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27.
The init statement is used to execute blocks of Ren'Py statements before the script executes. Init blocks are used to define images and characters, to set up unchanging game data structures, and to customize Ren'Py. Code inside init blocks should not interact with the user or change any of the layers, and so should not contain say, menu, scene, show, or hide statements, as well as calls to any function that can do these things.
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Located in ../../source/quickstart.rst:133
28.
An init statement is introduced with the keyword init, followed by an optional priority number, and a mandatory colon. If the priority is not given, it defaults to 0. Priority numbers should be in the range -999 to 999. Numbers outside of this range are reserved for Ren'Py code.
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Located in ../../source/quickstart.rst:140
29.
The priority number is used to determine when the code inside the init block executes. Init blocks are executed in priority order from low to high. Within a file, init blocks with the same priority are run in order from the top of the file to the bottom. The order of evaluation of priority blocks with the same priority between files is undefined.
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Located in ../../source/quickstart.rst:145
30.
The init blocks are all run once, during a special init phase. When control reaches the end of an init block during normal execution, execution of that block ends. If an init statement is encountered during normal execution, the init block is not run. Instead, control passes to the next statement.
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Located in ../../source/quickstart.rst:151
47.
Simply having pictures pop in and out is boring, so Ren'Py implements transitions that can make changes to the screen more interesting. Transitions change the screen from what it looked like at the end of the last interaction (dialogue, menu, or transition), to what it looks like after any scene, show, and hide statements.
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Located in ../../source/quickstart.rst:290
48.
The with statement takes the name of a transition to use. The most common one is ``dissolve`` which dissolves from one screen to the next. Another useful transition is ``fade`` which fades the screen to black, and then fades in the new screen.
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Located in ../../source/quickstart.rst:322
52.
Here, None is used to indicate a special transition that updates Ren'Py's idea of what the prior screen was, without actually showing anything to the user.
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Located in ../../source/quickstart.rst:355
54.
By default, images are shown centered horizontally, and with their bottom edge touching the bottom of the screen. This is usually okay for backgrounds and single characters, but when showing more than one character on the screen it probably makes sense to do it at another position. It also might make sense to reposition a character for story purposes.
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Located in ../../source/quickstart.rst:362
55.
To do this repositioning, add an at-clause to a show statement. The at clause takes a position, and shows the image at that position. Ren'Py includes several pre-defined positions: ``left`` for the right side of the screen, ``right`` for the right side, ``center`` for centered horizontally (the default), and ``truecenter`` for centered horizontally and vertically.
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Located in ../../source/quickstart.rst:374
58.
Most games play music in the background. Music is played with the play music statement. It can take either a string containing a filename, or a list of filenames to be played. When the list is given, the item of it is played in order. ::
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Located in ../../source/quickstart.rst:387
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Contributors to this translation: Antoine Gutzwiller, Doryan Tilmant.