Statement Equivalents

To allow Ren'Py to be scripted in python, each Ren'Py statement has equivalent Python code. This usually consists of a Python function, but may also consist of a code pattern that performs an action equivalent to the statement.

Dialogue

The Ren'Py say statement is equivalent to calling the character object as a function. The following code displays the same line twice:

e "Hello, world."

$ e("Hello, world.")

Displaying narration can be done the same way, by using the narrator character. When calling a character, it's possible to supply the keyword argument interact. When interact is false, Ren'Py will display the character dialogue box, and will then return before performing an interaction.

This equivalence of characters and function objects works in the other direction as well. It is possible to declare a python function, and then use that function in the place of a character object. For example, the following function uses a variable to choose between two characters.

define lucy_normal = Character("Lucy")
define lucy_evil = Character("Evil Lucy")

init python:

    def l(what, **kwargs):
        if lucy_is_evil:
            lucy_evil(what, **kwargs)
        else:
            lucy_normal(what, **kwargs)

label start:

    $ lucy_is_evil = False

    l "Usually, I feel quite normal."

    $ lucy_is_evil = True

    l "But sometimes, I get really mad!"

A function used in this way should either ignore unknown keyword arguments, or pass them to a character function. Doing this will allow the game to continue working if Ren'Py adds additional keyword arguments to character calls.

renpy.say(who, what, interact=True)

The equivalent of the say statement.

who
Either the character that will say something, None for the narrator, or a string giving the character name. In the latter case, the say() is used to create the speaking character.
what
A string giving the line to say. Percent-substitutions are performed in this string.
interact
If true, Ren'Py waits for player input when displaying the dialogue. If false, Ren'Py shows the dialogue, but does not perform an interaction.

This function is rarely necessary, as the following three lines are equivalent.

e "Hello, world."
$ renpy.say(e, "Hello, world.")
$ e("Hello, world.")

Choice Menus

The menu statement has an equivalent Python function.

This displays a menu to the user. items should be a list of 2-item tuples. In each tuple, the first item is a textual label, and the second item is the value to be returned if that item is selected. If the value is None, the first item is used as a menu caption.

This function takes many arguments, of which only a few are documented. Except for items, all arguments should be given as keyword arguments.

interact
If false, the menu is displayed, but no interaction is performed.
screen
The name of the screen used to display the menu.
renpy.display_menu(items, interact=True, screen="choice")

This displays a menu to the user. items should be a list of 2-item tuples. In each tuple, the first item is a textual label, and the second item is the value to be returned if that item is selected. If the value is None, the first item is used as a menu caption.

This function takes many arguments, of which only a few are documented. Except for items, all arguments should be given as keyword arguments.

interact
If false, the menu is displayed, but no interaction is performed.
screen
The name of the screen used to display the menu.

Displaying Images

The image, scene, show, and hide statements each have an equivalent python function.

renpy.hide(name, layer='master')

Hides an image from a layer. The python equivalent of the hide statement.

name
The name of the image to hide. Only the image tag is used, and any image with the tag is hidden (the precise name does not matter).
layer
The layer on which this function operates.
renpy.image(name, d)

Defines an image. This function is the python equivalent of the image statement.

name
The name of the image to display, a string.
d
The displayable to associate with that image name.

This function may only be run from inside an init block. It is an error to run this function once the game has started.

renpy.layer_at_list(at_list, layer='master')

The python equivalent of the show layer layer at at_list statement.

renpy.scene(layer='master')

Removes all displayables from layer. This is equivalent to the scene statement, when the scene statement is not given an image to show.

A full scene statement is equivalent to a call to renpy.scene followed by a call to renpy.show(). For example:

scene bg beach

is equivalent to:

$ renpy.scene()
$ renpy.show("bg beach")
renpy.show(name, at_list=[], layer='master', what=None, zorder=0, tag=None, behind=[])

Shows an image on a layer. This is the programmatic equivalent of the show statement.

name
The name of the image to show, a string.
at_list
A list of transforms that are applied to the image. The equivalent of the at property.
layer
A string, giving the name of the layer on which the image will be shown. The equivalent of the onlayer property.
what
If not None, this is a displayable that will be shown in lieu of looking on the image. (This is the equivalent of the show expression statement.) When a what parameter is given, name can be used to associate a tag with the image.
zorder
An integer, the equivalent of the zorder property.
tag
A string, used to specify the the image tag of the shown image. The equivalent of the as property.
behind
A list of strings, giving image tags that this image is shown behind. The equivalent of the behind property.
renpy.show_layer_at(at_list, layer='master')

The python equivalent of the show layer layer at at_list statement.

Transitions

The equivalent of the with statement is the renpy.with_statement function.

renpy.with_statement(trans, always=False)

Causes a transition to occur. This is the python equivalent of the with statement.

trans
The transition.
always
If True, the transition will always occur, even if the user has disabled transitions.

This function returns true if the user chose to interrupt the transition, and false otherwise.

Jump

The equivalent of the jump statement is the renpy.jump function.

renpy.jump(label)

Causes the current statement to end, and control to jump to the given label.

Call

The equivalent of the call statement is the renpy.call function.

renpy.call(label, *args, **kwargs)

Causes the current Ren'Py statement to terminate, and a jump to a label to occur. When the jump returns, control will be passed to the statement following the current statement.