during rollback. There area a few ways that you can do this. ![]()
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