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4.
When a character with a linked image tag speaks, Ren'Py creates a pool of image attributes. The linked image tag is added to this pool, as are the current image attributes that are associated with that tag.
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Located in ../../source/side_image.rst:19
5.
To determine the side image associated with a tag, Ren'Py tries to find an image with the tag "side", and the largest number of attributes from the pool. If no image can be found, or more than one image has the same number of attributes, an :class:`Null` is shown instead.
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Located in ../../source/side_image.rst:23
6.
For example, say we have the following script::
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Located in ../../source/side_image.rst:28
7.
At point A, the character ``e`` is speaking, which is linked to the image tag "eileen". The "eileen happy" image is showing, so the pool of attributes is "eileen" and "happy". We look for an image with the "side" tag, and as many of those attributes as possible - and we match "side eileen happy", which is the side image Ren'Py will display.
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Located in ../../source/side_image.rst:46
8.
At point B, the "eileen concerned" image is showing. The pool of attributes is now "eileen" and "concerned". The only matching image is "side eileen", so that's what Ren'Py selects. If there was a "side concerned" image, there would be ambiguity, and Ren'Py wouldn't display an image.
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Located in ../../source/side_image.rst:52
9.
Invisible Characters
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Located in ../../source/side_image.rst:59
10.
Another use of the side image is to show an image of the player character, when that character has dialogue. The way to do this is to link an image to the character, and then use the say with attributes construct to select the side image to show.
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Located in ../../source/side_image.rst:61
11.
For example::
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Located in ../../source/side_image.rst:66
12.
Variations
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Located in ../../source/side_image.rst:82
13.
There are two variants of side image support that can be selected - either alone or together - using config variables:
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Located in ../../source/side_image.rst:84
413 of 21 results

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