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# Declare characters used by this game. The color argument colorizes the | ||
# name of the character. | ||
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define e = Character("Eileen") | ||
define e = Character("Eileen", image="eileen") |
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# https://www.renpy.org/doc/html/dialogue.html | ||
label dialogue: | ||
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# The say statement is used for dialogue and narration. | ||
"This is narration." | ||
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"Eileen" "This is dialogue, with an explicit character name." | ||
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e "This is dialogue, using a character object instead." | ||
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"Bam!!" with vpunch | ||
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# Certain characters have special meaning to Ren'Py, and so can't be used in dialogue strings. The { character begins a text tag, and the [ character begins a substitution. To use them in dialogue, double them. It may also be necessary to precede a quote with a backslash to prevent it from closing the string. | ||
"I walked past a sign saying, \"Let's give it 100%%!\"" | ||
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# When a character is defined with an associated image tag, say statement involving that character may have image attributes placed between the character name and the second string. | ||
show eileen | ||
e concerned "I'm a little upset at you." | ||
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# When an @ is included in the list of attributes, any element placed after it has an only temporary effect, and is reverted at the end of the line of dialogue. | ||
e @ happy "That's funny." | ||
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e -happy "I'm not sure what to think now." | ||
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# A single line can combine permanent changes coming before the @, and temporary ones coming after. | ||
e happy @ vhappy "Really! That changes everything." | ||
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# The minus sign can also be used after the @ sign | ||
e @ happy -concerned "My anger is temporarily suspended..." | ||
e "HOWEVER !" | ||
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jump start |
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menu: | ||
"Which example do you want to see?" | ||
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"Dialogue": | ||
jump dialogue | ||
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"Text": | ||
jump text | ||
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