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3.
In Ren'Py, most dialogue is written using say statements. The look of dialogue may be customized on a per-character basis by using Character objects.
In Ren'Py, most dialogue is written using say statements. The look of dialogue may be customised on a per-character basis by using Character objects.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:15
4.
Say Statement
Say Statement
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:22
5.
The say statement is used for dialogue and narration. Since it's almost always the most frequently used statement in Ren'Py scripts, the say statement has a syntax that minimizes the overhead in writing it. Some example say statements are::
The say statement is used for dialogue and narration. Since it's almost always the most frequently used statement in Ren'Py scripts, the say statement has a syntax that minimizes the overhead in writing it. Some example say statements are::
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:24
6.
The first form of the say statement consists of a string by itself. This form is used for narration, with the narration being the contents of the string.
The first form of the say statement consists of a string by itself. This form is used for narration, with the narration being the contents of the string.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:38
7.
The second form consists of two strings. The first string is the name of the character who is speaking, and the second is the dialogue being spoken.
The second form consists of two strings. The first string is the name of the character who is speaking, and the second is the dialogue being spoken.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:42
8.
The third form consists of a simple expression followed by a string. The simple expression should evaluate to either a string giving a character name, or a Character object. In the latter case, the character object is used to control how the dialogue is shown.
The third form consists of a simple expression followed by a string. The simple expression should evaluate to either a string giving a character name, or a Character object. In the latter case, the character object is used to control how the dialogue is shown.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:46
9.
The final form consists of a string and a with clause which has a transition. In this case, the string is shown and a screen is shaken at the same time.
The final form consists of a string and a with clause which has a transition. In this case, the string is shown and a screen is shaken at the same time.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:51
10.
Although the precise details of what a say statement does is controlled by the character object used, the usual effect of a say statement is to display dialogue on the screen until the user clicks to dismiss it, then to remove that dialogue on the screen.
Although the precise details of what a say statement does is controlled by the character object used, the usual effect of a say statement is to display dialogue on the screen until the user clicks to dismiss it, then to remove that dialogue on the screen.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:56
11.
Certain characters have special meaning to Ren'Py, and so can't be used in dialogue strings. The ``{`` character begins a text tag, and the ``[`` character begins a substitution. To use them in dialogue, double them. It may also be necessary to precede a quote with a backslash to prevent it from closing the string. For example::
Certain characters have special meaning to Ren'Py, and so can't be used in dialogue strings. The ``{`` character begins a text tag, and the ``[`` character begins a substitution. To use them in dialogue, double them. It may also be necessary to precede a quote with a backslash to prevent it from closing the string. For example::
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:61
12.
Defining Character Objects
Defining Character Objects
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:72
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Contributors to this translation: Stephan Woidowski.