Store Variables link
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.
- adv = Character(...) link
This is a template ADV-mode character, and the default character kind that is used when
- _autosave = True link
This variable can be set to False to disable autosave.
- _confirm_quit = True link
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.
- default_mouse link
This is undefined by default. If defined, and if
config.mouseis set at game startup, this is a key that is used to look up a mouse cursor when the current cursor does not exist, or is the default. This is used by
See Custom Mouse Cursors for more information.
- _dismiss_pause = True link
If True, the player can dismiss pauses and transitions.
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
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.
- _history = True link
If true, Ren'Py will record dialogue history when a line is shown. (Note that
config.history_lengthmust be set as well.)
- _history_list = [ ] link
This is a list of history objects, corresponding to each line of history from oldest to newest. See the History section for more information.
- _ignore_action = None link
When this is not None, it's an action that is run after clicking Ignore on the error handling screen. The action is usually
Jump(), to jump the game to a place that can recover from an error. If None, control continues with the next Ren'Py statement.
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.
Ren'Py sets this variable to True when entering a main menu or game menu context.
The function that's called to display the in-game menu. It should take the same arguments as
renpy.display_menu(), and pass unknown keyword arguments unchanged. Assigning
nvl_menu()to this will display an nvl-mode menu.
- mouse_visible = True link
Controls if the mouse is visible. This is automatically set to true when entering the standard game menus.
- name_only = Character(...) link
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_charvariable is not used.
- narrator = Character(...) link
This is the character that speaks narration (say statements that do not give a character or character name). This:
is equivalent to:
narrator "Hello, world."
- _quit_slot = None link
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.
- _rollback = True link
Controls if rollback is allowed.
- say = ... link
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.
- save_name = "" link
A save name that is included with saves.
- _screenshot_pattern = None link
If not None, this string is used in preference to
config.screenshot_patternto determine the filename of a screenshot. Please see the documentation for that variable for the format of the string.
- _skipping = True link
Controls if skipping is allowed.
- _version = ... link
This is only set once, upon the initial start. After that, the game is responsible for updating _version as necessary.
- _window = False link
This set by the
window hidestatements, and indirectly by
window auto. If true, the dialogue window is shown during non-dialogue statements.
- _window_auto = False link
This is set to true by
window autoand to false by
window hide. If true, the window auto behavior occurs.