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3.
Label statements allow the given name to be assigned to a program point. They exist solely to be called or jumped to, whether by script code or the Ren'Py config. ::
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Located in ../../source/label.rst:10
4.
A label statement may have a block associated with it. In that case, control enters the block whenever the label statement is reached, and proceeds with the statement after the label statement whenever the end of the block is reached.
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Located in ../../source/label.rst:21
9.
The jump statement is used to transfer control to the given label.
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Located in ../../source/label.rst:36
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If the ``expression`` keyword is present, the expression following it is evaluated, and the string so computed is used as the label name of the statement to jump to. If the ``expression`` keyword is not present, the label name of the statement to jump to must be explicitly given.
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Located in ../../source/label.rst:38
15.
If the optional from clause is present, it has the effect of including a label statement with the given name as the statement immediately following the call statement. An explicit label helps to ensure that saved games with return stacks can return to the proper place when loaded on a changed script. ::
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Located in ../../source/label.rst:66
22.
The following labels are used by Ren'Py:
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Located in ../../source/label.rst:112
25.
``quit``
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Located in ../../source/label.rst:119
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If it exists, this label is called in a new context when the user quits the game.
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Located in ../../source/label.rst:118
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If it exists, this label is called when a game is loaded. It can be use to fix data when the game is updated.
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Located in ../../source/label.rst:122
32.
If it exists, this label is called before the main menu. It is used in rare cases to set up the main menu, for example by starting a movie playing in the background.
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Located in ../../source/label.rst:130
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Contributors to this translation: HoYun Lee, irein02.