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  <div class="section" id="configuration-variables">
<h1>Configuration Variables<a class="headerlink" href="#configuration-variables" title="Permalink to this headline"></a></h1>
<p>Configuration variables control the behavior of Ren'Py's implementation,
allowing Ren'Py itself to be customized in a myriad of ways. These range from
the common (such as changing the screen size) to the obscure (adding new
kinds of archive files).</p>
<p>Ren'Py's implementation makes the assumption that, once the GUI system has
initialized, configuration variables will not change. Changing configuration
variables outside of init blocks can lead to undefined behavior.
Configuration variables are not part of the save data.</p>
<p>Configuration variables are often changed in init python blocks:</p>
<div class="highlight-renpy"><div class="highlight"><pre><span class="k">init</span> <span class="k">python</span><span class="p">:</span>

    <span class="c"># Use a widescreen resolution.</span>
    <span class="n">config</span><span class="o">.</span><span class="n">screen_width</span> <span class="o">=</span> <span class="mi">1024</span>
    <span class="n">config</span><span class="o">.</span><span class="n">screen_height</span> <span class="o">=</span> <span class="mi">600</span>
</pre></div>
</div>
<div class="section" id="commonly-used">
<h2>Commonly Used<a class="headerlink" href="#commonly-used" title="Permalink to this headline"></a></h2>
<dl class="var">
<dt id="var-config.developer">
<tt class="descname">config.developer</tt> = False<a class="headerlink" href="#var-config.developer" title="Permalink to this definition"></a></dt>
<dd><p>If set to True, developer mode is enabled. Developer mode gives
access to the shift+D developer menu, shift+R reloading, and
various other features that are not intended for end users.</p>
<p>The default game template sets this to True. We suggest setting it
to False before releasing a game.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.help">
<tt class="descname">config.help</tt> = &quot;README.html&quot;<a class="headerlink" href="#var-config.help" title="Permalink to this definition"></a></dt>
<dd><p>This controls the functionality of the help system invoked by the
help button on the main and game menus, or by pressing f1 or
command-?.</p>
<p>If None, the help system is disabled and does not show up on
menus.  If a string corresponding to a label found in the script,
that label is invoked in a new context. This allows you to define
an in-game help-screen.  Otherwise, this is interpreted as a
filename relative to the base directory, that is opened in a web
browser.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.name">
<tt class="descname">config.name</tt> = &quot;&quot;<a class="headerlink" href="#var-config.name" title="Permalink to this definition"></a></dt>
<dd><p>This should be a string giving the name of the game. This is included
as part of tracebacks and other log files, helping to identify the
version of the game being used.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.save_directory">
<tt class="descname">config.save_directory</tt> = &quot;...&quot;<a class="headerlink" href="#var-config.save_directory" title="Permalink to this definition"></a></dt>
<dd><p>This is used to generate the directory in which games and
persistent information are saved. The name generated depends on
the platform:</p>
<dl class="docutils">
<dt>Windows</dt>
<dd>%APPDATA%/RenPy/<cite>save_directory</cite></dd>
<dt>Mac OS X</dt>
<dd>~/Library/RenPy/<cite>save_directory</cite></dd>
<dt>Linux/Other</dt>
<dd>~/.renpy/<cite>save_directory</cite></dd>
</dl>
<p>Setting this to None creates a &quot;saves&quot; directory underneath the
game directory. This is not recommended, as it prevents the game
from being shared between multiple users on a system. It can also
lead to problems when a game is installed as Administrator, but run
as a user.</p>
<p>This must be set in a python early block, so that persistent
information can be loaded before init code is run.</p>
<p>The user may change the directory. Code that needs to know the save
directory should read <a class="reference internal" href="#var-config.savedir"><tt class="xref std std-var docutils literal"><span class="pre">config.savedir</span></tt></a> instead of this
variable.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.screen_height">
<tt class="descname">config.screen_height</tt> = 600<a class="headerlink" href="#var-config.screen_height" title="Permalink to this definition"></a></dt>
<dd><p>The height of the screen.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.screen_width">
<tt class="descname">config.screen_width</tt> = 800<a class="headerlink" href="#var-config.screen_width" title="Permalink to this definition"></a></dt>
<dd><p>The width of the screen.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.translations">
<tt class="descname">config.translations</tt> = dict(...)<a class="headerlink" href="#var-config.translations" title="Permalink to this definition"></a></dt>
<dd><p>This is a map used to translate text in the game menu into your
language. See Localizing Ren'Py for how to use it, and here for a
list of available translations.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.window_icon">
<tt class="descname">config.window_icon</tt> = None<a class="headerlink" href="#var-config.window_icon" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is expected to be the filename of an image
giving an icon that is used for the window on Linux and Mac OS
X. This should be a large image, with 8-bit alpha.</p>
<p>This should generally be a PNG format file.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.windows_icon">
<tt class="descname">config.windows_icon</tt> = None<a class="headerlink" href="#var-config.windows_icon" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is expected to be the filename of an image
giving an icon that is used for the window on Windows. This should
be a 32x32 image with 1-bit alpha. (Opaque images work the best.)</p>
<p>This should be a PNG format file.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.window_title">
<tt class="descname">config.window_title</tt> = &quot;A Ren'Py Game&quot;<a class="headerlink" href="#var-config.window_title" title="Permalink to this definition"></a></dt>
<dd><p>The static portion of the title of the window containing the
Ren'Py game. <a class="reference internal" href="store_variables.html#var-_window_subtitle"><tt class="xref std std-var docutils literal"><span class="pre">_window_subtitle</span></tt></a> is appended to this to get
the full title of the window.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.version">
<tt class="descname">config.version</tt> = &quot;&quot;<a class="headerlink" href="#var-config.version" title="Permalink to this definition"></a></dt>
<dd><p>This should be a string giving the version of the game. This is included
as part of tracebacks and other log files, helping to identify the
version of the game being used.</p>
</dd></dl>

</div>
<div class="section" id="transitions">
<h2>Transitions<a class="headerlink" href="#transitions" title="Permalink to this headline"></a></h2>
<p>These control transitions between various screens.</p>
<dl class="var">
<dt id="var-config.adv_nvl_transition">
<tt class="descname">config.adv_nvl_transition</tt> = None<a class="headerlink" href="#var-config.adv_nvl_transition" title="Permalink to this definition"></a></dt>
<dd><p>A transition that is used when showing NVL-mode text directly
after ADV-mode text.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.after_load_transition">
<tt class="descname">config.after_load_transition</tt> = None<a class="headerlink" href="#var-config.after_load_transition" title="Permalink to this definition"></a></dt>
<dd><p>A transition that is used after loading, when entering the loaded
game.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.end_game_transition">
<tt class="descname">config.end_game_transition</tt> = None<a class="headerlink" href="#var-config.end_game_transition" title="Permalink to this definition"></a></dt>
<dd><p>The transition that is used to display the main menu after the
game ends normally, either by invoking return with no place to
return to, or by calling <a class="reference internal" href="other.html#renpy.full_restart" title="renpy.full_restart"><tt class="xref py py-func docutils literal"><span class="pre">renpy.full_restart()</span></tt></a>.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.end_splash_transition">
<tt class="descname">config.end_splash_transition</tt> = None<a class="headerlink" href="#var-config.end_splash_transition" title="Permalink to this definition"></a></dt>
<dd><p>The transition that is used to display the main menu after the end
of the splashscreen.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.enter_replay_transition">
<tt class="descname">config.enter_replay_transition</tt> = None<a class="headerlink" href="#var-config.enter_replay_transition" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a transition that is used when entering a replay.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.enter_transition">
<tt class="descname">config.enter_transition</tt> = None<a class="headerlink" href="#var-config.enter_transition" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this variable should give a transition that will be
used when entering the game menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.enter_yesno_transition">
<tt class="descname">config.enter_yesno_transition</tt> = None<a class="headerlink" href="#var-config.enter_yesno_transition" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a transition that is used when entering the yes/no
prompt screen.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.exit_replay_transition">
<tt class="descname">config.exit_replay_transition</tt> = None<a class="headerlink" href="#var-config.exit_replay_transition" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a transition that is used when exiting a replay.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.exit_transition">
<tt class="descname">config.exit_transition</tt> = None<a class="headerlink" href="#var-config.exit_transition" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this variable should give a transition that will be
performed when exiting the game menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.exit_yesno_transition">
<tt class="descname">config.exit_yesno_transition</tt> = None<a class="headerlink" href="#var-config.exit_yesno_transition" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a transition that is used when exiting the yes/no
prompt screen.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.game_main_transition">
<tt class="descname">config.game_main_transition</tt> = None<a class="headerlink" href="#var-config.game_main_transition" title="Permalink to this definition"></a></dt>
<dd><p>The transition that is used to display the main menu after leaving
the game menu. This is used when the load and preferences screens
are invoked from the main menu, and it's also used when the user
picks &quot;Main Menu&quot; from the game menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.main_game_transition">
<tt class="descname">config.main_game_transition</tt> = None<a class="headerlink" href="#var-config.main_game_transition" title="Permalink to this definition"></a></dt>
<dd><p>The transition used when entering the game menu from the main
menu, as is done when clicking &quot;Load Game&quot; or &quot;Preferences&quot;.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.nvl_adv_transition">
<tt class="descname">config.nvl_adv_transition</tt> = None<a class="headerlink" href="#var-config.nvl_adv_transition" title="Permalink to this definition"></a></dt>
<dd><p>A transition that is used when showing ADV-mode text directly
after NVL-mode text.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.say_attribute_transition">
<tt class="descname">config.say_attribute_transition</tt> = None<a class="headerlink" href="#var-config.say_attribute_transition" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a transition to use when the image is changed by a
say statement with image attributes.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.window_hide_transition">
<tt class="descname">config.window_hide_transition</tt> = None<a class="headerlink" href="#var-config.window_hide_transition" title="Permalink to this definition"></a></dt>
<dd><p>The transition used by the window hide statement when no
transition has been explicitly specified.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.window_show_transition">
<tt class="descname">config.window_show_transition</tt> = None<a class="headerlink" href="#var-config.window_show_transition" title="Permalink to this definition"></a></dt>
<dd><p>The transition used by the window show statement when no
transition has been explicitly specified.</p>
</dd></dl>

</div>
<div class="section" id="preference-defaults">
<h2>Preference Defaults<a class="headerlink" href="#preference-defaults" title="Permalink to this headline"></a></h2>
<p>These are defaults for the various preferences. The defaults only take
effect the first time Ren'Py is run, or when persistent data has been
cleared.</p>
<dl class="var">
<dt id="var-config.default_afm_time">
<tt class="descname">config.default_afm_time</tt> = None<a class="headerlink" href="#var-config.default_afm_time" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this sets the default auto-forward-mode timeout. If
not None, then this is the time in seconds we should delay when
showing 250 characters. 0 is special-cased to be infinite time,
disabling auto-forward mode.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_afm_enable">
<tt class="descname">config.default_afm_enable</tt> = None<a class="headerlink" href="#var-config.default_afm_enable" title="Permalink to this definition"></a></dt>
<dd><p>Controls the default state of the afm_enable preference. If False,
auto-forward-mode is disabled by default. If True, it is enabled by
default. If None, the afm_enable preferences is ignored. (Auto-forward
will occur when the auto-forward speed is non-zero.)</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_fullscreen">
<tt class="descname">config.default_fullscreen</tt> = None<a class="headerlink" href="#var-config.default_fullscreen" title="Permalink to this definition"></a></dt>
<dd><p>This sets the default value of the fullscreen preference. This
should be True or False. If None, this is ignored, allowing other
code to set the default value. (It's usually set to False in
options.rpy.)</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_language">
<tt class="descname">config.default_language</tt> = None<a class="headerlink" href="#var-config.default_language" title="Permalink to this definition"></a></dt>
<dd><p>This sets the default value of the language preference. This is only
used the first time the game starts.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_show_empty_window">
<tt class="descname">config.default_show_empty_window</tt> = True<a class="headerlink" href="#var-config.default_show_empty_window" title="Permalink to this definition"></a></dt>
<dd><p>This determines if Ren'Py will show an empty window during
non-say statements. If True, Ren'Py respects the &quot;window show&quot;, &quot;window hide&quot;,
and &quot;window auto&quot; statements. If False, Ren'Py will not show an empty
window.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_text_cps">
<tt class="descname">config.default_text_cps</tt> = None<a class="headerlink" href="#var-config.default_text_cps" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this sets the default number of characters per second
to show. 0 is special cased to mean an infinite number of
characters per second. (It's usually set to 0 in options.rpy.)</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_voice_sustain">
<tt class="descname">config.default_voice_sustain</tt> = False<a class="headerlink" href="#var-config.default_voice_sustain" title="Permalink to this definition"></a></dt>
<dd><p>The default value of the voice sustain preference. If this is
True, the voice will continue past the next interaction. If
false, voice will stop when the next interaction begins.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_wait_for_voice">
<tt class="descname">config.default_wait_for_voice</tt> = True<a class="headerlink" href="#var-config.default_wait_for_voice" title="Permalink to this definition"></a></dt>
<dd><p>The default value of the wait for voice preference. This
determines if Ren'Py should wait for voice to finish before
auto-forward takes place.</p>
</dd></dl>

</div>
<div class="section" id="occasionally-used">
<h2>Occasionally Used<a class="headerlink" href="#occasionally-used" title="Permalink to this headline"></a></h2>
<dl class="var">
<dt id="var-config.auto_load">
<tt class="descname">config.auto_load</tt> = None<a class="headerlink" href="#var-config.auto_load" title="Permalink to this definition"></a></dt>
<dd><p>If not None, the name of a save file to automatically load when
Ren'Py starts up. This is intended for developer use, rather than
for end users. Setting this to &quot;1&quot; will automatically load the
game in save slot 1.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.auto_voice">
<tt class="descname">config.auto_voice</tt> = None<a class="headerlink" href="#var-config.auto_voice" title="Permalink to this definition"></a></dt>
<dd><p>This may be a string, a function, or None. If None, auto-voice is
disabled.</p>
<p>If a string, this is formatted with the <tt class="docutils literal"><span class="pre">id</span></tt> variable bound to the
identifier of the current line of dialogue. If this gives an existing
file, that file is played as voice audio.</p>
<p>If a function, the function is called with a single argument, the
identifier of the current line of dialogue. The function is expected to
return a string. If this gives an existing file, that file is played as
voice audio.</p>
<p>See <a class="reference internal" href="voice.html#automatic-voice"><em>Automatic Voice</em></a> for more details.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.automatic_images">
<tt class="descname">config.automatic_images</tt> = None<a class="headerlink" href="#var-config.automatic_images" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this causes Ren'Py to automatically define
images.</p>
<p>When not set to None, this should be set to a list of
separators. (For example, <tt class="docutils literal"><span class="pre">[</span> <span class="pre">'</span> <span class="pre">',</span> <span class="pre">'_',</span> <span class="pre">'/'</span> <span class="pre">]</span></tt>.)</p>
<p>Ren'Py will scan through the list of files on disk and in
archives. When it finds a file ending with .png or .jpg, it will
strip the extension, then break the name at separators, to creatge
an image name. If the name consists of at least two components,
and no image with that name already is defined, Ren'Py will define
that image to refer to a filename.</p>
<p>With the example list of separators, if your game directory
contains:</p>
<ul class="simple">
<li>eileen_happy.png, Ren'Py will define the image &quot;eileen happy&quot;.</li>
<li>lucy/mad.png, Ren'Py will define the image &quot;lucy mad&quot;.</li>
<li>mary.png, Ren'Py will do nothing. (As the image does not have two components.)</li>
</ul>
</dd></dl>

<dl class="var">
<dt id="var-config.automatic_images_strip">
<tt class="descname">config.automatic_images_strip</tt> = []<a class="headerlink" href="#var-config.automatic_images_strip" title="Permalink to this definition"></a></dt>
<dd><p>A list of strings giving prefixes that are stripped out when
defining automatic images. This can be used to remove directory
names, when directories contain images.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.debug">
<tt class="descname">config.debug</tt> = False<a class="headerlink" href="#var-config.debug" title="Permalink to this definition"></a></dt>
<dd><p>Enables debugging functionality (mostly by turning some missing
files into errors.) This should always be turned off in a release.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.debug_image_cache">
<tt class="descname">config.debug_image_cache</tt> = False<a class="headerlink" href="#var-config.debug_image_cache" title="Permalink to this definition"></a></dt>
<dd><p>If True, Ren'Py will print the contents of the <a class="reference internal" href="displayables.html#images"><em>image cache</em></a>
to standard output (wherever that goes) whenever the contents of the
image cache change.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.debug_sound">
<tt class="descname">config.debug_sound</tt> = False<a class="headerlink" href="#var-config.debug_sound" title="Permalink to this definition"></a></dt>
<dd><p>Enables debugging of sound functionality. This disables the
supression of errors when generating sound. However, if a sound
card is missing or flawed, then such errors are normal, and
enabling this may prevent Ren'Py from functioning normally. This
should always be False in a released game.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.debug_text_overflow">
<tt class="descname">config.debug_text_overflow</tt> = False<a class="headerlink" href="#var-config.debug_text_overflow" title="Permalink to this definition"></a></dt>
<dd><p>When true, Ren'Py will log text overflows to text_overflow.txt. A text
overflow occurs when a <a class="reference internal" href="text.html#Text" title="Text"><tt class="xref py py-class docutils literal"><span class="pre">Text</span></tt></a> displayable renders to a size
larger than that allocated to it. By setting this to True and setting
the <a class="reference internal" href="style_properties.html#style-property-xmaximum"><tt class="xref std std-propref docutils literal"><span class="pre">xmaximum</span></tt></a> and <a class="reference internal" href="style_properties.html#style-property-ymaximum"><tt class="xref std std-propref docutils literal"><span class="pre">ymaximum</span></tt></a> style properties of the dialogue
window to the window size, this can be used to report cases where the
dialogue is too large for its window.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.default_transform">
<tt class="descname">config.default_transform</tt> = ...<a class="headerlink" href="#var-config.default_transform" title="Permalink to this definition"></a></dt>
<dd><p>When a displayable is shown using the show or scene statements,
the transform properties are taken from this transform and used to
initialize the values of the displayable's transform.</p>
<p>The default default transform is <a class="reference internal" href="transforms.html#var-center"><tt class="xref std std-var docutils literal"><span class="pre">center</span></tt></a>.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.empty_window">
<tt class="descname">config.empty_window</tt> = ...<a class="headerlink" href="#var-config.empty_window" title="Permalink to this definition"></a></dt>
<dd><p>This is called when _window is True, and no window has been shown
on the screen. (That is, no call to <a class="reference internal" href="other.html#renpy.shown_window" title="renpy.shown_window"><tt class="xref py py-func docutils literal"><span class="pre">renpy.shown_window()</span></tt></a> has
occurred.) It's expected to show an empty window on the screen, and
return without causing an interaction.</p>
<p>The default implementation of this uses the narrator character to
display a blank line without interacting.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.enter_sound">
<tt class="descname">config.enter_sound</tt> = None<a class="headerlink" href="#var-config.enter_sound" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is a sound file that is played when entering the
game menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.exit_sound">
<tt class="descname">config.exit_sound</tt> = None<a class="headerlink" href="#var-config.exit_sound" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is a sound file that is played when exiting the
game menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.fix_rollback_without_choice">
<tt class="descname">config.fix_rollback_without_choice</tt> = False<a class="headerlink" href="#var-config.fix_rollback_without_choice" title="Permalink to this definition"></a></dt>
<dd><p>This option determines how the built in menus or imagemaps behave
during fixed rollback. The default value is False, which means that
menu only the previously selected option remains clickable. If set
to True, the selected option is marked but no options are clickable.
The user can progress forward through the rollback buffer by
clicking.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.font_replacement_map">
<tt class="descname">config.font_replacement_map</tt> = { }<a class="headerlink" href="#var-config.font_replacement_map" title="Permalink to this definition"></a></dt>
<dd><p>This is a map from (font, bold, italics) to (font, bold, italics),
used to replace a font with one that's specialized as having bold
and/or italics. For example, if you wanted to have everything
using an italic version of &quot;Vera.ttf&quot; use &quot;VeraIt.ttf&quot; instead,
you could write:</p>
<div class="highlight-renpy"><div class="highlight"><pre><span class="k">init</span> <span class="k">python</span><span class="p">:</span>
    <span class="n">config</span><span class="o">.</span><span class="n">font_replacement_map</span><span class="p">[</span><span class="s">&quot;Vera.ttf&quot;</span><span class="p">,</span> <span class="bp">False</span><span class="p">,</span> <span class="bp">True</span><span class="p">]</span> <span class="o">=</span> <span class="p">(</span><span class="s">&quot;VeraIt.ttf&quot;</span><span class="p">,</span> <span class="bp">False</span><span class="p">,</span> <span class="bp">False</span><span class="p">)</span><span class="o">.</span>
</pre></div>
</div>
<p>Please note that these mappings only apply to specific variants of
a font. In this case, requests for a bold italic version of vera
will get a bold italic version of vera, rather than a bold version
of the italic vera.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.framerate">
<tt class="descname">config.framerate</tt> = 100<a class="headerlink" href="#var-config.framerate" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is the upper limit on the number of frames
Ren'Py will attempt to display per second. This is only respected
by the software renderer. The GL renderer will synchronize to
vertical blank instead.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.game_menu">
<tt class="descname">config.game_menu</tt> = [ ... ]<a class="headerlink" href="#var-config.game_menu" title="Permalink to this definition"></a></dt>
<dd><p>This is used to customize the choices on the game menu. Please
read Main and Game Menus for more details on the contents of this
variable.</p>
<p>This is not used when the game menu is defined using screens.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.game_menu_music">
<tt class="descname">config.game_menu_music</tt> = None<a class="headerlink" href="#var-config.game_menu_music" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a music file to play when at the game menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.gl_test_image">
<tt class="descname">config.gl_test_image</tt> = &quot;black&quot;<a class="headerlink" href="#var-config.gl_test_image" title="Permalink to this definition"></a></dt>
<dd><p>The name of the image that is used when running the OpenGL
performance test. This image will be shown for 5 frames or .25
seconds, on startup. It will then be automatically hidden.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.has_autosave">
<tt class="descname">config.has_autosave</tt> = True<a class="headerlink" href="#var-config.has_autosave" title="Permalink to this definition"></a></dt>
<dd><p>If true, the game will autosave. If false, no autosaving will
occur.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.image_cache_size">
<tt class="descname">config.image_cache_size</tt> = 8<a class="headerlink" href="#var-config.image_cache_size" title="Permalink to this definition"></a></dt>
<dd><p>This is used to set the size of the <a class="reference internal" href="displayables.html#images"><em>image cache</em></a>, as a
multiple of the screen size. This number is multiplied by the size of
the screen, in pixels, to get the size of the image cache in pixels.</p>
<p>If set too large, this can waste memory. If set too small, images
can be repeatedly loaded, hurting performance.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.key_repeat">
<tt class="descname">config.key_repeat</tt> = (.3, .03)<a class="headerlink" href="#var-config.key_repeat" title="Permalink to this definition"></a></dt>
<dd><p>Controls the rate of keyboard repeat. When key repeat is enabled, this
should be a tuple. The first item in the tuple is the delay before the
first repeat, and the second item is the delay between repeats. Both
are in seconds. If None, keyboard repeat is disabled.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.language">
<tt class="descname">config.language</tt> = None<a class="headerlink" href="#var-config.language" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this should be a string giving the default language
that the game is translated into by the translation framework.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.main_menu">
<tt class="descname">config.main_menu</tt> = [ ... ]<a class="headerlink" href="#var-config.main_menu" title="Permalink to this definition"></a></dt>
<dd><p>The default main menu, when not using screens. For more details,
see Main and Game Menus.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.main_menu_music">
<tt class="descname">config.main_menu_music</tt> = None<a class="headerlink" href="#var-config.main_menu_music" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a music file to play when at the main menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.menu_clear_layers">
<tt class="descname">config.menu_clear_layers</tt> = []<a class="headerlink" href="#var-config.menu_clear_layers" title="Permalink to this definition"></a></dt>
<dd><p>A list of layer names (as strings) that are cleared when entering
the game menu.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.menu_window_subtitle">
<tt class="descname">config.menu_window_subtitle</tt> = &quot;&quot;<a class="headerlink" href="#var-config.menu_window_subtitle" title="Permalink to this definition"></a></dt>
<dd><p>The <a class="reference internal" href="store_variables.html#var-_window_subtitle"><tt class="xref std std-var docutils literal"><span class="pre">_window_subtitle</span></tt></a> variable is set to this value when entering
the main or game menus.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.missing_background">
<tt class="descname">config.missing_background</tt> = &quot;black&quot;<a class="headerlink" href="#var-config.missing_background" title="Permalink to this definition"></a></dt>
<dd><p>This is the background that is used when <a class="reference internal" href="#var-config.developer"><tt class="xref std std-var docutils literal"><span class="pre">config.developer</span></tt></a> is True
and an undefined image is used in a <a class="reference internal" href="displaying_images.html#scene-statement"><em>scene statement</em></a>. This should be an image name (a string), not a
displayable.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.mode_callbacks">
<tt class="descname">config.mode_callbacks</tt> = [ ... ]<a class="headerlink" href="#var-config.mode_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of callbacks called when entering a mode. For more documentation,
see the section on <a class="reference internal" href="modes.html#modes"><em>Modes</em></a>.</p>
<p>The default value includes a callback that implements <a class="reference internal" href="#var-config.adv_nvl_transition"><tt class="xref std std-var docutils literal"><span class="pre">config.adv_nvl_transition</span></tt></a>
and <a class="reference internal" href="#var-config.nvl_adv_transition"><tt class="xref std std-var docutils literal"><span class="pre">config.nvl_adv_transition</span></tt></a>.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.mouse">
<tt class="descname">config.mouse</tt> = None<a class="headerlink" href="#var-config.mouse" title="Permalink to this definition"></a></dt>
<dd><p>This variable controls the use of user-defined mouse cursors. If
None, the system mouse is used, which is usually a black-and-white
mouse cursor.</p>
<p>Otherwise, this should be a dictionary giving the
mouse animations for various mouse types. Keys used by the default
library include &quot;default&quot;, &quot;say&quot;, &quot;with&quot;, &quot;menu&quot;, &quot;prompt&quot;,
&quot;imagemap&quot;, &quot;pause&quot;, &quot;mainmenu&quot;, and &quot;gamemenu&quot;. The &quot;default&quot; key
should always be present, as it is used when a more specific key
is absent.</p>
<p>Each value in the dictionary should be a list of (<cite>image</cite>,
<cite>xoffset</cite>, <cite>offset</cite>) tuples, representing frames.</p>
<dl class="docutils">
<dt><cite>image</cite></dt>
<dd>The mouse cursor image.</dd>
<dt><cite>xoffset</cite></dt>
<dd>The offset of the hotspot pixel from the left side of the
cursor.</dd>
<dt><cite>yoffset</cite></dt>
<dd>The offset of the hotspot pixel from the top of the cursor.</dd>
</dl>
<p>The frames are played back at 20hz, and the animation loops after
all frames have been shown.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.narrator_menu">
<tt class="descname">config.narrator_menu</tt> = False<a class="headerlink" href="#var-config.narrator_menu" title="Permalink to this definition"></a></dt>
<dd><p>(This is set to True by the default screens.rpy file.) If true,
then narration inside a menu is displayed using the narrator
character. Otherwise, narration is displayed as captions
within the menu itself.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.overlay_functions">
<tt class="descname">config.overlay_functions</tt> = [ ]<a class="headerlink" href="#var-config.overlay_functions" title="Permalink to this definition"></a></dt>
<dd><p>A list of functions. When called, each function is expected to
use ui functions to add displayables to the overlay layer.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.python_callbacks">
<tt class="descname">config.python_callbacks</tt> = [ ]<a class="headerlink" href="#var-config.python_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of functions. The functions in this list are called, without
any arguments, whenever a python block is run outside of the init
phase.</p>
<p>One possible use of this would be to have a function limit a variable
to within a range each time it is adjusted.</p>
<p>The functions may be called during internal Ren'Py code, before the
start of the game proper, and potentially before the variables the
function depends on are intialized. The functions are required to deal
with this, perhaps by using <tt class="docutils literal"><span class="pre">hasattr(store,</span> <span class="pre">'varname')</span></tt> to check if
a variable is defined.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.quit_action">
<tt class="descname">config.quit_action</tt> = ...<a class="headerlink" href="#var-config.quit_action" title="Permalink to this definition"></a></dt>
<dd><p>The action that is called when the user clicks the quit button on
a window. The default action prompts the user to see if he wants
to quit the game.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.save_json_callbacks">
<tt class="descname">config.save_json_callbacks</tt> = [ ]<a class="headerlink" href="#var-config.save_json_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of callback functions that are used to create the json object
that is stored with each save and maked accessible through <a class="reference internal" href="screen_actions.html#FileJson" title="FileJson"><tt class="xref py py-func docutils literal"><span class="pre">FileJson()</span></tt></a>
and <a class="reference internal" href="save_load_rollback.html#renpy.slot_json" title="renpy.slot_json"><tt class="xref py py-func docutils literal"><span class="pre">renpy.slot_json()</span></tt></a>.</p>
<p>Each callback is called with a python dictionary that will eventually be
saved. Callbacks should modify that dictionary by adding json-compatible
python types, such as numbers, strings, lists, and dicts. The dictionary
at the end of the last callback is then saved as part of the save slot.</p>
<p>The dictionary passed to the callbacks may have already have keys
beginning with an underscore (_). These keys are used by Ren'Py,
and should not be changed.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.thumbnail_height">
<tt class="descname">config.thumbnail_height</tt> = 75<a class="headerlink" href="#var-config.thumbnail_height" title="Permalink to this definition"></a></dt>
<dd><p>The height of the thumbnails that are taken when the game is
saved. These thumbnails are shown when the game is loaded. Please
note that the thumbnail is shown at the size it was taken at,
rather than the value of this setting when the thumbnail is shown
to the user.</p>
<p>When using a load_save layout, a different default may be used.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.thumbnail_width">
<tt class="descname">config.thumbnail_width</tt> = 100<a class="headerlink" href="#var-config.thumbnail_width" title="Permalink to this definition"></a></dt>
<dd><p>The width of the thumbnails that are taken when the game is
saved. These thumbnails are shown when the game is loaded. Please
note that the thumbnail is shown at the size it was taken at,
rather than the value of this setting when the thumbnail is shown
to the user.</p>
<p>When using a load_save layout, a different default may be used.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.window_auto_hide">
<tt class="descname">config.window_auto_hide</tt> = [ 'scene' ]<a class="headerlink" href="#var-config.window_auto_hide" title="Permalink to this definition"></a></dt>
<dd><p>A list of statements that cause <tt class="docutils literal"><span class="pre">window</span> <span class="pre">auto</span></tt> to hide the empty
dialogue window.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.window_auto_show">
<tt class="descname">config.window_auto_show</tt> = [ 'say' ]<a class="headerlink" href="#var-config.window_auto_show" title="Permalink to this definition"></a></dt>
<dd><p>A list of statements that cause <tt class="docutils literal"><span class="pre">window</span> <span class="pre">auto</span></tt> to show the empty
dialogue window.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.window_overlay_functions">
<tt class="descname">config.window_overlay_functions</tt> = []<a class="headerlink" href="#var-config.window_overlay_functions" title="Permalink to this definition"></a></dt>
<dd><p>A list of overlay functions that are only called when the window
is shown.</p>
</dd></dl>

</div>
<div class="section" id="rarely-or-internally-used">
<h2>Rarely or Internally Used<a class="headerlink" href="#rarely-or-internally-used" title="Permalink to this headline"></a></h2>
<dl class="var">
<dt id="var-config.afm_bonus">
<tt class="descname">config.afm_bonus</tt> = 25<a class="headerlink" href="#var-config.afm_bonus" title="Permalink to this definition"></a></dt>
<dd><p>The number of bonus characters added to every string when
auto-forward mode is in effect.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.afm_callback">
<tt class="descname">config.afm_callback</tt> = None<a class="headerlink" href="#var-config.afm_callback" title="Permalink to this definition"></a></dt>
<dd><p>If not None, a python function that is called to determine if it
is safe to auto-forward. The intent is that this can be used by a
voice system to disable auto-forwarding when a voice is playing.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.afm_characters">
<tt class="descname">config.afm_characters</tt> = 250<a class="headerlink" href="#var-config.afm_characters" title="Permalink to this definition"></a></dt>
<dd><p>The number of characters in a string it takes to cause the amount
of time specified in the auto forward mode preference to be
delayed before auto-forward mode takes effect.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.all_character_callbacks">
<tt class="descname">config.all_character_callbacks</tt> = [ ]<a class="headerlink" href="#var-config.all_character_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of callbacks that are called by all characters. This list
is prepended to the list of character-specific callbacks.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.allow_skipping">
<tt class="descname">config.allow_skipping</tt> = True<a class="headerlink" href="#var-config.allow_skipping" title="Permalink to this definition"></a></dt>
<dd><p>If set to False, the user is not able to skip over the text of the
game.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.archives">
<tt class="descname">config.archives</tt> = [ ]<a class="headerlink" href="#var-config.archives" title="Permalink to this definition"></a></dt>
<dd><p>A list of archive files that will be searched for images and other
data. The entries in this should consist of strings giving the
base names of archive files, without the .rpa extension.</p>
<p>The archives are searched in the order they are found in this list.
A file is taken from the first archive it is found in.</p>
<p>At startup, Ren'Py will automatically populate this variable with
the names of all archives found in the game directory, sorted in
reverse ascii order. For example, if Ren'Py finds the files
data.rpa, patch01.rpa, and patch02.rpa, this variable will be
populated with <tt class="docutils literal"><span class="pre">['patch02',</span> <span class="pre">'patch01',</span> <span class="pre">'data']</span></tt>.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.auto_choice_delay">
<tt class="descname">config.auto_choice_delay</tt> = None<a class="headerlink" href="#var-config.auto_choice_delay" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this variable gives a number of seconds that Ren'Py
will pause at an in-game menu before picking a random choice from
that menu. We'd expect this variable to always be set to None in
released games, but setting it to a number will allow for
automated demonstrations of games without much human interaction.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.autoreload">
<tt class="descname">config.autoreload</tt> = True<a class="headerlink" href="#var-config.autoreload" title="Permalink to this definition"></a></dt>
<dd><p>If true, shift+R will toggle automatic reloading. When automatic
reloading is enabled, Ren'Py will reload the game whenever a used
file is modified.</p>
<p>If false, Ren'Py will reload the game once per press of shift+R.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.autosave_frequency">
<tt class="descname">config.autosave_frequency</tt> = 200<a class="headerlink" href="#var-config.autosave_frequency" title="Permalink to this definition"></a></dt>
<dd><p>Roughly, the number of interactions that will occur before an
autosave occurs. To disable autosaving, set <a class="reference internal" href="#var-config.has_autosave"><tt class="xref std std-var docutils literal"><span class="pre">config.has_autosave</span></tt></a> to
False, don't change this variable.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.character_callback">
<tt class="descname">config.character_callback</tt> = None<a class="headerlink" href="#var-config.character_callback" title="Permalink to this definition"></a></dt>
<dd><p>The default value of the callback parameter of Character.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.choice_layer">
<tt class="descname">config.choice_layer</tt> = &quot;screens&quot;<a class="headerlink" href="#var-config.choice_layer" title="Permalink to this definition"></a></dt>
<dd><p>The layer the choice screen (used by the menu statement) is shown on.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.clear_layers">
<tt class="descname">config.clear_layers</tt> = []<a class="headerlink" href="#var-config.clear_layers" title="Permalink to this definition"></a></dt>
<dd><p>A list of names of layers to clear when entering the main and game
menus.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.context_clear_layers">
<tt class="descname">config.context_clear_layers</tt> = [ 'screens' ]<a class="headerlink" href="#var-config.context_clear_layers" title="Permalink to this definition"></a></dt>
<dd><p>A list of layers that are cleared when entering a new context.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.fade_music">
<tt class="descname">config.fade_music</tt> = 0.0<a class="headerlink" href="#var-config.fade_music" title="Permalink to this definition"></a></dt>
<dd><p>This is the amount of time in seconds to spend fading the old
track out before a new music track starts. This should probably be
fairly short, so the wrong music doesn't play for too long.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.fast_skipping">
<tt class="descname">config.fast_skipping</tt> = False<a class="headerlink" href="#var-config.fast_skipping" title="Permalink to this definition"></a></dt>
<dd><p>Set this to True to allow fast skipping outside of developer mode.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.file_open_callback">
<tt class="descname">config.file_open_callback</tt> = None<a class="headerlink" href="#var-config.file_open_callback" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is a function that is called with the file name
when a file needs to be opened. It should return a file-like
object, or None to load the file using the usual Ren'Py
mechanisms. Your file-like object must implement at least the
read, seek, tell, and close methods.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.focus_crossrange_penalty">
<tt class="descname">config.focus_crossrange_penalty</tt> = 1024<a class="headerlink" href="#var-config.focus_crossrange_penalty" title="Permalink to this definition"></a></dt>
<dd><p>This is the amount of penalty to apply to moves perpendicular to
the selected direction of motion, when moving focus with the
keyboard.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.gl_enable">
<tt class="descname">config.gl_enable</tt> = True<a class="headerlink" href="#var-config.gl_enable" title="Permalink to this definition"></a></dt>
<dd><p>Set this to False to disable OpenGL acceleration. OpenGL acceleration
will automatically be disabled if it's determined that the system
cannot support it, so it usually isn't necessary to set this.</p>
<p>OpenGL can also be disabled by holding down shift at startup.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.gl_resize">
<tt class="descname">config.gl_resize</tt> = True<a class="headerlink" href="#var-config.gl_resize" title="Permalink to this definition"></a></dt>
<dd><p>Determines if the user is allowed to resize an OpenGL-drawn window.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.hard_rollback_limit">
<tt class="descname">config.hard_rollback_limit</tt> = 100<a class="headerlink" href="#var-config.hard_rollback_limit" title="Permalink to this definition"></a></dt>
<dd><p>This is the number of steps that Ren'Py will let the user
interactively rollback. Set this to 0 to disable rollback
entirely, although we don't recommend that, as rollback is useful
to let the user see text he skipped by mistake.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.hide">
<tt class="descname">config.hide</tt> = renpy.hide<a class="headerlink" href="#var-config.hide" title="Permalink to this definition"></a></dt>
<dd><p>A function that is called when the <a class="reference internal" href="displaying_images.html#hide-statement"><em>hide statement</em></a>
is executed. This should take the same arguments as renpy.hide.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.imagemap_auto_function">
<tt class="descname">config.imagemap_auto_function</tt> = ...<a class="headerlink" href="#var-config.imagemap_auto_function" title="Permalink to this definition"></a></dt>
<dd><p>A function that expands the <cite>auto</cite> property of a screen language
<a class="reference internal" href="screens.html#sl-imagebutton"><em>imagebutton</em></a> or <a class="reference internal" href="screens.html#sl-imagemap"><em>imagemap</em></a>
statement into a displayable. It takes the value of the auto property,
and the desired image, one of: &quot;insensitive&quot;, &quot;idle&quot;, &quot;hover&quot;,
&quot;selected_idle&quot;, &quot;selected_hover&quot;, or &quot;ground&quot;. It should return a
displayable or None.</p>
<p>The default implementation formats the <cite>auto</cite> property with
the desired image, and then checks if the computed filename exists.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.imagemap_cache">
<tt class="descname">config.imagemap_cache</tt> = True<a class="headerlink" href="#var-config.imagemap_cache" title="Permalink to this definition"></a></dt>
<dd><p>If true, imagemap hotspots will be cached to PNG files,
reducing time and memory usage, but increasing the size of
the game on disk. Set this to false to disable this behavior.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.implicit_with_none">
<tt class="descname">config.implicit_with_none</tt> = True<a class="headerlink" href="#var-config.implicit_with_none" title="Permalink to this definition"></a></dt>
<dd><p>If True, then by default the equivalent of a <a class="reference internal" href="displaying_images.html#with-none"><em>with None</em></a>
statement will be performed after interactions caused by dialogue, menus
input, and imagemaps. This ensures that old screens will not show
up in transitions.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.interact_callbacks">
<tt class="descname">config.interact_callbacks</tt> = ...<a class="headerlink" href="#var-config.interact_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of functions that are called (without any arguments) when
an interaction is started or restarted.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.joystick">
<tt class="descname">config.joystick</tt> = True<a class="headerlink" href="#var-config.joystick" title="Permalink to this definition"></a></dt>
<dd><p>If True, joystick support is enabled.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.keep_running_transform">
<tt class="descname">config.keep_running_transform</tt> = True<a class="headerlink" href="#var-config.keep_running_transform" title="Permalink to this definition"></a></dt>
<dd><p>If true, showing an image without supplying a transform or ATL
block will cause the image to continue the previous transform
an image with that tag was using, if any. If false, the transform
is stopped.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.keymap">
<tt class="descname">config.keymap</tt> = dict(...)<a class="headerlink" href="#var-config.keymap" title="Permalink to this definition"></a></dt>
<dd><p>This variable contains a keymap giving the keys and mouse buttons
assigned to each possible operation. Please see the section on
Keymaps for more information.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.label_callback">
<tt class="descname">config.label_callback</tt> = None<a class="headerlink" href="#var-config.label_callback" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is a function that is called whenever a label is
reached. It is called with two parameters. The first is the name
of the label. The second is true if the label was reached through
jumping, calling, or creating a new context, and false
otherwise.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.label_overrides">
<tt class="descname">config.label_overrides</tt> = { }<a class="headerlink" href="#var-config.label_overrides" title="Permalink to this definition"></a></dt>
<dd><p>This variable gives a way of causing jumps and calls of labels in
Ren'Py code to be redirected to other labels. For example, if you
add a mapping from &quot;start&quot; to &quot;mystart&quot;, all jumps and calls to
&quot;start&quot; will go to &quot;mystart&quot; instead.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.layer_clipping">
<tt class="descname">config.layer_clipping</tt> = { }<a class="headerlink" href="#var-config.layer_clipping" title="Permalink to this definition"></a></dt>
<dd><p>Controls layer clipping. This is a map from layer names to (x, y,
height, width) tuples, where x and y are the coordinates of the
upper-left corner of the layer, with height and width giving the
layer size.</p>
<p>If a layer is not mentioned in config.layer_clipping, then it is
assumed to take up the full screen.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.layers">
<tt class="descname">config.layers</tt> = [ 'master', 'transient', 'screens', 'overlay' ]<a class="headerlink" href="#var-config.layers" title="Permalink to this definition"></a></dt>
<dd><p>This variable gives a list of all of the layers that Ren'Py knows
about, in the order that they will be displayed to the
screen. (The lowest layer is the first entry in the list.) Ren'Py
uses the layers &quot;master&quot;, &quot;transient&quot;, &quot;screens&quot;, and &quot;overlay&quot;
internally, so they should always be in this list.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.lint_hooks">
<tt class="descname">config.lint_hooks</tt> = ...<a class="headerlink" href="#var-config.lint_hooks" title="Permalink to this definition"></a></dt>
<dd><p>This is a list of functions that are called, with no arguments,
when lint is run. The functions are expected to check the script
data for errors, and print any they find to standard output (using
the python print statement is fine in this case).</p>
</dd></dl>

<dl class="var">
<dt id="var-config.load_before_transition">
<tt class="descname">config.load_before_transition</tt> = True<a class="headerlink" href="#var-config.load_before_transition" title="Permalink to this definition"></a></dt>
<dd><p>If True, the start of an interaction will be delayed until all
images used by that interaction have loaded. (Yeah, it's a lousy
name.)</p>
</dd></dl>

<dl class="var">
<dt id="var-config.longpress_duration">
<tt class="descname">config.longpress_duration</tt> = 0.5<a class="headerlink" href="#var-config.longpress_duration" title="Permalink to this definition"></a></dt>
<dd><p>The amount of time the player must press the screen for for a longpress
to be recognized on a touch device.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.longpress_radius">
<tt class="descname">config.longpress_radius</tt> = 15<a class="headerlink" href="#var-config.longpress_radius" title="Permalink to this definition"></a></dt>
<dd><p>The number of pixels the touch must remain within for a press to be
recognized as a longpress.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.longpress_vibrate">
<tt class="descname">config.longpress_vibrate</tt> = .1<a class="headerlink" href="#var-config.longpress_vibrate" title="Permalink to this definition"></a></dt>
<dd><p>The amount of time the device will vibrate for after a longpress.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.log">
<tt class="descname">config.log</tt> = None<a class="headerlink" href="#var-config.log" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is expected to be a filename. Much of the text
shown to the user by <a class="reference internal" href="dialogue.html#say-statement"><em>say</em></a> or <a class="reference internal" href="menus.html#menu-statement"><em>menu</em></a> statements will be logged to this file.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.missing_image_callback">
<tt class="descname">config.missing_image_callback</tt> = None<a class="headerlink" href="#var-config.missing_image_callback" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this function is called when an attempt to load an
image fails. It may return None, or it may return an image
manipulator. If an image manipulator is returned, that image
manipulator is loaded in the place of the missing image.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.mouse_hide_time">
<tt class="descname">config.mouse_hide_time</tt> = 30<a class="headerlink" href="#var-config.mouse_hide_time" title="Permalink to this definition"></a></dt>
<dd><p>The mouse is hidden after this number of seconds has elapsed
without any mouse input. This should be set to longer than the
expected time it will take to read a single screen, so mouse users
will not experience the mouse appearing then disappearing between
clicks.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.new_substitutions">
<tt class="descname">config.new_substitutions</tt> = True<a class="headerlink" href="#var-config.new_substitutions" title="Permalink to this definition"></a></dt>
<dd><p>If true, Ren'Py will apply new-style (square-bracket)
substitutions to all text displayed.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.old_substitutions">
<tt class="descname">config.old_substitutions</tt> = False<a class="headerlink" href="#var-config.old_substitutions" title="Permalink to this definition"></a></dt>
<dd><p>If true, Ren'Py will apply old-style (percent) substitutions to
text displayed by the <a class="reference internal" href="dialogue.html#say-statement"><em>say</em></a> and <a class="reference internal" href="menus.html#menu-statement"><em>menu</em></a> statements.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.overlay_during_with">
<tt class="descname">config.overlay_during_with</tt> = True<a class="headerlink" href="#var-config.overlay_during_with" title="Permalink to this definition"></a></dt>
<dd><p>True if we want overlays to be shown during <a class="reference internal" href="displaying_images.html#with-statement"><em>with statements</em></a>, or False if we'd prefer that they be hidden during
the with statements.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.overlay_layers">
<tt class="descname">config.overlay_layers</tt> = [ 'overlay' ]<a class="headerlink" href="#var-config.overlay_layers" title="Permalink to this definition"></a></dt>
<dd><p>This is a list of all of the overlay layers. Overlay layers are
cleared before the overlay functions are called. &quot;overlay&quot; should
always be in this list.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.periodic_callback">
<tt class="descname">config.periodic_callback</tt> = None<a class="headerlink" href="#var-config.periodic_callback" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this should be a function. The function is called,
with no arguments, at around 20hz.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.predict_statements">
<tt class="descname">config.predict_statements</tt> = 10<a class="headerlink" href="#var-config.predict_statements" title="Permalink to this definition"></a></dt>
<dd><p>This is the number of statements, including the current one, to
consider when doing predictive image loading. A breadth-first
search from the current statement is performed until this number
of statements is considered, and any image referenced in those
statements is potentially predictively loaded. Setting this to 0
will disable predictive loading of images.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.profile">
<tt class="descname">config.profile</tt> = False<a class="headerlink" href="#var-config.profile" title="Permalink to this definition"></a></dt>
<dd><p>If set to True, some profiling information will be output to
stdout.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.rollback_enabled">
<tt class="descname">config.rollback_enabled</tt> = True<a class="headerlink" href="#var-config.rollback_enabled" title="Permalink to this definition"></a></dt>
<dd><p>Should the user be allowed to rollback the game? If set to False,
the user cannot interactively rollback.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.rollback_length">
<tt class="descname">config.rollback_length</tt> = 128<a class="headerlink" href="#var-config.rollback_length" title="Permalink to this definition"></a></dt>
<dd><p>When there are more than this many statements in the rollback log,
Ren'Py will consider trimming the log.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.say_allow_dismiss">
<tt class="descname">config.say_allow_dismiss</tt> = None<a class="headerlink" href="#var-config.say_allow_dismiss" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this should be a function. The function is called
with no arguments when the user attempts to dismiss a <a class="reference internal" href="dialogue.html#say-statement"><em>say
statement</em></a>. If this function returns true, the
dismissal is allowed, otherwise it is ignored.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.say_layer">
<tt class="descname">config.say_layer</tt> = &quot;screens&quot;<a class="headerlink" href="#var-config.say_layer" title="Permalink to this definition"></a></dt>
<dd><p>The layer the say screen is shown on.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.say_menu_text_filter">
<tt class="descname">config.say_menu_text_filter</tt> = None<a class="headerlink" href="#var-config.say_menu_text_filter" title="Permalink to this definition"></a></dt>
<dd><p>If not None, then this is a function that is given the text found
in strings in the <a class="reference internal" href="dialogue.html#say-statement"><em>say</em></a> and <a class="reference internal" href="menus.html#menu-statement"><em>menu</em></a> statements. It is expected to return new
(or the same) strings to replace them.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.say_sustain_callbacks">
<tt class="descname">config.say_sustain_callbacks</tt> = ...<a class="headerlink" href="#var-config.say_sustain_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of functions that are called, without arguments, before the
second and later interactions caused by a line of dialogue with
pauses in it. Used to sustain voice through pauses.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.save_dump">
<tt class="descname">config.save_dump</tt> = False<a class="headerlink" href="#var-config.save_dump" title="Permalink to this definition"></a></dt>
<dd><p>If set to true, Ren'Py will create the file save_dump.txt whenever it
saves a game. This file contains information about the objects contained
in the save file. Each line consists of a relative size estimate, the path
to the object, information about if the object is an alias, and a
representation of the object.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.save_physical_size">
<tt class="descname">config.save_physical_size</tt> = True<a class="headerlink" href="#var-config.save_physical_size" title="Permalink to this definition"></a></dt>
<dd><p>If true, the physical size of the window will be saved in the
preferences, and restored when the game resumes.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.savedir">
<tt class="descname">config.savedir</tt> = ...<a class="headerlink" href="#var-config.savedir" title="Permalink to this definition"></a></dt>
<dd><p>The complete path to the directory in which the game is
saved. This should only be set in a python early block. See also
config.save_directory, which generates the default value for this
if it is not set during a python early block.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.scene">
<tt class="descname">config.scene</tt> = renpy.scene<a class="headerlink" href="#var-config.scene" title="Permalink to this definition"></a></dt>
<dd><p>A function that's used in place of renpy.scene by the <a class="reference internal" href="displaying_images.html#scene-statement"><em>scene
statement</em></a>. Note that this is used to clear the screen,
and config.show is used to show a new image. This should have the same
signature as renpy.scene.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.screenshot_callback">
<tt class="descname">config.screenshot_callback</tt> = ...<a class="headerlink" href="#var-config.screenshot_callback" title="Permalink to this definition"></a></dt>
<dd><p>A function that is called when a screenshot is taken. The function
is called with a single parameter, the full filename the screenshot
was saved as.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.screenshot_crop">
<tt class="descname">config.screenshot_crop</tt> = None<a class="headerlink" href="#var-config.screenshot_crop" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this should be a (<cite>x</cite>, <cite>y</cite>, <cite>height</cite>, <cite>width</cite>)
tuple. Screenshots are cropped to this rectangle before being
saved.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.screenshot_pattern">
<tt class="descname">config.screenshot_pattern</tt> = &quot;screenshot%04d.png&quot;<a class="headerlink" href="#var-config.screenshot_pattern" title="Permalink to this definition"></a></dt>
<dd><p>The pattern used to create screenshot files. This pattern is applied (using
python's %-formatting rules) to the natural numbers to generate a sequence
of filenames. The filenames may be absolute, or relative to
config.renpy_base. The first filename that does not exist is used as the
name of the screenshot.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.script_version">
<tt class="descname">config.script_version</tt> = None<a class="headerlink" href="#var-config.script_version" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this is interpreted as a script version. The library
will use this script version to enable some compatibility
features, if necessary. If None, we assume this is a
latest-version script.</p>
<p>This is normally set in a file added by the Ren'Py launcher when
distributions are built.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.searchpath">
<tt class="descname">config.searchpath</tt> = [ 'common', 'game' ]<a class="headerlink" href="#var-config.searchpath" title="Permalink to this definition"></a></dt>
<dd><p>A list of directories that are searched for images, music,
archives, and other media, but not scripts. This is initialized to
a list containing &quot;common&quot; and the name of the game directory.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.show">
<tt class="descname">config.show</tt> = renpy.show<a class="headerlink" href="#var-config.show" title="Permalink to this definition"></a></dt>
<dd><p>A function that is used in place of renpy.show by the <a class="reference internal" href="displaying_images.html#show-statement"><em>show</em></a> and <a class="reference internal" href="displaying_images.html#scene-statement"><em>scene</em></a> statements. This
should have the same signature as renpy.show.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.skip_delay">
<tt class="descname">config.skip_delay</tt> = 75<a class="headerlink" href="#var-config.skip_delay" title="Permalink to this definition"></a></dt>
<dd><p>The amount of time that dialogue will be shown for, when skipping
statements using ctrl, in milliseconds. (Although it's nowhere
near that precise in practice.)</p>
</dd></dl>

<dl class="var">
<dt id="var-config.skip_indicator">
<tt class="descname">config.skip_indicator</tt> = True<a class="headerlink" href="#var-config.skip_indicator" title="Permalink to this definition"></a></dt>
<dd><p>If True, the library will display a skip indicator when skipping
through the script.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.sound">
<tt class="descname">config.sound</tt> = True<a class="headerlink" href="#var-config.sound" title="Permalink to this definition"></a></dt>
<dd><p>If True, sound works. If False, the sound/mixer subsystem is
completely disabled.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.sound_sample_rate">
<tt class="descname">config.sound_sample_rate</tt> = 44100<a class="headerlink" href="#var-config.sound_sample_rate" title="Permalink to this definition"></a></dt>
<dd><p>The sample rate that the sound card will be run at. If all of your
wav files are of a lower rate, changing this to that rate may make
things more efficent.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.start_callbacks">
<tt class="descname">config.start_callbacks</tt> = [ ... ]<a class="headerlink" href="#var-config.start_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of callbacks functions that are called with no arguments
after the init phase, but before the game (including the
splashscreen) starts. This is intended to be used by frameworks
to initialize variables that will be saved.</p>
<p>The default value of this variable includes callbacks that Ren'Py
uses internally to implement features such as nvl-mode. New
callbacks can be appended to this list, but the existing callbacks
should not be removed.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.start_interact_callbacks">
<tt class="descname">config.start_interact_callbacks</tt> = ...<a class="headerlink" href="#var-config.start_interact_callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of functions that are called (without any arguments) when
an interaction is started. These callbacks are not called when an
interaction is restarted.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.top_layers">
<tt class="descname">config.top_layers</tt> = [ ]<a class="headerlink" href="#var-config.top_layers" title="Permalink to this definition"></a></dt>
<dd><p>This is a list of names of layers that are displayed above all
other layers, and do not participate in a transition that is
applied to all layers. If a layer name is listed here, it should
not be listed in config.layers.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.transient_layers">
<tt class="descname">config.transient_layers</tt> = [ 'transient' ]<a class="headerlink" href="#var-config.transient_layers" title="Permalink to this definition"></a></dt>
<dd><p>This variable gives a list of all of the transient
layers. Transient layers are layers that are cleared after each
interaction. &quot;transient&quot; should always be in this list.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.transform_uses_child_position">
<tt class="descname">config.transform_uses_child_position</tt> = True<a class="headerlink" href="#var-config.transform_uses_child_position" title="Permalink to this definition"></a></dt>
<dd><p>If True, transforms will inherit <a class="reference internal" href="style_properties.html#position-style-properties"><em>position properties</em></a> from their child. If not, they won't.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.variants">
<tt class="descname">config.variants</tt> = [ ... ]<a class="headerlink" href="#var-config.variants" title="Permalink to this definition"></a></dt>
<dd><p>A list of screen variants that are searched when choosing a screen to
display to the user. This should always end with None, to ensure
that the default screens are chosen. See <a class="reference internal" href="screens.html#screen-variants"><em>Screen Variants</em></a>.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.voice_filename_format">
<tt class="descname">config.voice_filename_format</tt> = &quot;{filename}&quot;<a class="headerlink" href="#var-config.voice_filename_format" title="Permalink to this definition"></a></dt>
<dd><p>A string that is formatted with the string argument to the voice
statement to produce the filename that is played to the user. For
example, if this is &quot;{filename}.ogg&quot;, the <tt class="docutils literal"><span class="pre">voice</span> <span class="pre">&quot;test&quot;</span></tt> statement
will play test.ogg.</p>
</dd></dl>

<dl class="var">
<dt id="var-config.with_callback">
<tt class="descname">config.with_callback</tt> = None<a class="headerlink" href="#var-config.with_callback" title="Permalink to this definition"></a></dt>
<dd><p>If not None, this should be a function that is called when a <a class="reference internal" href="displaying_images.html#with-statement"><em>with
statement</em></a> occurs. This function can be responsible for
putting up transient things on the screen during the transition. The
function is called with a single argument, which is the transition that
is occurring. It is expected to return a transition, which may or may not
be the transition supplied as its argument.</p>
</dd></dl>

</div>
</div>


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