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121.
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To take advantage of the replay mode, a scene should begin with a label, and end with a call to renpy.end_replay. The scene should make no assumption as to the state of the layers or variables, which can be very different in normal and replay mode. (In replay code, the label is invoked with a black screen.)
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(no translation yet)
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Located in
../../source/rooms.rst:294
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122.
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For example::
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(no translation yet)
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Located in
../../source/rooms.rst:300
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123.
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With the scene define like that, the replay can be invoked with the Replay action::
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(no translation yet)
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Located in
../../source/rooms.rst:324
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124.
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There is one store variable used by replay mode:
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(no translation yet)
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Located in
../../source/rooms.rst:329
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125.
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When in replay mode, this is sent to the label at which replay mode was started. Outside of replay mode, this is None.
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(no translation yet)
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Located in
../../source/rooms.rst:333
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126.
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In addition, :var:`config.enter_replay_transition` and :var:`config.exit_replay_transition` are used when entering and exiting replay mode, respectively.
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(no translation yet)
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Located in
../../source/rooms.rst:336
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127.
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The following variables and actions are used in replay mode:
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(no translation yet)
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Located in
../../source/rooms.rst:340
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128.
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An action that ends the current memory.
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(no translation yet)
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Located in
../../source/inc/replay:5
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129.
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An action that starts `label` as a replay.
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(no translation yet)
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Located in
../../source/inc/replay:9
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130.
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`scope`
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(no translation yet)
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Located in
../../source/inc/replay:13
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