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<li><a class="reference internal" href="#">Statement Equivalents</a><ul>
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<div class="section" id="statement-equivalents">
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<h1>Statement Equivalents<a class="headerlink" href="#statement-equivalents" title="Permalink to this headline"> link</a></h1>
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<p>To allow Ren'Py to be scripted in Python, each Ren'Py statement has
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a Python equivalent. This usually consists of a Python function,
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but may also consist of a pattern of Python calls that perform an action
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equivalent to the statement.</p>
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<p>Note that using statement equivalents in lieu of the original statements
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usually removes any possible <a class="reference internal" href="developer_tools.html#lint"><span class="std std-ref">Lint</span></a> checks and prediction
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optimizations, making your game less easily checkable and possibly less
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fluid.</p>
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<div class="section" id="dialogue">
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<h2>Dialogue<a class="headerlink" href="#dialogue" title="Permalink to this headline"> link</a></h2>
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<p>The Ren'Py <a class="reference internal" href="dialogue.html#say-statement"><span class="std std-ref">Say Statement</span></a> is equivalent to calling the character
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object as a function. The following displays the same line twice:</p>
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<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="n">e</span> <span class="s2">"Hello, world."</span>
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<span class="k">$</span> <span class="n">e</span><span class="p">(</span><span class="s2">"Hello, world."</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>Displaying narration can be done the same way, by using the
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<code class="docutils literal notranslate"><span class="pre">narrator</span></code> character. When calling a character, it's possible to
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supply the keyword argument <code class="docutils literal notranslate"><span class="pre">interact</span></code>. When <code class="docutils literal notranslate"><span class="pre">interact</span></code> is False,
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Ren'Py will display the character dialogue box, and will then
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return before performing an interaction.</p>
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<p>This equivalence of characters and function objects works in the other
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direction as well. It is possible to declare a Python function, and
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then use that function in the place of a character object. For
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example, the following function uses a variable to choose between
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two characters.</p>
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<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">lucy_normal</span> <span class="o">=</span> <span class="n">Character</span><span class="p">(</span><span class="s2">"Lucy"</span><span class="p">)</span>
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<span class="k">define</span> <span class="n">lucy_evil</span> <span class="o">=</span> <span class="n">Character</span><span class="p">(</span><span class="s2">"Evil Lucy"</span><span class="p">)</span>
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<span class="k">init</span> <span class="k">python</span><span class="p">:</span>
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<span class="k">def</span> <span class="nf">l</span><span class="p">(</span><span class="n">what</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
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<span class="k">if</span> <span class="n">lucy_is_evil</span><span class="p">:</span>
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<span class="n">lucy_evil</span><span class="p">(</span><span class="n">what</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">)</span>
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<span class="k">else</span><span class="p">:</span>
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<span class="n">lucy_normal</span><span class="p">(</span><span class="n">what</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">)</span>
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<span class="k">label</span> <span class="n">start</span><span class="p">:</span>
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<span class="k">$</span> <span class="n">lucy_is_evil</span> <span class="o">=</span> <span class="kc">False</span>
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<span class="n">l</span> <span class="s2">"Usually, I feel quite normal."</span>
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<span class="k">$</span> <span class="n">lucy_is_evil</span> <span class="o">=</span> <span class="kc">True</span>
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<span class="n">l</span> <span class="s2">"But sometimes, I get really mad!"</span>
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</pre></div>
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</div>
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<p>A function used in this way should either ignore unknown keyword
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arguments, or pass them to a character function. Doing this will
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allow the game to continue working if Ren'Py adds additional keyword
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arguments to character calls.</p>
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<dl class="function">
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<dt id="renpy.say">
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<code class="descclassname">renpy.</code><code class="descname">say</code><span class="sig-paren">(</span><em>who</em>, <em>what</em>, <em>*args</em>, <em>**kwargs</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.say" title="Permalink to this definition"> link</a></dt>
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<dd><p>The equivalent of the say statement.</p>
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<dl class="docutils">
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<dt><cite>who</cite></dt>
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<dd>Either the character that will say something, None for the narrator,
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or a string giving the character name. In the latter case, the
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<a class="reference internal" href="#renpy.say" title="renpy.say"><code class="xref py py-func docutils literal notranslate"><span class="pre">say()</span></code></a> is used to create the speaking character.</dd>
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<dt><cite>what</cite></dt>
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<dd>A string giving the line to say. Percent-substitutions are performed
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in this string.</dd>
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<dt><cite>interact</cite></dt>
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<dd>If true, Ren'Py waits for player input when displaying the dialogue. If
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false, Ren'Py shows the dialogue, but does not perform an interaction.
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(This is passed in as a keyword argument.)</dd>
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</dl>
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<p>This function is rarely necessary, as the following three lines are
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equivalent.</p>
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<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="n">e</span> <span class="s2">"Hello, world."</span>
|
|
<span class="k">$</span> <span class="n">renpy</span><span class="o">.</span><span class="n">say</span><span class="p">(</span><span class="n">e</span><span class="p">,</span> <span class="s2">"Hello, world."</span><span class="p">)</span>
|
|
<span class="k">$</span> <span class="n">e</span><span class="p">(</span><span class="s2">"Hello, world."</span><span class="p">)</span>
|
|
</pre></div>
|
|
</div>
|
|
</dd></dl>
|
|
|
|
</div>
|
|
<div class="section" id="choice-menus">
|
|
<h2>Choice Menus<a class="headerlink" href="#choice-menus" title="Permalink to this headline"> link</a></h2>
|
|
<p>The <a class="reference internal" href="menus.html"><span class="doc">menu statement</span></a> has an equivalent Python function.</p>
|
|
<dl class="function">
|
|
<dt id="renpy.display_menu">
|
|
<code class="descclassname">renpy.</code><code class="descname">display_menu</code><span class="sig-paren">(</span><em>items</em>, <em>*</em>, <em>interact=True</em>, <em>screen="choice"</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.display_menu" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>This displays a menu to the user. <cite>items</cite> should be a list of 2-item tuples.
|
|
In each tuple, the first item is a textual label, and the second item is
|
|
the value to be returned if that item is selected. If the value is None,
|
|
the first item is used as a menu caption.</p>
|
|
<p>This function takes many arguments, of which only a few are documented.
|
|
Except for <cite>items</cite>, all arguments should be given as keyword arguments.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>interact</cite></dt>
|
|
<dd>If false, the menu is displayed, but no interaction is performed.</dd>
|
|
<dt><cite>screen</cite></dt>
|
|
<dd>The name of the screen used to display the menu.</dd>
|
|
</dl>
|
|
<p>Note that most Ren'Py games do not use menu captions, but use narration
|
|
instead. To display a menu using narration, write:</p>
|
|
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">$</span> <span class="n">narrator</span><span class="p">(</span><span class="s2">"Which direction would you like to go?"</span><span class="p">,</span> <span class="n">interact</span><span class="o">=</span><span class="kc">False</span><span class="p">)</span>
|
|
<span class="k">$</span> <span class="n">result</span> <span class="o">=</span> <span class="n">renpy</span><span class="o">.</span><span class="n">display_menu</span><span class="p">([</span> <span class="p">(</span><span class="s2">"East"</span><span class="p">,</span> <span class="s2">"east"</span><span class="p">),</span> <span class="p">(</span><span class="s2">"West"</span><span class="p">,</span> <span class="s2">"west"</span><span class="p">)</span> <span class="p">])</span>
|
|
</pre></div>
|
|
</div>
|
|
</dd></dl>
|
|
|
|
</div>
|
|
<div class="section" id="displaying-images">
|
|
<h2>Displaying Images<a class="headerlink" href="#displaying-images" title="Permalink to this headline"> link</a></h2>
|
|
<p>The image, scene, show, and hide statements each have an equivalent
|
|
Python function (see <a class="reference internal" href="displaying_images.html"><span class="doc">Displaying Images</span></a> for the original statements).</p>
|
|
<dl class="function">
|
|
<dt id="renpy.get_at_list">
|
|
<code class="descclassname">renpy.</code><code class="descname">get_at_list</code><span class="sig-paren">(</span><em>name</em>, <em>layer=None</em>, <em>camera=False</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.get_at_list" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Returns the list of transforms being applied to the image with tag <cite>name</cite>
|
|
on <cite>layer</cite>. Returns an empty list if no transforms are being applied, or
|
|
None if the image is not shown.</p>
|
|
<p>If <cite>layer</cite> is None, uses the default layer for the given tag.</p>
|
|
</dd></dl>
|
|
|
|
<dl class="function">
|
|
<dt id="renpy.hide">
|
|
<code class="descclassname">renpy.</code><code class="descname">hide</code><span class="sig-paren">(</span><em>name</em>, <em>layer=None</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.hide" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Hides an image from a layer. The Python equivalent of the hide statement.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>name</cite></dt>
|
|
<dd>The name of the image to hide. Only the image tag is used, and
|
|
any image with the tag is hidden (the precise name does not matter).</dd>
|
|
<dt><cite>layer</cite></dt>
|
|
<dd>The layer on which this function operates. If None, uses the default
|
|
layer associated with the tag.</dd>
|
|
</dl>
|
|
</dd></dl>
|
|
|
|
<dl class="function">
|
|
<dt id="renpy.image">
|
|
<code class="descclassname">renpy.</code><code class="descname">image</code><span class="sig-paren">(</span><em>name</em>, <em>d</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.image" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Defines an image. This function is the Python equivalent of the
|
|
image statement.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>name</cite></dt>
|
|
<dd>The name of the image to display, a string.</dd>
|
|
<dt><cite>d</cite></dt>
|
|
<dd>The displayable to associate with that image name.</dd>
|
|
</dl>
|
|
<p>This function may only be run from inside an init block. It is an
|
|
error to run this function once the game has started.</p>
|
|
</dd></dl>
|
|
|
|
<dl class="function">
|
|
<dt id="renpy.scene">
|
|
<code class="descclassname">renpy.</code><code class="descname">scene</code><span class="sig-paren">(</span><em>layer=u'master'</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.scene" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Removes all displayables from <cite>layer</cite>. This is equivalent to the scene
|
|
statement, when the scene statement is not given an image to show.</p>
|
|
<p>A full scene statement is equivalent to a call to renpy.scene followed by a
|
|
call to <a class="reference internal" href="#renpy.show" title="renpy.show"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.show()</span></code></a>. For example:</p>
|
|
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">scene</span> <span class="n">bg</span> <span class="n">beach</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>is equivalent to:</p>
|
|
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">$</span> <span class="n">renpy</span><span class="o">.</span><span class="k">scene</span><span class="p">()</span>
|
|
<span class="k">$</span> <span class="n">renpy</span><span class="o">.</span><span class="k">show</span><span class="p">(</span><span class="s2">"bg beach"</span><span class="p">)</span>
|
|
</pre></div>
|
|
</div>
|
|
</dd></dl>
|
|
|
|
<dl class="function">
|
|
<dt id="renpy.show">
|
|
<code class="descclassname">renpy.</code><code class="descname">show</code><span class="sig-paren">(</span><em>name</em>, <em>at_list=[]</em>, <em>layer='master'</em>, <em>what=None</em>, <em>zorder=0</em>, <em>tag=None</em>, <em>behind=[]</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.show" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Shows an image on a layer. This is the programmatic equivalent of the show
|
|
statement.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>name</cite></dt>
|
|
<dd>The name of the image to show, a string.</dd>
|
|
<dt><cite>at_list</cite></dt>
|
|
<dd>A list of transforms that are applied to the image.
|
|
The equivalent of the <code class="docutils literal notranslate"><span class="pre">at</span></code> property.</dd>
|
|
<dt><cite>layer</cite></dt>
|
|
<dd>A string, giving the name of the layer on which the image will be shown.
|
|
The equivalent of the <code class="docutils literal notranslate"><span class="pre">onlayer</span></code> property. If None, uses the default
|
|
layer associated with the tag.</dd>
|
|
<dt><cite>what</cite></dt>
|
|
<dd>If not None, this is a displayable that will be shown in lieu of
|
|
looking on the image. (This is the equivalent of the show expression
|
|
statement.) When a <cite>what</cite> parameter is given, <cite>name</cite> can be used to
|
|
associate a tag with the image.</dd>
|
|
<dt><cite>zorder</cite></dt>
|
|
<dd>An integer, the equivalent of the <code class="docutils literal notranslate"><span class="pre">zorder</span></code> property. If None, the
|
|
zorder is preserved if it exists, and is otherwise set to 0.</dd>
|
|
<dt><cite>tag</cite></dt>
|
|
<dd>A string, used to specify the image tag of the shown image. The
|
|
equivalent of the <code class="docutils literal notranslate"><span class="pre">as</span></code> property.</dd>
|
|
<dt><cite>behind</cite></dt>
|
|
<dd>A list of strings, giving image tags that this image is shown behind.
|
|
The equivalent of the <code class="docutils literal notranslate"><span class="pre">behind</span></code> property.</dd>
|
|
</dl>
|
|
</dd></dl>
|
|
|
|
<dl class="function">
|
|
<dt id="renpy.show_layer_at">
|
|
<code class="descclassname">renpy.</code><code class="descname">show_layer_at</code><span class="sig-paren">(</span><em>at_list</em>, <em>layer=u'master'</em>, <em>reset=True</em>, <em>camera=False</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.show_layer_at" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>The Python equivalent of the <code class="docutils literal notranslate"><span class="pre">show</span> <span class="pre">layer</span></code> <cite>layer</cite> <code class="docutils literal notranslate"><span class="pre">at</span></code> <cite>at_list</cite>
|
|
statement. If <cite>camera</cite> is True, the equivalent of the <code class="docutils literal notranslate"><span class="pre">camera</span></code> statement.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>reset</cite></dt>
|
|
<dd>If true, the transform state is reset to the start when it is shown.
|
|
If false, the transform state is persisted, allowing the new transform
|
|
to update that state.</dd>
|
|
</dl>
|
|
</dd></dl>
|
|
|
|
</div>
|
|
<div class="section" id="transitions">
|
|
<h2>Transitions<a class="headerlink" href="#transitions" title="Permalink to this headline"> link</a></h2>
|
|
<p>The equivalent of the <a class="reference internal" href="displaying_images.html#with-statement"><span class="std std-ref">With Statement</span></a> is the <a class="reference internal" href="#renpy.with_statement" title="renpy.with_statement"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.with_statement()</span></code></a>
|
|
function.</p>
|
|
<dl class="function">
|
|
<dt id="renpy.with_statement">
|
|
<code class="descclassname">renpy.</code><code class="descname">with_statement</code><span class="sig-paren">(</span><em>trans</em>, <em>always=False</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.with_statement" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Causes a transition to occur. This is the Python equivalent of the
|
|
with statement.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>trans</cite></dt>
|
|
<dd>The transition.</dd>
|
|
<dt><cite>always</cite></dt>
|
|
<dd>If True, the transition will always occur, even if the user has
|
|
disabled transitions.</dd>
|
|
</dl>
|
|
<p>This function returns true if the user chose to interrupt the transition,
|
|
and false otherwise.</p>
|
|
</dd></dl>
|
|
|
|
</div>
|
|
<div class="section" id="jump">
|
|
<h2>Jump<a class="headerlink" href="#jump" title="Permalink to this headline"> link</a></h2>
|
|
<p>The equivalent of the <a class="reference internal" href="label.html#jump-statement"><span class="std std-ref">Jump Statement</span></a> is the <a class="reference internal" href="#renpy.jump" title="renpy.jump"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.jump()</span></code></a> function.</p>
|
|
<dl class="function">
|
|
<dt id="renpy.jump">
|
|
<code class="descclassname">renpy.</code><code class="descname">jump</code><span class="sig-paren">(</span><em>label</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.jump" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Causes the current statement to end, and control to jump to the given
|
|
label.</p>
|
|
</dd></dl>
|
|
|
|
</div>
|
|
<div class="section" id="call">
|
|
<h2>Call<a class="headerlink" href="#call" title="Permalink to this headline"> link</a></h2>
|
|
<p>The equivalent of the <a class="reference internal" href="label.html#call-statement"><span class="std std-ref">Call Statement</span></a> is the <a class="reference internal" href="#renpy.call" title="renpy.call"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.call()</span></code></a> function.</p>
|
|
<dl class="function">
|
|
<dt id="renpy.call">
|
|
<code class="descclassname">renpy.</code><code class="descname">call</code><span class="sig-paren">(</span><em>label</em>, <em>*args</em>, <em>from_current=False</em>, <em>**kwargs</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.call" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Causes the current Ren'Py statement to terminate, and a jump to a
|
|
<cite>label</cite> to occur. When the jump returns, control will be passed
|
|
to the statement following the current statement.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>from_current</cite></dt>
|
|
<dd>If true, control will return to the current statement, rather than
|
|
the statement following the current statement. (This will lead to
|
|
the current statement being run twice. This must be passed as a
|
|
keyword argument.)</dd>
|
|
</dl>
|
|
</dd></dl>
|
|
|
|
<dl class="function">
|
|
<dt id="renpy.return_statement">
|
|
<code class="descclassname">renpy.</code><code class="descname">return_statement</code><span class="sig-paren">(</span><em>value=None</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.return_statement" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>Causes Ren'Py to return from the current Ren'Py-level call.</p>
|
|
</dd></dl>
|
|
|
|
</div>
|
|
<div class="section" id="pause">
|
|
<h2>Pause<a class="headerlink" href="#pause" title="Permalink to this headline"> link</a></h2>
|
|
<p>The equivalent of the <a class="reference internal" href="quickstart.html#pause-statement"><span class="std std-ref">Pause Statement</span></a> is the <a class="reference internal" href="#renpy.pause" title="renpy.pause"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.pause()</span></code></a> function.</p>
|
|
<dl class="function">
|
|
<dt id="renpy.pause">
|
|
<code class="descclassname">renpy.</code><code class="descname">pause</code><span class="sig-paren">(</span><em>delay=None</em>, <em>*</em>, <em>hard=False</em>, <em>predict=False</em>, <em>modal=False</em><span class="sig-paren">)</span><a class="headerlink" href="#renpy.pause" title="Permalink to this definition"> link</a></dt>
|
|
<dd><p>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.</p>
|
|
<dl class="docutils">
|
|
<dt><cite>delay</cite></dt>
|
|
<dd>If given, the number of seconds Ren'Py should pause for.</dd>
|
|
</dl>
|
|
<p>The following should be given as keyword arguments:</p>
|
|
<dl class="docutils">
|
|
<dt><cite>hard</cite></dt>
|
|
<dd><p class="first">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.</p>
|
|
<p>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.</p>
|
|
<p>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.</p>
|
|
<p class="last">tl;dr - Don't use renpy.pause with hard=True.</p>
|
|
</dd>
|
|
<dt><cite>predict</cite></dt>
|
|
<dd><p class="first">If True, Ren'Py will end the pause when all prediction, including
|
|
prediction scheduled with <a class="reference internal" href="displaying_images.html#renpy.start_predict" title="renpy.start_predict"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.start_predict()</span></code></a> and
|
|
<a class="reference internal" href="screen_python.html#renpy.start_predict_screen" title="renpy.start_predict_screen"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.start_predict_screen()</span></code></a>, has been finished.</p>
|
|
<p class="last">This also causes Ren'Py to prioritize prediction over display smoothness
|
|
for the duration of the pause. Because of that, it's recommended to not
|
|
display animations during prediction.</p>
|
|
</dd>
|
|
<dt><cite>modal</cite></dt>
|
|
<dd>If True or None, the pause will not end when a modal screen is being displayed.
|
|
If false, the pause will end while a modal screen is being displayed.</dd>
|
|
</dl>
|
|
</dd></dl>
|
|
|
|
</div>
|
|
</div>
|
|
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</div>
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</div>
|
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<a href="#">Back to top</a>
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