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21.
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mappings of image names to displayables
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:89
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22.
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Since this mapping is not saved, the image may change to a new image when the game loads again. This allows an image to change to a new file as the game evolves.
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:87
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23.
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configuration variables, styles, and style properties
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:95
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24.
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Configuration variables and styles aren't saved as part of the game. Therefore, they should only be changed in init blocks, and left alone once the game has started.
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:92
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25.
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Where Ren'Py Saves
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:98
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26.
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Saves occur at the start of a Ren'Py statement in the outermost interaction context.
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:100
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27.
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What's important here is to note that saving occurs at the **start** of a statement. If a load or rollback occurs in the middle of a statement that interacts multiple times, the state will be the state that was active when the statement began.
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:103
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28.
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This can be a problem in python-defined statements. In code like::
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:108
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29.
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if the user saves and loads in the middle, the loop will begin anew. Using similar code in Ren'Py - rather than Python - avoids this problem.::
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:116
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30.
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What Ren'Py can Save
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(no translation yet)
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Located in
../../source/save_load_rollback.rst:126
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