# Configuration Variables

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

define `config.name` = ""

  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` = "..."

  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` = ""

  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

  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

These control transitions between various screens.

define `config.adv_nvl_transition` = None

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

define `config.after_load_transition` = None

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

define `config.end_game_transition` = None

  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

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

define `config.enter_replay_transition` = None

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

define `config.enter_transition` = None

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

define `config.enter_yesno_transition` = None

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

define `config.exit_replay_transition` = None

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

define `config.exit_transition` = None

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

define `config.exit_yesno_transition` = None

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

define `config.game_main_transition` = None

  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

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

define `config.main_game_transition` = None

  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

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

define `config.say_attribute_transition` = None

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

define `config.say_attribute_transition_layer` = None

  If not None, this must be a string giving the name of a layer. (Almost always "master".) The say attribute is applied to the named layer, and Ren'Py will not pause to wait for the transition to occur. This will have the effect of transitioning in the attribute as dialogue is shown.

define `config.window_hide_transition` = None

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

define `config.window_show_transition` = None

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

## Preference Defaults

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

define `config.after_load_callbacks` = [ ... ]

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

define `config.after_replay_callback` = None

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

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

  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

  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

  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

  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` = [ ]

  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

  The number of slots used by autosaves.

define `config.cache_surfaces` = True

  If True, the underlying data of an image is stored in RAM, allowing image manipulators to be applied to that image without reloading it from disk. If False, the data is dropped from the cache, but kept as a texture in video memory, reducing RAM usage.

define `config.character_id_prefixes` = [ ]

  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.conditionswitch_predict_all` = False

  The default value of the predict_all argument for `ConditionSwitch()` and `ShowingSwitch()`, which determines if all possible displayables are shown.

define `config.context_callback` = None

  This is a callback that is called when Ren'Py enteres a new context, such as a menu context.

define `config.debug` = False

  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

  If True, Ren'Py will write information about the image cache to image_cache.txt.

define `config.debug_sound` = False

  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

  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"

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

define `config.default_transform` = ...

  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

  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"

  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.displayable_prefix` = { }

  See Displayable prefixes.

define `config.emphasize_audio_channels` = [ 'voice' ]

  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

  See above.

define `config.emphasize_audio_volume` = 0.5

  See above.

define `config.empty_window` = ...

  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.enable_language_autodetect` = False

  If true, Ren'Py will attempt to determine the name of the language to use based on the locale of the player's system. If successful, this languagfe will be used as the default language.

define `config.enter_sound` = None

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

define `config.exit_sound` = None

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

define `config.fix_rollback_without_choice` = False

  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` = { }

  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.game_menu` = [ ... ]

  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

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

define `config.gl_clear_color` = "#000"

  The color that the window is cleared to before images are drawn. This is mainly seen as the color of the letterbox or pillarbox edges drawn when aspect ratio of the window or monitor in fullscreen mode) does not match the aspect ratio of the game.

define `config.gl_test_image` = "black"

  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

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

define `config.history_callbacks` = [ ... ]

  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

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

define `config.hw_video` = False

  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.

define `config.hyperlink_handlers` = { ... }

  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.

define `config.hyperlink_protocol` = "call_in_new_context"

  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` = None

  If not None, 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.image_cache_size_mb` = 300

  This is used to set the size of the image cache, in megabytes. If `config.cache_surfaces` is False, an image takes 4 bytes per pixel, otherwise it takes 8 bytes per pixel.

  If set too large, this can waste memory. If set too small, images can be repeatedly loaded, hurting performance. If not none, `config.image_cache_size` is used instead of this variable.

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

  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

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

define `config.locale_to_language_function` = ...

  A function that determines the language the game should use, based on the the user's locale. It takes 2 arguments strings that give the the ISO code of the locale and the ISO code of the region.

  It should return a string giving the name of a translation to use, or None to use the default translation.

define `config.main_menu` = [ ... ]

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

define `config.main_menu_music` = None

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

define `config.menu_arguments_callback` = None

  If not None, this should be a function that takes positional and/or keyword arguments. It's called whenever a menu statement runs, with the arguments to that menu statement.

  This should return a pair, containing a tuple of positional arguments (almost always empty), and a dictionary of keyword arguments.

define `config.menu_clear_layers` = []

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

define `config.menu_include_disabled` = False

  When this variable is set, choices disables with the if statement are included as disabled buttons.

define `config.menu_window_subtitle` = ""

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

define `config.minimum_presplash_time` = 0.0

  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"

  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` = [ ... ]

  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

  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

  (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

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

define `config.optimize_texture_bounds` = False

  When True, Ren'Py will scan images to find the bounding box of the non-transparent pixels, and only load those pixels into a texture.

define `config.overlay_functions` = [ ]

  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` = [ ... ]

  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.preload_fonts` = [ ]

  A list of the names of TrueType and OpenType fonts that Ren'Py should load when starting up. Including the name of a font here can prevent Ren'Py from pausing when introducing a new typeface.

define `config.python_callbacks` = [ ]

  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

  The number of slots used by quicksaves.

define `config.quit_action` = ...

  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

  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" }

  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` = [ ]

  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

  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

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

define `config.screen_width` = 800

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

define `config.skip_sounds` = False

  If False, non-looping audio will not be played when Ren'Py is skipping.

define `config.speaking_attribute` = None

  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's image tag when the character is speaking, and removed when the character stops.

  This is applied to the image on the default layer for the tag, which can be set using `config.tag_layer`.

define `config.tag_layer` = { }

  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` = { }

  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` = { }

  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

  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

  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

  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', 'menu' ]

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

define `config.window_auto_show` = [ 'say', 'menu-with-caption' ]

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

define `config.window_icon` = None

  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` = []

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

define `config.window_title` = None

  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

define `config.adjust_view_size` = None

  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

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

define `config.afm_callback` = None

  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

  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

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

define `config.all_character_callbacks` = [ ]

  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

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

define `config.archives` = [ ]

  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

  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

  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

  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

  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

  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

  The default value of the callback parameter of Character.

define `config.choice_layer` = "screens"

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

define `config.clear_layers` = []

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

define `config.context_clear_layers` = [ 'screens' ]

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

define `config.fade_music` = 0.0

  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

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

define `config.file_open_callback` = None

  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.

  One may want to also define a `config.loadable_callback` that matches this.

define `config.focus_crossrange_penalty` = 1024

  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

  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

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

define `config.hard_rollback_limit` = 100

  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"

  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

  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` = ...

  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

  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

  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` = ...

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

define `config.keep_running_transform` = True

  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(...)

  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

  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` = { }

  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` = { }

  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' ]

  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` = ...

  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

  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.loadable_callback` = None

  When not None, a function that's called with a filename. It should return True if the file is loadable, and False if not. This can be used with `config.file_open_callback` or `config.missing_image_callback`.

define `config.log_width` = 78

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

define `config.longpress_duration` = 0.5

  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

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

define `config.longpress_vibrate` = .1

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

define `config.log` = None

  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

  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.

  One may want to also define a `config.loadable_callback`, especially if this is used with a `DynamicImage()`.

define `config.missing_label_callback` = None

  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

  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"

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

define `config.new_translate_order` = True

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

define `config.new_substitutions` = True

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

define `config.old_substitutions` = False

  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

  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' ]

  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.per_frame_screens` = [ ... ]

  This is a list of strings giving the name of screens that are updated once per frame, rather than once per interaction. Ren'Py uses this internally, so if you add a screen, append the name rather than replacing the list in its entirety.

define `config.periodic_callback` = None

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

define `config.play_channel` = "audio"

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

define `config.predict_statements` = 10

  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

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

define `config.quit_on_mobile_background` = False

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

define `config.rollback_enabled` = True

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

define `config.rollback_length` = 128

  When there are more than this many statements in the rollback log, Ren'Py will consider trimming the log. This also covers how many steps Ren'Py will rollback when trying to load a save when the script has changed.

  Decreasing this below the default value may cause Ren'Py to become unstable.

define `config.rollback_side_size` = .2

  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

  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"

  The layer the say screen is shown on.

define `config.say_menu_text_filter` = None

  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` = ...

  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

  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

  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

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

define `config.savedir` = ...

  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

  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` = ...

  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

  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"

  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

  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' ]

  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/" ]

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

define `config.show` = renpy.show

  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

  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

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

define `config.sound` = True

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

define `config.sound_sample_rate` = 48000

  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` = [ ... ]

  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` = ...

  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` = [ ]

  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' ]

  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

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

define `config.transition_screens` = True

  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" ]

  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` = [ ... ]

  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}"

  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

  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.

## Garbage Collection

These variables allow you to tune the Python garbage collector and the Ren'Py management of the Python garbage collector.

define `config.manage_gc` = True

  If True, Ren'Py will manage the GC itself. This means that it will apply the settings below.

define `config.gc_thresholds` = (25000, 10, 10)

  The GC thresholds that Ren'Py uses when not idle. These are set to try to ensure that garbage collection doesn't happen. The three numbers are:

  - The net number of objects that need to be allocated before a level-0 collection.
  - The number of level-0 collections that trigger a level-1 collection.
  - The number of level-1 collections that trigger a level-2 collection.

  (Level-0 collections should be fast enough to not cause a frame drop, level-1 collections might, level-2 will.)

define `config.idle_gc_count` = 2500

  The net number of objects that triggers a collection when Ren'Py has reached a steady state. (The fourth frame or later after the screen has been updated.)

`gc_print_unreachable` = False

  If True, Ren'Py will print to its console and logs informaton about the objects that are triggering collections.