renpy/doc/store_variables.html
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<li><a class="reference internal" href="#">Store Variables</a></li>
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<div class="section" id="store-variables">
<h1>Store Variables<a class="headerlink" href="#store-variables" title="Permalink to this headline"> link</a></h1>
<p>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.</p>
<dl class="var">
<dt id="var-adv">
<code class="descname">adv</code> = Character(...)<a class="headerlink" href="#var-adv" title="Permalink to this definition"> link</a></dt>
<dd><p>This is a template ADV-mode character, and the default character kind
that is used when <a class="reference internal" href="dialogue.html#Character" title="Character"><code class="xref py py-func docutils literal notranslate"><span class="pre">Character()</span></code></a> is called.</p>
</dd></dl>
<dl class="var">
<dt id="var-_autosave">
<code class="descname">_autosave</code> = True<a class="headerlink" href="#var-_autosave" title="Permalink to this definition"> link</a></dt>
<dd><p>This variable can be set to False to disable autosave.</p>
</dd></dl>
<dl class="var">
<dt id="var-_confirm_quit">
<code class="descname">_confirm_quit</code> = True<a class="headerlink" href="#var-_confirm_quit" title="Permalink to this definition"> link</a></dt>
<dd><p>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.</p>
</dd></dl>
<dl class="var">
<dt id="var-default_mouse">
<code class="descname">default_mouse</code><a class="headerlink" href="#var-default_mouse" title="Permalink to this definition"> link</a></dt>
<dd><p>This is undefined by default. If defined, and if <a class="reference internal" href="config.html#var-config.mouse"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.mouse</span></code></a> 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
<a class="reference internal" href="config.html#var-config.mouse"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.mouse</span></code></a> and <a class="reference internal" href="mouse.html#MouseDisplayable" title="MouseDisplayable"><code class="xref py py-func docutils literal notranslate"><span class="pre">MouseDisplayable()</span></code></a>.</p>
</dd></dl>
<dl class="var">
<dt id="var-_dismiss_pause">
<code class="descname">_dismiss_pause</code> = True<a class="headerlink" href="#var-_dismiss_pause" title="Permalink to this definition"> link</a></dt>
<dd><p>If True, the player can dismiss pauses and transitions.</p>
</dd></dl>
<dl class="var">
<dt id="var-_game_menu_screen">
<code class="descname">_game_menu_screen</code> = &quot;save&quot;<a class="headerlink" href="#var-_game_menu_screen" title="Permalink to this definition"> link</a></dt>
<dd><p>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 <a class="reference internal" href="screen_actions.html#ShowMenu" title="ShowMenu"><code class="xref py py-func docutils literal notranslate"><span class="pre">ShowMenu()</span></code></a> is not given an argument.) If None, entry
to the game menu is disallowed.</p>
<p>This is set to None at the start of the splashscreen, and restored to its
original value when the splashscreen ends.</p>
</dd></dl>
<dl class="var">
<dt id="var-_history">
<code class="descname">_history</code> = True<a class="headerlink" href="#var-_history" title="Permalink to this definition"> link</a></dt>
<dd><p>If true, Ren'Py will record dialogue history when a line is shown. (Note
that <code class="xref std std-var docutils literal notranslate"><span class="pre">config.history_list_length</span></code> must be set as well.)</p>
</dd></dl>
<dl class="var">
<dt id="var-_history_list">
<code class="descname">_history_list</code> = [ ]<a class="headerlink" href="#var-_history_list" title="Permalink to this definition"> link</a></dt>
<dd><p>This is a list of history objects, corresponding to each line of history
from oldest to newest. See the <a class="reference internal" href="history.html"><span class="doc">History</span></a> section for more
information.</p>
</dd></dl>
<dl class="var">
<dt id="var-_ignore_action">
<code class="descname">_ignore_action</code> = None<a class="headerlink" href="#var-_ignore_action" title="Permalink to this definition"> link</a></dt>
<dd><p>When this is not None, it's an action that is run after clicking Ignore
on the error handling screen. The action is usually <a class="reference internal" href="screen_actions.html#Jump" title="Jump"><code class="xref py py-func docutils literal notranslate"><span class="pre">Jump()</span></code></a>, to jump
the game to a place that can recover from an error. If None, control
continues with the next Ren'Py statement.</p>
</dd></dl>
<dl class="var">
<dt id="var-main_menu">
<code class="descname">main_menu</code> = False<a class="headerlink" href="#var-main_menu" title="Permalink to this definition"> link</a></dt>
<dd><p>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.</p>
</dd></dl>
<dl class="var">
<dt id="var-_menu">
<code class="descname">_menu</code> = False<a class="headerlink" href="#var-_menu" title="Permalink to this definition"> link</a></dt>
<dd><p>Ren'Py sets this variable to True when entering a main menu or game menu
context.</p>
</dd></dl>
<dl class="var">
<dt id="var-menu">
<code class="descname">menu</code> = renpy.display_menu<a class="headerlink" href="#var-menu" title="Permalink to this definition"> link</a></dt>
<dd><p>The function that's called to display the in-game menu. It should take the same
arguments as <a class="reference internal" href="statement_equivalents.html#renpy.display_menu" title="renpy.display_menu"><code class="xref py py-func docutils literal notranslate"><span class="pre">renpy.display_menu()</span></code></a>. Assigning <a class="reference internal" href="nvl_mode.html#nvl_menu" title="nvl_menu"><code class="xref py py-func docutils literal notranslate"><span class="pre">nvl_menu()</span></code></a> to this
will display an nvl-mode menu.</p>
</dd></dl>
<dl class="var">
<dt id="var-mouse_visible">
<code class="descname">mouse_visible</code> = True<a class="headerlink" href="#var-mouse_visible" title="Permalink to this definition"> link</a></dt>
<dd><p>Controls if the mouse is visible. This is automatically set to true when
entering the standard game menus.</p>
</dd></dl>
<dl class="var">
<dt id="var-name_only">
<code class="descname">name_only</code> = Character(...)<a class="headerlink" href="#var-name_only" title="Permalink to this definition"> link</a></dt>
<dd><p>This is a template character that is used when a string is given as the
character name in a say statement. This:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="s2">&quot;Eileen&quot;</span> <span class="s2">&quot;Hello, world.&quot;</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">temp_char</span> <span class="o">=</span> <span class="n">Character</span><span class="p">(</span><span class="s2">&quot;Eileen&quot;</span><span class="p">,</span> <span class="n">kind</span><span class="o">=</span><span class="n">name_only</span><span class="p">)</span>
<span class="n">temp_char</span> <span class="s2">&quot;Hello, world.&quot;</span>
</pre></div>
</div>
<p>except that the <code class="docutils literal notranslate"><span class="pre">temp_char</span></code> variable is not used.</p>
</dd></dl>
<dl class="var">
<dt id="var-narrator">
<code class="descname">narrator</code> = Character(...)<a class="headerlink" href="#var-narrator" title="Permalink to this definition"> link</a></dt>
<dd><p>This is the character that speaks narration (say statements that do not
give a character or character name). This:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="s2">&quot;Hello, world.&quot;</span>
</pre></div>
</div>
<p>is equivalent to:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="n">narrator</span> <span class="s2">&quot;Hello, world.&quot;</span>
</pre></div>
</div>
</dd></dl>
<dl class="var">
<dt id="var-_quit_slot">
<code class="descname">_quit_slot</code> = None<a class="headerlink" href="#var-_quit_slot" title="Permalink to this definition"> link</a></dt>
<dd><p>If 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.</p>
</dd></dl>
<dl class="var">
<dt id="var-_rollback">
<code class="descname">_rollback</code> = True<a class="headerlink" href="#var-_rollback" title="Permalink to this definition"> link</a></dt>
<dd><p>Controls if rollback is allowed.</p>
</dd></dl>
<dl class="var">
<dt id="var-say">
<code class="descname">say</code> = ...<a class="headerlink" href="#var-say" title="Permalink to this definition"> link</a></dt>
<dd><p>A function that is called by Ren'Py to display dialogue. This is called
with three arguments. The first argument (<cite>who</cite>) is the character saying the
dialogue (or None for the narrator). The second argument (<cite>what</cite>) is what dialogue
is being said.</p>
<p>The third argument must be a keyword argument named <cite>interact</cite> 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.</p>
<p>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.</p>
</dd></dl>
<dl class="var">
<dt id="var-save_name">
<code class="descname">save_name</code> = &quot;&quot;<a class="headerlink" href="#var-save_name" title="Permalink to this definition"> link</a></dt>
<dd><p>A save name that is included with saves.</p>
</dd></dl>
<dl class="var">
<dt id="var-_screenshot_pattern">
<code class="descname">_screenshot_pattern</code> = None<a class="headerlink" href="#var-_screenshot_pattern" title="Permalink to this definition"> link</a></dt>
<dd><p>If not None, this string is used in preference to <a class="reference internal" href="config.html#var-config.screenshot_pattern"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.screenshot_pattern</span></code></a>
to determine the filename of a screenshot. Please see the documentation for
that variable for the format of the string.</p>
</dd></dl>
<dl class="var">
<dt id="var-_skipping">
<code class="descname">_skipping</code> = True<a class="headerlink" href="#var-_skipping" title="Permalink to this definition"> link</a></dt>
<dd><p>Controls if skipping is allowed.</p>
</dd></dl>
<dl class="var">
<dt id="var-_version">
<code class="descname">_version</code> = ...<a class="headerlink" href="#var-_version" title="Permalink to this definition"> link</a></dt>
<dd><p>This is set to <a class="reference internal" href="config.html#var-config.version"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.version</span></code></a> when a new game is started. It can be
used by the <code class="docutils literal notranslate"><span class="pre">after_load</span></code> label or <a class="reference internal" href="config.html#var-config.after_load_callbacks"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.after_load_callbacks</span></code></a> to
determine which upgrades need to be done.</p>
<p>This is only set once, upon the initial start. After that, the game is
responsible for updating _version as necessary.</p>
</dd></dl>
<dl class="var">
<dt id="var-_window">
<code class="descname">_window</code> = False<a class="headerlink" href="#var-_window" title="Permalink to this definition"> link</a></dt>
<dd><p>This set by the <code class="docutils literal notranslate"><span class="pre">window</span> <span class="pre">show</span></code> and <code class="docutils literal notranslate"><span class="pre">window</span> <span class="pre">hide</span></code> statements, and indirectly
by <code class="docutils literal notranslate"><span class="pre">window</span> <span class="pre">auto</span></code>. If true, the dialogue window is shown during non-dialogue
statements.</p>
</dd></dl>
<dl class="var">
<dt id="var-_window_auto">
<code class="descname">_window_auto</code> = False<a class="headerlink" href="#var-_window_auto" title="Permalink to this definition"> link</a></dt>
<dd><p>This is set to true by <code class="docutils literal notranslate"><span class="pre">window</span> <span class="pre">auto</span></code> and to false by <code class="docutils literal notranslate"><span class="pre">window</span> <span class="pre">show</span></code> and
<code class="docutils literal notranslate"><span class="pre">window</span> <span class="pre">hide</span></code>. If true, the window auto behavior occurs.</p>
</dd></dl>
<dl class="var">
<dt id="var-_window_subtitle">
<code class="descname">_window_subtitle</code> = ''<a class="headerlink" href="#var-_window_subtitle" title="Permalink to this definition"> link</a></dt>
<dd><p>This is appended to <a class="reference internal" href="config.html#var-config.window_title"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.window_title</span></code></a> to produce the caption for the game
window. This is automatically set to <a class="reference internal" href="config.html#var-config.menu_window_subtitle"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.menu_window_subtitle</span></code></a> while in
the game menu.</p>
</dd></dl>
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