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(...) linkThis is a template ADV-mode character, and the default character kind
that is used when Character()
is called.
_autosave
= True linkThis variable can be set to False to disable autosave.
_confirm_quit
= True linkThis 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
linkThis is undefined by default. If defined, and if config.mouse
is
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
config.mouse
and MouseDisplayable()
.
_dismiss_pause
= True linkIf 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 linkIf true, Ren'Py will record dialogue history when a line is shown. (Note
that config.history_list_length
must be set as well.)
_history_list
= [ ] linkThis 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 linkWhen 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()
. Assigning nvl_menu()
to this
will display an nvl-mode menu.
mouse_visible
= True linkControls if the mouse is visible. This is automatically set to true when entering the standard game menus.
name_only
= Character(...) linkThis 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_char
variable is not used.
narrator
= Character(...) linkThis is the character that speaks narration (say statements that do not give a character or character name). This:
"Hello, world."
is equivalent to:
narrator "Hello, world."
_quit_slot
= None linkIf 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 linkControls if rollback is allowed.
say
= ... linkA 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
= "" linkA save name that is included with saves.
_screenshot_pattern
= None linkIf not None, this string is used in preference to config.screenshot_pattern
to determine the filename of a screenshot. Please see the documentation for
that variable for the format of the string.
_skipping
= True linkControls if skipping is allowed.
_version
= ... linkThis is set to config.version
when a new game is started. It can be
used by the after_load
label or config.after_load_callbacks
to
determine which upgrades need to be done.
This is only set once, upon the initial start. After that, the game is responsible for updating _version as necessary.
_window
= False linkThis set by the window show
and window hide
statements, and indirectly
by window auto
. If true, the dialogue window is shown during non-dialogue
statements.
_window_auto
= False linkThis is set to true by window auto
and to false by window show
and
window hide
. If true, the window auto behavior occurs.
_window_subtitle
= '' linkThis is appended to config.window_title
to produce the caption for the game
window. This is automatically set to config.menu_window_subtitle
while in
the game menu.