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3.
On this page, we'll give example screens. It's important to realize that, while some screens must have minimal functionality, the screen system makes it possible to add additional functionality to screens. For example, while the standard say screen only displays text, the screen system makes it easy to add features like skipping, auto-forward mode, or muting.
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Located in ../../source/screen_special.rst:15
4.
Some special screens take parameters. These parameters can be accessed as variables in the screen's scope.
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Located in ../../source/screen_special.rst:22
5.
Some of the screens also have special ids associated with them. A special id should be assigned to a displayable of a given type. It can cause properties to be assigned to that displayable, and can make that displayable accessible to calling code.
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Located in ../../source/screen_special.rst:25
6.
In-Game Screens
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Located in ../../source/screen_special.rst:31
7.
These screens are automatically displayed when certain Ren'Py statements execute.
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Located in ../../source/screen_special.rst:33
8.
Say
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Located in ../../source/screen_special.rst:39
9.
The ``say`` screen is called by the say statement, when displaying ADV-mode dialogue. It is displayed with the following parameters:
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Located in ../../source/screen_special.rst:41
10.
`who`
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Located in ../../source/screen_special.rst:44
11.
The text of the name of the speaking character.
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Located in ../../source/screen_special.rst:45
12.
`what`
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Located in ../../source/screen_special.rst:47
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