Configuration Variables link

Configuration variables control the behavior of Ren'Py's implementation, allowing Ren'Py itself to be customized in a myriad of ways. These range from the common (such as changing the screen size) to the obscure (adding new kinds of archive files).

Ren'Py's implementation makes the assumption that, once the GUI system has initialized, configuration variables will not change. Changing configuration variables outside of init blocks can lead to undefined behavior. Configuration variables are not part of the save data.

Configuration variables are often changed in init python blocks:

init python:

    # Use a widescreen resolution.
    config.screen_width = 1024
    config.screen_height = 600

Commonly Used link

define config.name = "" link

This should be a string giving the name of the game. This is included as part of tracebacks and other log files, helping to identify the version of the game being used.

define config.save_directory = "..." link

This is used to generate the directory in which games and persistent information are saved. The name generated depends on the platform:

Windows
%APPDATA%/RenPy/save_directory
Mac OS X
~/Library/RenPy/save_directory
Linux/Other
~/.renpy/save_directory

Setting this to None creates a "saves" directory underneath the game directory. This is not recommended, as it prevents the game from being shared between multiple users on a system. It can also lead to problems when a game is installed as Administrator, but run as a user.

This must be set with either the define statement, or in a python early block. In either case, this will be run before any other statement, and so it should be set to a string, not an expression.

To locate the save directory, read config.savedir instead of this variable.

define config.version = "" link

This should be a string giving the version of the game. This is included as part of tracebacks and other log files, helping to identify the version of the game being used.

define config.window = None link

This controls the default method of dialogue window management. If not None, this should be one of "show", "hide", or "auto".

When set to "show", the dialogue window is shown at all times. When set to "hide", the dialogue window is hidden when not in a say statement or other statement that displays dialogue. When set to "auto", the dialogue window is hidden before scene statements, and shown again when dialogue is shown.

This sets the default. Once set, the default can be changed using the window show, window hide and window auto statements. See Dialogue Window Management for more information.

Transitions link

These control transitions between various screens.

define config.adv_nvl_transition = None link

A transition that is used when showing NVL-mode text directly after ADV-mode text.

define config.after_load_transition = None link

A transition that is used after loading, when entering the loaded game.

define config.end_game_transition = None link

The transition that is used to display the main menu after the game ends normally, either by invoking return with no place to return to, or by calling renpy.full_restart().

define config.end_splash_transition = None link

The transition that is used to display the main menu after the end of the splashscreen.

define config.enter_replay_transition = None link

If not None, a transition that is used when entering a replay.

define config.enter_transition = None link

If not None, this variable should give a transition that will be used when entering the game menu.

define config.enter_yesno_transition = None link

If not None, a transition that is used when entering the yes/no prompt screen.

define config.exit_replay_transition = None link

If not None, a transition that is used when exiting a replay.

define config.exit_transition = None link

If not None, this variable should give a transition that will be performed when exiting the game menu.

define config.exit_yesno_transition = None link

If not None, a transition that is used when exiting the yes/no prompt screen.

define config.game_main_transition = None link

The transition that is used to display the main menu after leaving the game menu. This is used when the load and preferences screens are invoked from the main menu, and it's also used when the user picks "Main Menu" from the game menu.

define config.intra_transition = None link

The transition that is used between screens of the game menu.

define config.main_game_transition = None link

The transition used when entering the game menu from the main menu, as is done when clicking "Load Game" or "Preferences".

define config.nvl_adv_transition = None link

A transition that is used when showing ADV-mode text directly after NVL-mode text.

define config.say_attribute_transition = None link

If not None, a transition to use when the image is changed by a say statement with image attributes.

define config.window_hide_transition = None link

The transition used by the window hide statement when no transition has been explicitly specified.

define config.window_show_transition = None link

The transition used by the window show statement when no transition has been explicitly specified.

Preference Defaults link

Ren'Py has a number of variables that set the default values of preferences. Please see the section on preference variables for more information on how to set defaults for various preferences.

Occasionally Used link

define config.after_load_callbacks = [ ... ] link

A list of functions that are called (with no arguments) when a load occurs.

define config.after_replay_callback = None link

If not None, a function that is called with no arguments after a replay completes.

define config.auto_channels = { "audio" : ( "sfx", "", "" ) } link

This is used to define automatic audio channels. It's a map the channel name to a tuple containing 3 components:

  • The mixer the channel uses.
  • A prefix that is given to files played on the channel.
  • A suffix that is given to files played on the channel.
define config.auto_load = None link

If not None, the name of a save file to automatically load when Ren'Py starts up. This is intended for developer use, rather than for end users. Setting this to "1" will automatically load the game in save slot 1.

define config.auto_voice = None link

This may be a string, a function, or None. If None, auto-voice is disabled.

If a string, this is formatted with the id variable bound to the identifier of the current line of dialogue. If this gives an existing file, that file is played as voice audio.

If a function, the function is called with a single argument, the identifier of the current line of dialogue. The function is expected to return a string. If this gives an existing file, that file is played as voice audio.

See Automatic Voice for more details.

define config.automatic_images = None link

If not None, this causes Ren'Py to automatically define images.

When not set to None, this should be set to a list of separators. (For example, [ ' ', '_', '/' ].)

Ren'Py will scan through the list of files on disk and in archives. When it finds a file ending with .png or .jpg, it will strip the extension, then break the name at separators, to create an image name. If the name consists of at least two components, and no image with that name already is defined, Ren'Py will define that image to refer to a filename.

With the example list of separators, if your game directory contains:

  • eileen_happy.png, Ren'Py will define the image "eileen happy".
  • lucy/mad.png, Ren'Py will define the image "lucy mad".
  • mary.png, Ren'Py will do nothing. (As the image does not have two components.)
define config.automatic_images_strip = [ ] link

A list of strings giving prefixes that are stripped out when defining automatic images. This can be used to remove directory names, when directories contain images.

define config.autosave_slots = 10 link

The number of slots used by autosaves.

define config.character_id_prefixes = [ ] link

This specifies a list of style property prefixes that can be given to a Character(). When a style prefixed with one of the given prefix is given, it is applied to the displayable with that prefix as its ID.

For example, the default GUI adds "namebox" to this. When a Character is given the namebox_background property, it sets background on the displayable in the say screen with the id "namebox".

define config.debug = False link

Enables debugging functionality (mostly by turning some missing files into errors.) This should always be turned off in a release.

define config.debug_image_cache = False link

If True, Ren'Py will print the contents of the image cache to standard output (wherever that goes) whenever the contents of the image cache change.

define config.debug_sound = False link

Enables debugging of sound functionality. This disables the suppression of errors when generating sound. However, if a sound card is missing or flawed, then such errors are normal, and enabling this may prevent Ren'Py from functioning normally. This should always be False in a released game.

define config.debug_text_overflow = False link

When true, Ren'Py will log text overflows to text_overflow.txt. A text overflow occurs when a Text displayable renders to a size larger than that allocated to it. By setting this to True and setting the xmaximum and ymaximum style properties of the dialogue window to the window size, this can be used to report cases where the dialogue is too large for its window.

define config.default_tag_layer = "master" link

The layer an image is show on if its tag is not found in config.tag_layer.

define config.default_transform = ... link

When a displayable is shown using the show or scene statements, the transform properties are taken from this transform and used to initialize the values of the displayable's transform.

The default default transform is center.

define config.defer_styles = False link

When true, the execution of style statements is deferred until after all "translate python" blocks have executed. This lets a translate python block update variables that are then used in style (not translate style) statements.

While this defaults to False, it's set to True when gui.init() is called.

define config.developer = "auto" link

If set to True, developer mode is enabled. Developer mode gives access to the shift+D developer menu, shift+R reloading, and various other features that are not intended for end users.

This can be True, False, or "auto". If "auto", Ren'Py will detect if the game has been packaged into a distribution, and set config.developer as appropriate.

define config.emphasize_audio_channels = [ 'voice' ] link

A list of strings giving audio channel names.

If the "emphasize audio" preference is enabled, when one of the audio channels listed starts playing a sound, all channels that are not listed in this variable have their secondary audio volume reduced to config.emphasize_audio_volume over config.emphasize_audio_time seconds.

When no channels listed in this variable are playing audio, all channels that are not listed have their secondary audio volume raised to 1.0 over config.emphasize_audio_time seconds.

For example, setting this to [ 'voice' ]] will lower the volume of all non-voice channels when a voice is played.

define config.emphasize_audio_time = 0.5 link

See above.

define config.emphasize_audio_volume = 0.5 link

See above.

define config.empty_window = ... link

This is called when _window is True, and no window has been shown on the screen. (That is, no call to renpy.shown_window() has occurred.) It's expected to show an empty window on the screen, and return without causing an interaction.

The default implementation of this uses the narrator character to display a blank line without interacting.

define config.enter_sound = None link

If not None, this is a sound file that is played when entering the game menu.

define config.exit_sound = None link

If not None, this is a sound file that is played when exiting the game menu.

define config.fix_rollback_without_choice = False link

This option determines how the built in menus or imagemaps behave during fixed rollback. The default value is False, which means that menu only the previously selected option remains clickable. If set to True, the selected option is marked but no options are clickable. The user can progress forward through the rollback buffer by clicking.

define config.font_replacement_map = { } link

This is a map from (font, bold, italics) to (font, bold, italics), used to replace a font with one that's specialized as having bold and/or italics. For example, if you wanted to have everything using an italic version of "Vera.ttf" use "VeraIt.ttf" instead, you could write:

init python:
    config.font_replacement_map["Vera.ttf", False, True] = ("VeraIt.ttf", False, False).

Please note that these mappings only apply to specific variants of a font. In this case, requests for a bold italic version of vera will get a bold italic version of vera, rather than a bold version of the italic vera.

define config.framerate = 100 link

If not None, this is the upper limit on the number of frames Ren'Py will attempt to display per second. This is only respected by the software renderer. The GL renderer will synchronize to vertical blank instead.

define config.game_menu = [ ... ] link

This is used to customize the choices on the game menu. Please read Main and Game Menus for more details on the contents of this variable.

This is not used when the game menu is defined using screens.

define config.game_menu_music = None link

If not None, a music file to play when at the game menu.

define config.gl_test_image = "black" link

The name of the image that is used when running the OpenGL performance test. This image will be shown for 5 frames or .25 seconds, on startup. It will then be automatically hidden.

define config.has_autosave = True link

If true, the game will autosave. If false, no autosaving will occur.

define config.history_callbacks = [ ... ] link

This contains a list of callbacks that are called before Ren'Py adds a new object to _history_list. The callbacks are called with the new HistoryEntry object as the first argument, and can add new fields to that object.

Ren'Py uses history callbacks internally, so creators should append their own callbacks to this list, rather than replacing it entirely.

define config.history_length = None link

The number of entries of dialogue history Ren'Py keeps. This is set to 250 by the default gui.

define config.hw_video = False link

If true, hardware video playback will be used on mobile platforms. This is faster, but only some formats are supported and only fullscreen video is available. If false, software playback will be used, but it may be too slow to be useful.

A dictionary mapping a hyperlink protocol to the handler for that protocol. A handler is a function that takes the value (everything after the :) and performs some action. If a value is returned, the interaction ends. Otherwise, the click is ignored and the interaction continues.

The protocol that is used for hyperlinks that do not have a protocol assigned to them. See the a text tag for a description as to what the possible protocols mean.

define config.image_cache_size = 8 link

This is used to set the size of the image cache, as a multiple of the screen size. This number is multiplied by the size of the screen, in pixels, to get the size of the image cache in pixels.

If set too large, this can waste memory. If set too small, images can be repeatedly loaded, hurting performance.

define config.key_repeat = (.3, .03) link

Controls the rate of keyboard repeat. When key repeat is enabled, this should be a tuple. The first item in the tuple is the delay before the first repeat, and the second item is the delay between repeats. Both are in seconds. If None, keyboard repeat is disabled.

define config.language = None link

If not None, this should be a string giving the default language that the game is translated into by the translation framework.

define config.main_menu = [ ... ] link

The default main menu, when not using screens. For more details, see Main and Game Menus.

define config.main_menu_music = None link

If not None, a music file to play when at the main menu.

define config.menu_clear_layers = [] link

A list of layer names (as strings) that are cleared when entering the game menu.

define config.menu_window_subtitle = "" link

The _window_subtitle variable is set to this value when entering the main or game menus.

define config.minimum_presplash_time = 0.0 link

The minimum amount of time, in seconds, a presplash, Android presplash, or iOS LaunchImage is displayed for. If Ren'Py initializes before this amount of time has been reached, it will sleep to ensure the image is shown for at least this amount of time. The image may be shown longer if Ren'Py takes longer to start up.

define config.missing_background = "black" link

This is the background that is used when config.developer is True and an undefined image is used in a scene statement. This should be an image name (a string), not a displayable.

define config.mode_callbacks = [ ... ] link

A list of callbacks called when entering a mode. For more documentation, see the section on Modes.

The default value includes a callback that implements config.adv_nvl_transition and config.nvl_adv_transition.

define config.mouse = None link

This variable controls the use of user-defined mouse cursors. If None, the system mouse is used, which is usually a black-and-white mouse cursor.

Otherwise, this should be a dictionary giving the mouse animations for various mouse types. Keys used by the default library include "default", "say", "with", "menu", "prompt", "imagemap", "pause", "mainmenu", and "gamemenu". The "default" key should always be present, as it is used when a more specific key is absent.

Each value in the dictionary should be a list of (image, xoffset, yoffset) tuples, representing frames.

image
The mouse cursor image.
xoffset
The offset of the hotspot pixel from the left side of the cursor.
yoffset
The offset of the hotspot pixel from the top of the cursor.

The frames are played back at 20Hz, and the animation loops after all frames have been shown.

define config.narrator_menu = False link

(This is set to True by the default screens.rpy file.) If true, then narration inside a menu is displayed using the narrator character. Otherwise, narration is displayed as captions within the menu itself.

define config.nearest_neighbor = False link

Uses nearest-neighbor filtering by default, to support pixel art or melting players' eyes.

define config.overlay_functions = [ ] link

A list of functions. When called, each function is expected to use ui functions to add displayables to the overlay layer.

define config.overlay_screens = [ ... ] link

A list of screens that are displayed when the overlay is enabled, and hidden when the overlay is suppressed. (The screens are shown on the screens layer, not the overlay layer.)

define config.python_callbacks = [ ] link

A list of functions. The functions in this list are called, without any arguments, whenever a python block is run outside of the init phase.

One possible use of this would be to have a function limit a variable to within a range each time it is adjusted.

The functions may be called while Ren'Py is starting up, before the start of the game proper, and potentially before the variables the function depends on are initialized. The functions are required to deal with this, perhaps by using hasattr(store, 'varname') to check if a variable is defined.

define config.quicksave_slots = 10 link

The number of slots used by quicksaves.

define config.quit_action = ... link

The action that is called when the user clicks the quit button on a window. The default action prompts the user to see if he wants to quit the game.

define config.replace_text = None link

If not None, a function that is called with a single argument, a text to be displayed to the user. The function can return the same text it was passed, or a replacement text that will be displayed instead.

The function is called after substitutions have been performed and after the text has been split on tags, so its argument contains nothing but actual text. All displayed text passes through the function: not only dialogue text, but also user interface text.

This can be used to replace specific ASCII sequences with corresponding Unicode characters, as demonstrated by the following:

def replace_text(s):
    s = s.replace("'", u'\u2019') # apostrophe
    s = s.replace('--', u'\u2014') # em dash
    s = s.replace('...', u'\u2026') # ellipsis
    return s
config.replace_text = replace_text
define config.replay_scope = { "_game_menu_screen" : "preferences" } link

A dictionary mapping variables in the default store to the values the variables will be given when entering a replay.

define config.save_json_callbacks = [ ] link

A list of callback functions that are used to create the json object that is stored with each save and marked accessible through FileJson() and renpy.slot_json().

Each callback is called with a python dictionary that will eventually be saved. Callbacks should modify that dictionary by adding json-compatible python types, such as numbers, strings, lists, and dicts. The dictionary at the end of the last callback is then saved as part of the save slot.

The dictionary passed to the callbacks may have already have keys beginning with an underscore (_). These keys are used by Ren'Py, and should not be changed.

define config.say_arguments_callback = None link

If not None, this should be a function that takes the speaking character, followed by positional and keyword arguments. It's called whenever a say statement occurs with the arguments to that say statment. This always includes an interact argument, and can include others provided in the say statement.

This should return a pair, containing a tuple of positional arguments (almost always empty), and a dictionary of keyword arguments (almost always with at least interact in it.

For example:

def say_arguments_callback(who, interact=True, color="#fff"):
    return (), { "interact" : interact, "what_color" : color" }

config.say_arguments_callback = say_arguments_callback
define config.screen_height = 600 link

The height of the screen. Usually set by gui.init().

define config.screen_width = 800 link

The width of the screen. Usually set by gui.init().

define config.speaking_attribute = None link

If not None, this should be a string giving the name of an image attribute. The image attribute is added to the image when the character is speaking, and removed when the character stops.

define config.tag_layer = { } link

A dictionary mapping image tag strings to layer name strings. When an image is shown without a specific layer name, the image's tag is looked up in this dictionary to get the layer to show it on. If the tag is not found here, config.default_tag_name is used.

define config.tag_transform = { } link

A dictionary mapping image tag strings to transforms or lists of transforms. When an image is newly-shown without an at clause, the image's tag is looked up in this dictionary to find a transform or list of transforms to use.

define config.tag_zorder = { } link

A dictionary mapping image tag strings to zorders. When an image is newly-shown without a zorder clause, the image's tag is looked up in this dictionary to find a zorder to use. If no zorder is found, 0 is used.

define config.thumbnail_height = 75 link

The height of the thumbnails that are taken when the game is saved. These thumbnails are shown when the game is loaded. Please note that the thumbnail is shown at the size it was taken at, rather than the value of this setting when the thumbnail is shown to the user.

This is changed by the default GUI.

define config.thumbnail_width = 100 link

The width of the thumbnails that are taken when the game is saved. These thumbnails are shown when the game is loaded. Please note that the thumbnail is shown at the size it was taken at, rather than the value of this setting when the thumbnail is shown to the user.

This is changed by the default GUI.

define config.tts_voice = None link

If not None, a string giving a non-default voice that is used to play back text-to-speech for self voicing. The possible choices are platform specific, and so this should be set in a platform-specific manner. (It may make sense to change this in translations, as well.)

define config.window_auto_hide = [ 'scene', 'call screen' ] link

A list of statements that cause window auto to hide the empty dialogue window.

define config.window_auto_show = [ 'say' ] link

A list of statements that cause window auto to show the empty dialogue window.

define config.window_icon = None link

If not None, this is expected to be the filename of an image giving an icon that is used for the game's main window. This does not set the icon used by windows executables and mac apps, as those are controlled by Special Files.

define config.window_overlay_functions = [] link

A list of overlay functions that are only called when the window is shown.

define config.window_title = None link

The static portion of the title of the window containing the Ren'Py game. _window_subtitle is appended to this to get the full title of the window.

If None, the default, this defaults to the value of config.name.

Rarely or Internally Used link

define config.adjust_view_size = None link

If not None, this should be a function taking two arguments, the width and height of the physical window. It is expected to return a tuple giving the width and height of the OpenGL viewport, the portion of the screen that Ren'Py will draw pictures to.

This can be used to configure Ren'Py to only allow certain sizes of screen. For example, the following allows only integer multiples of the original screen size:

init python:

    def force_integer_multiplier(width, height):
        multiplier = min(width / config.screen_width, height / config.screen_height)
        multiplier = max(int(multiplier), 1)
        return (multiplier * config.screen_width, multiplier * config.screen_height)

    config.adjust_view_size = force_integer_multiplier
define config.afm_bonus = 25 link

The number of bonus characters added to every string when auto-forward mode is in effect.

define config.afm_callback = None link

If not None, a python function that is called to determine if it is safe to auto-forward. The intent is that this can be used by a voice system to disable auto-forwarding when a voice is playing.

define config.afm_characters = 250 link

The number of characters in a string it takes to cause the amount of time specified in the auto forward mode preference to be delayed before auto-forward mode takes effect.

define config.afm_voice_delay = .5 link

The number of seconds after a voice file finishes playing before AFM can advance text.

define config.all_character_callbacks = [ ] link

A list of callbacks that are called by all characters. This list is prepended to the list of character-specific callbacks.

define config.allow_skipping = True link

If set to False, the user is not able to skip over the text of the game.

define config.archives = [ ] link

A list of archive files that will be searched for images and other data. The entries in this should consist of strings giving the base names of archive files, without the .rpa extension.

The archives are searched in the order they are found in this list. A file is taken from the first archive it is found in.

At startup, Ren'Py will automatically populate this variable with the names of all archives found in the game directory, sorted in reverse ascii order. For example, if Ren'Py finds the files data.rpa, patch01.rpa, and patch02.rpa, this variable will be populated with ['patch02', 'patch01', 'data'].

define config.auto_choice_delay = None link

If not None, this variable gives a number of seconds that Ren'Py will pause at an in-game menu before picking a random choice from that menu. We'd expect this variable to always be set to None in released games, but setting it to a number will allow for automated demonstrations of games without much human interaction.

define config.autoreload = True link

If true, shift+R will toggle automatic reloading. When automatic reloading is enabled, Ren'Py will reload the game whenever a used file is modified.

If false, Ren'Py will reload the game once per press of shift+R.

define config.autosave_frequency = 200 link

Roughly, the number of interactions that will occur before an autosave occurs. To disable autosaving, set config.has_autosave to False, don't change this variable.

define config.autosave_on_choice = True link

If true, Ren'Py will autosave upon encountering an in-game choice. (When renpy.choice_for_skipping() is called.)

define config.autosave_on_quit = True link

If true, Ren'Py will attempt to autosave when the user attempts to quit, return to the main menu, or load a game over the existing game. (To save time, the autosave occurs while the user is being prompted to confirm his or her decision.)

define config.character_callback = None link

The default value of the callback parameter of Character.

define config.choice_layer = "screens" link

The layer the choice screen (used by the menu statement) is shown on.

define config.clear_layers = [] link

A list of names of layers to clear when entering the main and game menus.

define config.context_clear_layers = [ 'screens' ] link

A list of layers that are cleared when entering a new context.

define config.fade_music = 0.0 link

This is the amount of time in seconds to spend fading the old track out before a new music track starts. This should probably be fairly short, so the wrong music doesn't play for too long.

define config.fast_skipping = False link

Set this to True to allow fast skipping outside of developer mode.

define config.file_open_callback = None link

If not None, this is a function that is called with the file name when a file needs to be opened. It should return a file-like object, or None to load the file using the usual Ren'Py mechanisms. Your file-like object must implement at least the read, seek, tell, and close methods.

define config.focus_crossrange_penalty = 1024 link

This is the amount of penalty to apply to moves perpendicular to the selected direction of motion, when moving focus with the keyboard.

define config.gl_enable = True link

Set this to False to disable OpenGL acceleration. OpenGL acceleration will automatically be disabled if it's determined that the system cannot support it, so it usually isn't necessary to set this.

OpenGL can also be disabled by holding down shift at startup.

define config.gl_resize = True link

Determines if the user is allowed to resize an OpenGL-drawn window.

define config.hard_rollback_limit = 100 link

This is the number of steps that Ren'Py will let the user interactively rollback. Set this to 0 to disable rollback entirely, although we don't recommend that, as rollback is useful to let the user see text he skipped by mistake.

define config.help = "README.html" link

This controls the functionality of the help system invoked by the help button on the main and game menus, or by pressing f1 or command-?.

If None, the help system is disabled and does not show up on menus. If a string corresponding to a label found in the script, that label is invoked in a new context. This allows you to define an in-game help-screen. Otherwise, this is interpreted as a filename relative to the base directory, that is opened in a web browser.

define config.hide = renpy.hide link

A function that is called when the hide statement is executed. This should take the same arguments as renpy.hide.

define config.imagemap_auto_function = ... link

A function that expands the auto property of a screen language imagebutton or imagemap statement into a displayable. It takes the value of the auto property, and the desired image, one of: "insensitive", "idle", "hover", "selected_idle", "selected_hover", or "ground". It should return a displayable or None.

The default implementation formats the auto property with the desired image, and then checks if the computed filename exists.

define config.imagemap_cache = True link

If true, imagemap hotspots will be cached to PNG files, reducing time and memory usage, but increasing the size of the game on disk. Set this to false to disable this behavior.

define config.implicit_with_none = True link

If True, then by default the equivalent of a with None statement will be performed after interactions caused by dialogue, menus input, and imagemaps. This ensures that old screens will not show up in transitions.

define config.interact_callbacks = ... link

A list of functions that are called (without any arguments) when an interaction is started or restarted.

define config.keep_running_transform = True link

If true, showing an image without supplying a transform or ATL block will cause the image to continue the previous transform an image with that tag was using, if any. If false, the transform is stopped.

define config.keymap = dict(...) link

This variable contains a keymap giving the keys and mouse buttons assigned to each possible operation. Please see the section on Keymaps for more information.

define config.label_callback = None link

If not None, this is a function that is called whenever a label is reached. It is called with two parameters. The first is the name of the label. The second is true if the label was reached through jumping, calling, or creating a new context, and false otherwise.

define config.label_overrides = { } link

This variable gives a way of causing jumps and calls of labels in Ren'Py script to be redirected to other labels. For example, if you add a mapping from "start" to "mystart", all jumps and calls to "start" will go to "mystart" instead.

define config.layer_clipping = { } link

Controls layer clipping. This is a map from layer names to (x, y, height, width) tuples, where x and y are the coordinates of the upper-left corner of the layer, with height and width giving the layer size.

If a layer is not mentioned in config.layer_clipping, then it is assumed to take up the full screen.

define config.layers = [ 'master', 'transient', 'screens', 'overlay' ] link

This variable gives a list of all of the layers that Ren'Py knows about, in the order that they will be displayed to the screen. (The lowest layer is the first entry in the list.) Ren'Py uses the layers "master", "transient", "screens", and "overlay" internally, so they should always be in this list.

define config.lint_hooks = ... link

This is a list of functions that are called, with no arguments, when lint is run. The functions are expected to check the script data for errors, and print any they find to standard output (using the python print statement is fine in this case).

define config.load_before_transition = True link

If True, the start of an interaction will be delayed until all images used by that interaction have loaded. (Yeah, it's a lousy name.)

define config.log_width = 78 link

The width of lines logged when config.log is used.

define config.longpress_duration = 0.5 link

The amount of time the player must press the screen for for a longpress to be recognized on a touch device.

define config.longpress_radius = 15 link

The number of pixels the touch must remain within for a press to be recognized as a longpress.

define config.longpress_vibrate = .1 link

The amount of time the device will vibrate for after a longpress.

define config.log = None link

If not None, this is expected to be a filename. Much of the text shown to the user by say or menu statements will be logged to this file.

define config.missing_image_callback = None link

If not None, this function is called when an attempt to load an image fails. It may return None, or it may return an image manipulator. If an image manipulator is returned, that image manipulator is loaded in the place of the missing image.

define config.missing_label_callback = None link

If not None, this function is called when Ren'Py attempts to access a label that does not exist in the game. It should return the name of a label to use as a replacement for the missing label, or None to cause Ren'Py to raise an exception.

define config.mouse_hide_time = 30 link

The mouse is hidden after this number of seconds has elapsed without any mouse input. This should be set to longer than the expected time it will take to read a single screen, so mouse users will not experience the mouse appearing then disappearing between clicks.

If None, the mouse will never be hidden.

define config.movie_mixer = "music" link

The mixer that is used when a Movie() automatically defines a channel for video playback.

define config.new_translate_order = True link

Enables the new order of style and translate statements introduced in Ren'Py 6.99.11.

define config.new_substitutions = True link

If true, Ren'Py will apply new-style (square-bracket) substitutions to all text displayed.

define config.old_substitutions = False link

If true, Ren'Py will apply old-style (percent) substitutions to text displayed by the say and menu statements.

define config.overlay_during_with = True link

True if we want overlays to be shown during with statements, or False if we'd prefer that they be hidden during the with statements.

define config.overlay_layers = [ 'overlay' ] link

This is a list of all of the overlay layers. Overlay layers are cleared before the overlay functions are called. "overlay" should always be in this list.

define config.periodic_callback = None link

If not None, this should be a function. The function is called, with no arguments, at around 20Hz.

define config.play_channel = "audio" link

The name of the audio channel used by renpy.play(), hover_sound, and activate_sound.

define config.predict_statements = 10 link

This is the number of statements, including the current one, to consider when doing predictive image loading. A breadth-first search from the current statement is performed until this number of statements is considered, and any image referenced in those statements is potentially predictively loaded. Setting this to 0 will disable predictive loading of images.

define config.profile = False link

If set to True, some profiling information will be output to stdout.

define config.quit_on_mobile_background = False link

If true, the mobile app will quit when it loses focus.

define config.rollback_enabled = True link

Should the user be allowed to rollback the game? If set to False, the user cannot interactively rollback.

define config.rollback_length = 128 link

When there are more than this many statements in the rollback log, Ren'Py will consider trimming the log.

define config.rollback_side_size = .2 link

If the rollback side is enabled, the fraction of of the screen on the rollback side that, when clicked or touched, causes a rollback to occur.

define config.say_allow_dismiss = None link

If not None, this should be a function. The function is called with no arguments when the user attempts to dismiss a say statement. If this function returns true, the dismissal is allowed, otherwise it is ignored.

define config.say_layer = "screens" link

The layer the say screen is shown on.

define config.say_menu_text_filter = None link

If not None, then this is a function that is given the text found in strings in the say and menu statements. It is expected to return new (or the same) strings to replace them.

define config.say_sustain_callbacks = ... link

A list of functions that are called, without arguments, before the second and later interactions caused by a line of dialogue with pauses in it. Used to sustain voice through pauses.

define config.save_dump = False link

If set to true, Ren'Py will create the file save_dump.txt whenever it saves a game. This file contains information about the objects contained in the save file. Each line consists of a relative size estimate, the path to the object, information about if the object is an alias, and a representation of the object.

define config.save_on_mobile_background = True link

If true, the mobile app will save its state when it loses focus. The state is saved in a way that allows it to be automatically loaded (and the game to resume its place) when the app starts again.

define config.save_physical_size = True link

If true, the physical size of the window will be saved in the preferences, and restored when the game resumes.

define config.savedir = ... link

The complete path to the directory in which the game is saved. This should only be set in a python early block. See also config.save_directory, which generates the default value for this if it is not set during a python early block.

define config.scene = renpy.scene link

A function that's used in place of renpy.scene by the scene statement. Note that this is used to clear the screen, and config.show is used to show a new image. This should have the same signature as renpy.scene.

define config.screenshot_callback = ... link

A function that is called when a screenshot is taken. The function is called with a single parameter, the full filename the screenshot was saved as.

define config.screenshot_crop = None link

If not None, this should be a (x, y, height, width) tuple. Screenshots are cropped to this rectangle before being saved.

define config.screenshot_pattern = "screenshot%04d.png" link

The pattern used to create screenshot files. This pattern is applied (using python's %-formatting rules) to the natural numbers to generate a sequence of filenames. The filenames may be absolute, or relative to config.renpy_base. The first filename that does not exist is used as the name of the screenshot.

define config.script_version = None link

If not None, this is interpreted as a script version. The library will use this script version to enable some compatibility features, if necessary. If None, we assume this is a latest-version script.

This is normally set in a file added by the Ren'Py launcher when distributions are built.

define config.searchpath = [ 'common', 'game' ] link

A list of directories that are searched for images, music, archives, and other media, but not scripts. This is initialized to a list containing "common" and the name of the game directory.

define config.search_prefixes = [ "", "images/" ] link

A list of prefixes that are prepended to filenames that are searched for.

define config.show = renpy.show link

A function that is used in place of renpy.show by the show and scene statements. This should have the same signature as renpy.show.

define config.skip_delay = 75 link

The amount of time that dialogue will be shown for, when skipping statements using ctrl, in milliseconds. (Although it's nowhere near that precise in practice.)

define config.skip_indicator = True link

If True, the library will display a skip indicator when skipping through the script.

define config.sound = True link

If True, sound works. If False, the sound/mixer subsystem is completely disabled.

define config.sound_sample_rate = 48000 link

The sample rate that the sound card will be run at. If all of your wav files are of a lower rate, changing this to that rate may make things more efficient.

define config.start_callbacks = [ ... ] link

A list of callbacks functions that are called with no arguments after the init phase, but before the game (including the splashscreen) starts. This is intended to be used by frameworks to initialize variables that will be saved.

The default value of this variable includes callbacks that Ren'Py uses internally to implement features such as nvl-mode. New callbacks can be appended to this list, but the existing callbacks should not be removed.

define config.start_interact_callbacks = ... link

A list of functions that are called (without any arguments) when an interaction is started. These callbacks are not called when an interaction is restarted.

define config.top_layers = [ ] link

This is a list of names of layers that are displayed above all other layers, and do not participate in a transition that is applied to all layers. If a layer name is listed here, it should not be listed in config.layers.

define config.transient_layers = [ 'transient' ] link

This variable gives a list of all of the transient layers. Transient layers are layers that are cleared after each interaction. "transient" should always be in this list.

define config.transform_uses_child_position = True link

If True, transforms will inherit position properties from their child. If not, they won't.

define config.transition_screens = True link

If true, screens will participate in transitions, dissolving from the old state of the screen to the new state of the screen. If False, only the latest state of the screen will be shown.

define config.translate_clean_stores = [ "gui" ] link

A list of named stores that are cleaned to their state at the end of the init phase when the translation language changes.

define config.variants = [ ... ] link

A list of screen variants that are searched when choosing a screen to display to the user. This should always end with None, to ensure that the default screens are chosen. See Screen Variants.

define config.voice_filename_format = "{filename}" link

A string that is formatted with the string argument to the voice statement to produce the filename that is played to the user. For example, if this is "{filename}.ogg", the voice "test" statement will play test.ogg.

define config.with_callback = None link

If not None, this should be a function that is called when a with statement occurs. This function can be responsible for putting up transient things on the screen during the transition. The function is called with a single argument, which is the transition that is occurring. It is expected to return a transition, which may or may not be the transition supplied as its argument.