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9.
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`who`
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(no translation yet)
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Located in
../../source/inc/se_say:10
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10.
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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.
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(no translation yet)
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Located in
../../source/inc/se_say:8
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11.
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`what`
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(no translation yet)
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Located in
../../source/inc/se_say:14
../../source/inc/se_images:68
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12.
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A string giving the line to say. Percent-substitutions are performed in this string.
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(no translation yet)
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Located in
../../source/inc/se_say:13
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13.
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`interact`
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(no translation yet)
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Located in
../../source/inc/se_say:18
../../source/inc/se_menu:14
../../source/inc/se_menu:30
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14.
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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.
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(no translation yet)
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Located in
../../source/inc/se_say:17
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15.
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This function is rarely necessary, as the following three lines are equivalent. ::
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(no translation yet)
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Located in
../../source/inc/se_say:20
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16.
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Choice Menus
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(no translation yet)
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Located in
../../source/statement_equivalents.rst:67
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17.
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The menu statement has an equivalent Python function.
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(no translation yet)
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Located in
../../source/statement_equivalents.rst:69
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18.
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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.
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(no translation yet)
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Located in
../../source/inc/se_menu:5
../../source/inc/se_menu:21
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