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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
13.
By creating a Character object and using it in a say statement, you can customize the look (and to some extent, the behavior) of dialogue. Characters are created by using the define statement to assign a Character to a variable. For example::
By creating a Character object and using it in a say statement, you can customize the look (and to some extent, the behavior) of dialogue. Characters are created by using the define statement to assign a Character to a variable. For example::
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:74
14.
Once this is done, the character can be used in a say statement::
Once this is done, the character can be used in a say statement::
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:83
15.
Character is a python function, that takes a large number of keyword arguments. These keyword arguments control the behavior of the character.
Character is a python function, that takes a large number of keyword arguments. These keyword arguments control the behaviour of the character.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:88
16.
The define statement causes its expression to be evaluated, and assigned to the supplied name. If not inside an init block, the define statement will automatically be run with init priority 0.
The define statement causes its expression to be evaluated, and assigned to the supplied name. If not inside an init block, the define statement will automatically be run with init priority 0.
Translated and reviewed by Stephan Woidowski
Located in ../../source/dialogue.rst:92
17.
Creates and returns a Character object, which controls the look and feel of dialogue and narration.
Creates and returns a Character object, which controls the look and feel of dialogue and narration.
Translated and reviewed by Stephan Woidowski
Located in ../../source/inc/character:5
18.
`name`
`name`
Translated and reviewed by Stephan Woidowski
Located in ../../source/inc/character:11
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Contributors to this translation: Stephan Woidowski.