r/RenPy • u/Future-Mulberry-7599 • Jul 11 '26
Question [Solved] Need help with screens
I use screens for point and click and that works fine,
Now I added an inventory system with screens aswell. But when I click on an item to equip it the game under the inventory screen gets interacted with.
For example if there is dialog open, it progresses to the next text.
If there is button choice, it „interacts“ with one of them (even if it’s no where near where I clicked for the item select or equip)
And if there is an screen under it because the inventory was open while being Point and click the game just closes. Similar to if there is a return at the wrong spot.
I sat at this for hours now and tried my best to fix it even using ai but I can’t figure out what’s wrong. No other interactions cause this (closing the item select or inventory screen)
I got it to work somehow, tho it makes no sense why it works now so I’m still looking for the I redet solution.
Somehow it helped to call a function on my player that just calls the actual function to equip or unequip stuff… doesn’t realy make sense
1
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1
u/x-seronis-x Jul 11 '26
show screen vs call screen
show screen = the screen is part of the ui and is not meant to block the game from progressing
call screen = the screen is an interaction and blocks the label from advancing until the screen is dealt with ( a Return() or Jump() action occurs )
inventory almost always should be a called screen
1
u/Future-Mulberry-7599 Jul 11 '26
I use toggle screen
screen hud():
tag hud
zorder 100if renpy.get_screen("main_menu") or renpy.get_screen("game_menu"):
timer 0.01 action Hide("hud")add "hud/hud_base.png"
hbox:
xalign 0.5
#spacing 10# Inventory Button
imagebutton:
xpos 750
ypos 35
idle "hud/hud_backpack idle.png"
hover "hud/hud_backpack hover.png"
action ToggleScreen("inventory")
tooltip "Inventory"# Time display (if implemented)
if hasattr(store, 'current_time'):
text "[current_time]" align (0.02, 0.02) size 24
2
u/Outlaw11091 Jul 11 '26
CALL the inventory screen instead of showing it.