Other Functions and Variables link

We're in the process of migrating the documentation over to a new tool. As not every page has been migrated yet, this exists to document new functionality that has no other place to go.

Ren'Py Version link

renpy.version(tuple=False) link

If tuple is false, returns a string containing "Ren'Py ", followed by the current version of Ren'Py.

If tuple is true, returns a tuple giving each component of the version as an integer.

renpy.version_string link

The version number of Ren'Py, as a string of the form "Ren'Py".

renpy.version_only link

The version number of Ren'Py, without the Ren'Py prefix. A string of the form "".

renpy.version_tuple link

The version number of Ren'Py, as a tuple of the form (1, 2, 3, 456).

renpy.version_name link

A human readable version name, of the form "Example Version."

renpy.license link

A string giving license text that should be included in a game's about screen.

Platform Detection link

Ren'Py includes a number of variables that are set based on which platform it's running on.

renpy.windows link

Has a true value when running on Windows.

renpy.macintosh link

Has a true value when running on macOS.

renpy.linux link

Has a true value when running on Linux or other POSIX-like operating systems.

renpy.android link

Has a true value when running on Android.

renpy.ios link

Has a true value when running on iOS.

renpy.emscripten link

Has a true value when running in the browser.

renpy.mobile link

Has a true value when running on Android or iOS or in the browser.

These are only set when running on the actual devices, not when running on in the emulators. These are more intended for use in platform-specific Python. For display layout, use screen variants.

Memory Profiling link

renpy.diff_memory(update=True, skip_constants=False) link

Profiles objects, surface, and texture memory use by Ren'Py and the game. Writes (to memory.txt and stdout) the difference in memory usage from the last time this function was called with update true.

The accounting is by names in the store and in the Ren'Py implementation that the memory is reachable from. If an object is reachable from more than one name, it's assigned to the name it's most directly reachable from.

If True, the profiler will skip scanning of large Ren'Py's containers, that are intended to be immutable after startup.

As it has to scan all memory used by Ren'Py, this function may take a long time to complete.

renpy.profile_memory(fraction=1.0, minimum=0, skip_constants=False) link

Profiles object, surface, and texture memory use by Ren'Py and the game. Writes an accounting of memory use by to the memory.txt file and stdout.

The accounting is by names in the store and in the Ren'Py implementation that the memory is reachable from. If an object is reachable from more than one name, it's assigned to the name it's most directly reachable from.

The fraction of the total memory usage to show. 1.0 will show all memory usage, .9 will show the top 90%.
If a name is accounted less than minimum bytes of memory, it will not be printed.
If True, the profiler will skip scanning of large Ren'Py's containers, that are intended to be immutable after startup.

As it has to scan all memory used by Ren'Py, this function may take a long time to complete.

renpy.profile_rollback() link

Profiles memory used by the rollback system. Writes (to memory.txt and stdout) the memory used by the rollback system. This tries to account for rollback memory used by various store variables, as well as by internal aspects of the rollback system.

Contexts link

renpy.context() link

Returns an object that is unique to the current context. The object is copied when entering a new context, but changes to the copy do not change the original.

The object is saved and participates in rollback.

renpy.context_nesting_level() link

Returns the nesting level of the current context. This is 0 for the outermost context (the context that is saved, loaded, and rolled-back), and is non-zero in other contexts, such as menu and replay contexts.

renpy.random link

This object is a random number generator that implements the Python random number generation interface. Randomness can be generated by calling the various methods this object exposes. See the Python documentation for the full list, but the most useful are:

  • renpy.random.random()

Return the next random floating point number in the range (0.0, 1.0).

  • renpy.random.randint(a, b)

Return a random integer such that a <= N <= b.

  • renpy.random.choice(seq)

Return a random element from the non-empty sequence seq.

  • renpy.random.shuffle(seq)

Shuffles the elements of the sequence seq in place. This does not return a list, but changes an existing one.

Unlike the standard Python random number generator, this object cooperates with rollback, generating the same numbers regardless of how many times we rollback. It should be used instead of the standard Python random module.

# return a random float between 0 and 1
$ randfloat = renpy.random.random()

# return a random integer between 1 and 20
$ d20roll = renpy.random.randint(1, 20)

# return a random element from a list
$ randfruit = renpy.random.choice(['apple', 'orange', 'plum'])
  • renpy.random.Random(seed=None)

Returns a new random number generator object separate from the main one, seeded with the specified value if provided.

SDL link

These functions let you use the Python ctypes module to call functions in the SDL dll. There are no guarantees as to the version of SDL2 that's included with Ren'Py, including which features will or will not be compiled in. These functions may fail on platforms that can otherwise run Ren'Py, and so it's important to check for None before proceeding.

renpy.get_sdl_dll() link

This returns a ctypes.cdll object that refers to the library that contains the instance of SDL2 that Ren'Py is using.

If this can not be done, None is returned.

renpy.get_sdl_window_pointer() link

Returns a pointer (of type ctypes.c_void_p) to the main window, or None if the main window is not displayed, or some other problem occurs.

init python:

    import ctypes

    def get_window_position():
        Retrieves the position of the window from SDL2.  Returns
        the (x, y) of the upper left corner of the window, or
        (0, 0) if it's not known.

        sdl = renpy.get_sdl_dll()

        if sdl is None:
            return (0, 0)

        win = renpy.get_sdl_window_pointer()

        if win is None:
            return (0, 0)

        SDL_GetWindowPosition = sdl.SDL_GetWindowPosition

        x = ctypes.c_int()
        y = ctypes.c_int()

        SDL_GetWindowPosition(win, ctypes.byref(x), ctypes.byref(y))

Miscellaneous link

renpy.add_layer(layer, above=None, below=None, menu_clear=True) link

Adds a new layer to the screen. If the layer already exists, this function does nothing.

One of behind or above must be given.

A string giving the name of the new layer to add.
If not None, a string giving the name of a layer the new layer will be placed above.
If not None, a string giving the name of a layer the new layer will be placed below.
If true, this layer will be cleared when entering the game menu context, and restored when leaving the
renpy.add_python_directory(path) link

Adds path to the list of paths searched for Python modules and packages. The path should be a string relative to the game directory. This must be called before an import statement.

renpy.add_to_all_stores(name, value) link

Adds the value by the name to all creator defined namespaces. If the name already exist in that namespace - do nothing for it.

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

renpy.call_stack_depth() link

Returns the depth of the call stack of the current context - the number of calls that have run without being returned from or popped from the call stack.

renpy.choice_for_skipping() link

Tells Ren'Py that a choice is coming up soon. This currently has two effects:

  • If Ren'Py is skipping, and the Skip After Choices preferences is set to stop skipping, skipping is terminated.
  • An auto-save is triggered.
renpy.clear_game_runtime() link

Resets the game runtime counter.

renpy.clear_keymap_cache() link

Clears the keymap cache. This allows changes to config.keymap to take effect without restarting Ren'Py.

renpy.context_dynamic(*vars) link

This can be given one or more variable names as arguments. This makes the variables dynamically scoped to the current context. The variables will be reset to their original value when the call returns.

An example call is:

$ renpy.context_dynamic("x", "y", "z")
renpy.count_dialogue_blocks() link

Returns the number of dialogue blocks in the game's original language.

renpy.count_newly_seen_dialogue_blocks() link

Returns the number of dialogue blocks the user has seen for the first time during this session.

renpy.count_seen_dialogue_blocks() link

Returns the number of dialogue blocks the user has seen in any play-through of the current game.

renpy.display_notify(message) link

The default implementation of renpy.notify().

renpy.dynamic(*vars, **kwargs) link

This can be given one or more variable names as arguments. This makes the variables dynamically scoped to the current call. The variables will be reset to their original value when the call returns.

If the variables are given as keyword arguments, the value of the argument is assigned to the variable name.

Example calls are:

$ renpy.dynamic("x", "y", "z")
$ renpy.dynamic(players=2, score=0)
renpy.flush_cache_file(fn) link

This flushes all image cache entries that refer to the file fn. This may be called when an image file changes on disk to force Ren'Py to use the new version.

renpy.focus_coordinates() link

This attempts to find the coordinates of the currently-focused displayable. If it can, it will return them as a (x, y, w, h) tuple. If not, it will return a (None, None, None, None) tuple.

renpy.force_autosave(take_screenshot=False, block=False) link

Forces a background autosave to occur.

If True, a new screenshot will be taken. If False, the existing screenshot will be used.
If True, blocks until the autosave completes.
renpy.force_full_redraw() link

Forces the screen to be redrawn in full. Call this after using pygame to redraw the screen directly.

renpy.free_memory() link

Attempts to free some memory. Useful before running a renpygame-based minigame.

renpy.full_restart(transition=False, label=u'_invoke_main_menu', target=u'_main_menu', save=False) link

Causes Ren'Py to restart, returning the user to the main menu.

If given, the transition to run, or None to not run a transition. False uses config.end_game_transition.
If true, the game is saved in _quit_slot before Ren'Py restarts and returns the user to the main menu.
renpy.get_adjustment(bar_value) link

Given bar_value, a BarValue, returns the ui.adjustment() if uses. The adjustment has the following to attributes defined:

value link

The current value of the bar.

range link

The current range of the bar.

renpy.get_autoreload() link

Gets the autoreload flag.

renpy.get_game_runtime() link

Returns the game runtime counter.

The game runtime counter counts the number of seconds that have elapsed while waiting for user input in the top-level context. (It does not count time spent in the main or game menus.)

renpy.get_image_load_log(age=None) link

A generator that yields a log of image loading activity. For the last 100 image loads, this returns:

  • The time the image was loaded (in seconds since the epoch).
  • The filename of the image that was loaded.
  • A boolean that is true if the image was preloaded, and false if the game stalled to load it.

The entries are ordered from newest to oldest.

If not None, only images that have been loaded in the past age seconds are included.

The image load log is only kept if config.developer = True.

renpy.get_mouse_name(interaction=False) link

Returns the name of the mouse that should be shown.

If true, get a mouse name that is based on the type of interaction occuring. (This is rarely useful.)
renpy.get_mouse_pos() link

Returns an (x, y) tuple giving the location of the mouse pointer or the current touch location. If the device does not support a mouse and is not currently being touched, x and y are numbers, but not meaningful.

renpy.get_physical_size() link

Returns the size of the physical window.

renpy.get_refresh_rate(precision=5) link

Returns the refresh rate of the current screen, as a floating-point number of frames per second.


The raw data Ren'Py gets is number of frames per second, rounded down. This means that a monitor that runs at 59.95 frames per second will be reported at 59 fps. The precision argument reduces the precision of this reading, such that the only valid readings are multiples of the precision.

Since all monitor framerates tend to be multiples of 5 (25, 30, 60, 75, and 120), this likely will improve accuracy. Setting precision to 1 disables this.

renpy.get_renderer_info() link

Returns a dictionary, giving information about the renderer Ren'Py is currently using. Defined keys are:

A string giving the name of the renderer that is in use.
True if and only if the window is resizable.
True if and only if the renderer supports additive blending.
Present and true if model-based rendering is supported.

Other, renderer-specific, keys may also exist. The dictionary should be treated as immutable. This should only be called once the display has been started (that is, after the init phase has finished).

renpy.get_say_attributes() link

Gets the attributes associated with the current say statement, or None if no attributes are associated with this statement.

This is only valid when executing or predicting a say statement.

renpy.get_skipping() link

Returns "slow" if the Ren'Py is skipping, "fast" if Ren'Py is fast skipping, and None if it is not skipping.

renpy.get_transition(layer=None) link

Gets the transition for layer, or the entire scene if layer is None. This returns the transition that is queued up to run during the next interaction, or None if no such transition exists.

renpy.iconify() link

Iconifies the game.

renpy.invoke_in_thread(fn, *args, **kwargs) link

Invokes the function fn in a background thread, passing it the provided arguments and keyword arguments. Restarts the interaction once the thread returns.

This function creates a daemon thread, which will be automatically stopped when Ren'Py is shutting down.

This thread is very limited in what it can do with the Ren'Py API. Changing store variables is allowed, as is calling the renpy.queue_event() function. Most other portions of the Ren'Py API are expected to be called from the main thread.

The primary use of this function is to place accesss to a web API in a second thread, and then update variables with the results of that call, by storing the result in variables and then relying on the interaction restart to cause screens to display those variables.

renpy.is_init_phase() link

Returns True if Ren'Py is currently executing init code, or False otherwise.

renpy.is_mouse_visible() link

Returns True if the mouse cursor is visible, False otherwise.

renpy.is_seen(ever=True) link

Returns true if the current line has been seen by the player.

If ever is true, we check to see if the line has ever been seen by the player. If false, we check if the line has been seen in the current play-through.

renpy.is_skipping() link

Returns True if Ren'Py is currently skipping (in fast or slow skip mode), or False otherwise.

renpy.is_start_interact() link

Returns true if restart_interaction has not been called during the current interaction. This can be used to determine if the interaction is just being started, or has been restarted.

renpy.language_tailor(chars, cls) link

This can be used to override the line breaking class of a character. For example, the linebreaking class of a character can be set to ID to treat it as an ideograph, which allows breaks before and after that character.

A string containing each of the characters to tailor.
A string giving a character class. This should be one of the classes defined in Table 1 of UAX #14: Unicode Line Breaking Algorithm.
renpy.load_module(name, **kwargs) link

This loads the Ren'Py module named name. A Ren'Py module consists of Ren'Py script that is loaded into the usual (store) namespace, contained in a file named name.rpym or name.rpymc. If a .rpym file exists, and is newer than the corresponding .rpymc file, it is loaded and a new .rpymc file is created.

All of the init blocks (and other init-phase code) in the module are run before this function returns. An error is raised if the module name cannot be found, or is ambiguous.

Module loading may only occur from inside an init block.

renpy.load_string(s, filename=u'<string>') link

Loads s as Ren'Py script that can be called.

Returns the name of the first statement in s.

filename is the name of the filename that statements in the string will appear to be from.

renpy.maximum_framerate(t) link

Forces Ren'Py to draw the screen at the maximum framerate for t seconds. If t is None, cancels the maximum framerate request.

renpy.munge(name, filename=None) link

Munges name, which must begin with __.

The filename the name is munged into. If None, the name is munged into the filename containing the call to this function.
renpy.not_infinite_loop(delay) link

Resets the infinite loop detection timer to delay seconds.

renpy.notify(message) link

Causes Ren'Py to display the message using the notify screen. By default, this will cause the message to be dissolved in, displayed for two seconds, and dissolved out again.

This is useful for actions that otherwise wouldn't produce feedback, like screenshots or quicksaves.

Only one notification is displayed at a time. If a second notification is displayed, the first notification is replaced.

This function just calls config.notify, allowing its implementation to be replaced by assigning a new function to that variable.

renpy.pause(delay=None, hard=False) link

Causes Ren'Py to pause. Returns true if the user clicked to end the pause, or false if the pause timed out or was skipped.

If given, the number of seconds Ren'Py should pause for.

This must be given as a keyword argument. When True, Ren'Py may prevent the user from clicking to interrupt the pause. If the player enables skipping, the hard pause will be skipped. There may be other circumstances where the hard pause ends early or prevents Ren'Py from operating properly, these will not be treated as bugs.

In general, using hard pauses is rude. When the user clicks to advance the game, it's an explicit request - the user wishes the game to advance. To override that request is to assume you understand what the player wants more than the player does.

Calling renpy.pause guarantees that whatever is on the screen will be displayed for at least one frame, and hence has been shown to the player.

tl;dr - Don't use renpy.pause with hard=True.

renpy.pop_call() link

Pops the current call from the call stack, without returning to the location.

This can be used if a label that is called decides not to return to its caller.

renpy.queue_event(name, up=False, **kwargs) link

Queues an event with the given name. Name should be one of the event names in config.keymap, or a list of such names.

This should be false when the event begins (for example, when a keyboard button is pressed.) It should be true when the event ends (when the button is released.)

The event is queued at the time this function is called. This function will not work to replace an event with another - doing so will change event order. (Use config.keymap instead.)

This method is threadsafe.

renpy.quit(relaunch=False, status=0, save=False) link

This causes Ren'Py to exit entirely.

If true, Ren'Py will run a second copy of itself before quitting.
The status code Ren'Py will return to the operating system. Generally, 0 is success, and positive integers are failure.
If true, the game is saved in _quit_slot before Ren'Py terminates.
renpy.quit_event() link

Triggers a quit event, as if the player clicked the quit button in the window chrome.

renpy.reload_script() link

Causes Ren'Py to save the game, reload the script, and then load the save.

renpy.reset_physical_size() link

Attempts to set the size of the physical window to the specified values in renpy.config. (That is, screen_width and screen_height.) This has the side effect of taking the screen out of fullscreen mode.

renpy.restart_interaction() link

Restarts the current interaction. Among other things, this displays images added to the scene, re-evaluates screens, and starts any queued transitions.

This only does anything when called from within an interaction (for example, from an action). Outside an interaction, this function has no effect.

renpy.screenshot(filename) link

Saves a screenshot in filename.

Returns True if the screenshot was saved successfully, False if saving failed for some reason.

The config.screenshot_pattern and _screenshot_pattern variables control the file the screenshot is saved in.

renpy.screenshot_to_bytes(size) link

Returns a screenshot as a bytes object, that can be passed to im.Data(). The bytes will be a png-format image, such that:

$ data = renpy.screenshot_to_bytes((640, 360))
show expression im.Data(data, "screenshot.png"):
    align (0, 0)

Will show the image. The bytes objects returned can be stored in save files and persistent data. However, these may be large, and care should be taken to not include too many.

The size the screenshot will be resized to. If None, the screenshot will be resized, and hence will be the size of the player's window, without any letterbars.

This function may be slow, and so it's intended for save-like screenshots, and not realtime effects.

renpy.scry() link

Returns the scry object for the current statement.

The scry object tells Ren'Py about things that must be true in the future of the current statement. Right now, the scry object has one field:

Is true if an nvl clear statement will execute before the next interaction.
renpy.set_autoreload(autoreload) link

Sets the autoreload flag, which determines if the game will be automatically reloaded after file changes. Autoreload will not be fully enabled until the game is reloaded with renpy.utter_restart().

renpy.set_mouse_pos(x, y, duration=0) link

Jump the mouse pointer to the location given by arguments x and y. If the device does not have a mouse pointer, this does nothing.

The time it will take to perform the move, in seconds. During this time, the mouse may be unresponsive.
renpy.set_physical_size(size) link

Attempts to set the size of the physical window to size. This has the side effect of taking the screen out of fullscreen mode.

renpy.shown_window() link

Call this to indicate that the window has been shown. This interacts with the "window show" statement, which shows an empty window whenever this functions has not been called during an interaction.

renpy.split_properties(properties, *prefixes) link

Splits up properties into multiple dictionaries, one per prefix. This function checks each key in properties against each prefix, in turn. When a prefix matches, the prefix is stripped from the key, and the resulting key is mapped to the value in the corresponding dictionary.

If no prefix matches, an exception is thrown. (The empty string, "", can be used as the last prefix to create a catch-all dictionary.)

For example, this splits properties beginning with text from those that do not:

text_properties, button_properties = renpy.split_properties(properties, "text_", "")
renpy.substitute(s, scope=None, translate=True) link

Applies translation and new-style formatting to the string s.

If not None, a scope which is used in formatting, in addition to the default store.
Determines if translation occurs.

Returns the translated and formatted string.

renpy.transition(trans, layer=None, always=False) link

Sets the transition that will be used during the next interaction.

The layer the transition applies to. If None, the transition applies to the entire scene.
If false, this respects the transition preference. If true, the transition is always run.
renpy.vibrate(duration) link

Causes the device to vibrate for duration seconds. Currently, this is only supported on Android.

layout.yesno_screen(message, yes=None, no=None) link

This causes the a yes/no prompt screen with the given message to be displayed. The screen will be hidden when the user hits yes or no.

The message that will be displayed.
An action that is run when the user chooses yes.
An action that is run when the user chooses no.