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3.
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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.
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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.
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:15
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4.
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Say Statement
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Say Statement
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:22
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5.
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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::
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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::
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:24
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6.
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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.
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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.
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:38
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7.
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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.
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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.
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:42
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8.
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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.
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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.
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:46
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9.
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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.
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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.
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:51
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10.
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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.
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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.
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:56
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11.
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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::
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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::
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:61
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12.
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Defining Character Objects
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Defining Character Objects
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Translated and reviewed by
Stephan Woidowski
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Located in
../../source/dialogue.rst:72
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