1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155
|
Store Variables
===============
Ren'Py has a number of store variables that control its function. Store
variables may be changed at any time. If a store variable is changed after
the game has started, it will be be saved and loaded by the save system,
and rolled-back when rollback occurs.
.. var:: adv = Character(...)
This is a template ADV-mode character, and the default character kind
that is used when :func:`Character` is called.
.. var:: _confirm_quit = True
This determines if quitting the game asks for confirmation. It is
set to False during the splashscreen, and is ignored when in the main
menu.
.. var:: _dismiss_pause = True
If True, the player can dismiss pauses and transitions.
.. var:: _game_menu_screen = "save"
This is the screen that is displayed when entering the game menu with no
more specific screen selected. (For example, when right-clicking, pressing
escape, or when :func:`ShowMenu` is not given an argument.) If None, entry
to the game menu is disallowed.
This is set to None at the start of the splashscreen, and restored to its
original value when the splashscreen ends.
.. var:: _history = True
If true, Ren'Py will record dialogue history when a line is shown. (Note
that :var:`config.history_list_length` must be set as well.)
.. var:: _history_list = [ ]
This is a list of history objects, corresponding to each line of history
from oldest to newest. See the :ref:`History <history>` section for more
information.
.. var:: _ignore_action = None
When this is not None, it's an action that is run after clicking Ignore
on the error handling screen. The action is usually :func:`Jump`, to jump
the game to a place that can recover from an error. If None, control
continues with the next Ren'Py statement.
.. var:: main_menu = False
Ren'Py sets this variable to True while in the main menu. This can be used
to have screens display differently while in the main menu.
.. var:: _menu = False
Ren'Py sets this variable to True when entering a main menu or game menu
context.
.. var:: menu = renpy.display_menu
The function that's called to display the in-gamemenu. It should take the same
arguments as :func:`renpy.display_menu`. Assigning :func:`nvl_menu` to this
will display an nvl-mode menu.
.. var:: mouse_visible = True
Controls if the mouse is visible. This is automatically set to true when
entering the standard game menus.
.. var:: name_only = Character(...)
This is a template character that is used when a string is given as the
character name in a say statement. This::
"Eileen" "Hello, world."
is equivalent to::
$ temp_char = Character("Eileen", kind=name_only)
temp_char "Hello, world."
except that the ``temp_char`` variable is not used.
.. var:: narrator = Character(...)
This is the character that speaks narration (say statements that do not
give a character or character name). This::
"Hello, world."
is equivalent to::
narrator "Hello, world."
.. var:: _quit_slot = None
If not None, this should be a string giving the name of a file slot.
When Ren'Py quits, the game will be saved in this slot.
.. var:: _rollback = True
Controls if rollback is allowed.
.. var:: say = ...
A function that is called by Ren'Py to display dialogue. This is called
with three arguments. The first argument (`who`) is the character saying the
dialogue (or None for the narrator). The second argument (`what`) is what dialogue
is being said.
The third argument must be a keyword argument named `interact` and defaulting
to True. If true, the say function will wait for a click. If false, it will
immediately return with the dialogue displayed on the screen.
It's rare to call this function directly, as one can simply call a character
with dialogue. This variable mostly exists to be redefined, as a way of
hooking the say statement.
.. var:: save_name = ""
A save name that is included with saves.
.. var:: _skipping = True
Controls of if skipping is allowed.
.. var:: _version = ...
This is set to :var:`config.version` when a new game is started. It can be
use by the ``after_load`` label or :var:`config.after_load_callbacks` to
determine which upgrades need to be done.
This is only set once, upon the initial start. After that, the game is
responsible for updating _version as necessary.
.. var:: _window = False
This set by the ``window show`` and ``window hide`` statements, and indirectly
by ``window auto``. If true, the dialogue window is shown during non-dialogue
statements.
.. var:: _window_auto = False
This is set to true by ``window auto`` and to false by ``window show`` and
``window hide``. If true, the window auto behavior occurs.
.. var:: _window_subtitle = ''
This is appended to :var:`config.window_title` to produce the caption for the game
window. This is automatically set to :var:`config.menu_window_subtitle` while in
the game menu.
|