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
Character() is called.
_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.
_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
config.history_list_length must 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.
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-gamemenu. It should take the same
arguments as :func`renpy.display_menu`. 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. The code:
"Eileen" "Hello, world."
is equivalent to:
$ temp_char = Character("Eileen", kind=name_only) temp_char "Hello, world."
except that the temp_char variable is not used.
narrator= Character(...) link
This is the character that speaks narration (say statements that do not give a character or character name). The code:
is equivalent to:
narrator "Hello, world."
_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.
_skipping= True link
Controls of if skipping is allowed.
_window= False link
This set by the
window show and
window hide statements, and indirectly
window auto. If true, the dialogue window is shown during non-dialogue
_window_auto= False link
This is set to true by
window auto and to false by
window show and
window hide. If true, the window auto behavior occurs.