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1019 of 64 results
10.
Either the character that will say something, None for the narrator, or a string giving the character name. In the latter case, the :func:`say` is used to create the speaking character.
(no translation yet)
Located in ../../source/inc/se_say:8
11.
`what`
(no translation yet)
Located in ../../source/inc/se_say:14 ../../source/inc/se_images:68
12.
A string giving the line to say. Percent-substitutions are performed in this string.
(no translation yet)
Located in ../../source/inc/se_say:13
13.
`interact`
(no translation yet)
Located in ../../source/inc/se_say:18 ../../source/inc/se_menu:14 ../../source/inc/se_menu:30
14.
If true, Ren'Py waits for player input when displaying the dialogue. If false, Ren'Py shows the dialogue, but does not perform an interaction.
(no translation yet)
Located in ../../source/inc/se_say:17
15.
This function is rarely necessary, as the following three lines are equivalent. ::
(no translation yet)
Located in ../../source/inc/se_say:20
16.
Choice Menus
(no translation yet)
Located in ../../source/statement_equivalents.rst:67
17.
The menu statement has an equivalent Python function.
(no translation yet)
Located in ../../source/statement_equivalents.rst:69
18.
This displays a menu to the user. `items` should be a list of 2-item tuples. In each tuple, the first item is a textual label, and the second item is the value to be returned if that item is selected. If the value is None, the first item is used as a menu caption.
(no translation yet)
Located in ../../source/inc/se_menu:5 ../../source/inc/se_menu:21
19.
This function takes many arguments, of which only a few are documented. Except for `items`, all arguments should be given as keyword arguments.
(no translation yet)
Located in ../../source/inc/se_menu:10 ../../source/inc/se_menu:26
1019 of 64 results

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