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8.
The images and displayables that are being shown.
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Located in ../../source/save_load_rollback.rst:31
9.
The screens being shown, and the values of variables within those screens.
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Located in ../../source/save_load_rollback.rst:32
10.
The music that Ren'Py is playing.
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Located in ../../source/save_load_rollback.rst:34
11.
The list of nvl-mode text blocks.
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Located in ../../source/save_load_rollback.rst:35
12.
The python state consists of the variables in the store that have changed since the game began, and all objects reachable from those variables. Note that it's the change to the variables that matters - changes to fields in objects will not cause those objects to be saved.
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Located in ../../source/save_load_rollback.rst:37
13.
In this example::
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Located in ../../source/save_load_rollback.rst:42
14.
only `b` will be saved. A will not be saved because it does not change once the game begins. `O` is not saved because it does not change - the object it refers to changes, but the variable itself does not.
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Located in ../../source/save_load_rollback.rst:51
15.
What isn't Saved
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Located in ../../source/save_load_rollback.rst:57
16.
Python variables that are not changed before the game begins will not be saved. This can be a major problem if a variable that is saved and one that is refer to the same object. (Alias the object.) In this example::
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Located in ../../source/save_load_rollback.rst:59
17.
`a` and `b` are aliased. Saving and loading may break this aliasing, causing `a` and `b` to refer to different objects. Since this can be very confusing, it's best to avoid aliasing saved and unsaved variables. (This is rare to encounter directly, but might come up when an unsaved variable and saved field alias.)
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Located in ../../source/save_load_rollback.rst:73
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