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2.
Ren'Py has a number of store variables that control its function. Store variables may be changed at any time. If a store variable is changed after the game has started, it will be be saved and loaded by the save system, and rolled-back when rollback occurs.
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Located in ../../source/store_variables.rst:7
3.
This is a template ADV-mode character, and the default character kind that is used when :func:`Character` is called.
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Located in ../../source/store_variables.rst:14
4.
This is the screen that is displayed when entering the game menu with no more specific screen selected. (For example, when right-clicking, pressing escape, or when :func:`ShowMenu` is not given an argument.) If None, entry to the game menu is disallowed.
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Located in ../../source/store_variables.rst:19
5.
This is set to None at the start of the splashscreen, and restored to its original value when the splashscreen ends.
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Located in ../../source/store_variables.rst:24
6.
Ren'Py sets this variable to True while in the main menu. This can be used to have screens display differently while in the main menu.
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Located in ../../source/store_variables.rst:29
7.
The function that's called to display the in-gamemenu. It should take the same arguments as :func`renpy.display_menu`. Assigning :func:`nvl_menu` to this will display an nvl-mode menu.
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Located in ../../source/store_variables.rst:34
8.
Controls if the mouse is visible. This is automatically set to true when entering the standard game menus.
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Located in ../../source/store_variables.rst:40
9.
This is a template character that is used when a string is given as the character name in a say statement. The code::
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Located in ../../source/store_variables.rst:45
11.
except that the temp_char variable is not used.
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Located in ../../source/store_variables.rst:55
12.
This is the character that speaks narration (say statements that do not give a character or character name). The code::
(no translation yet)
Located in ../../source/store_variables.rst:59
110 of 18 results

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Contributors to this translation: Jim Spentzos.