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918 of 107 results
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.
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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.
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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::
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Located in ../../source/dialogue.rst:61
12.
Defining Character Objects
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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::
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Located in ../../source/dialogue.rst:74
14.
Once this is done, the character can be used in a say statement::
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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.
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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.
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Located in ../../source/dialogue.rst:92
17.
Creates and returns a Character object, which controls the look and feel of dialogue and narration.
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Located in ../../source/inc/character:5
18.
`name`
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Located in ../../source/inc/character:11
918 of 107 results

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