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<li><a class="reference internal" href="#">Other Functions</a><ul>
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  <div class="section" id="other-functions">
<h1>Other Functions<a class="headerlink" href="#other-functions" title="Permalink to this headline"></a></h1>
<p>We're in the process of migrating the documentation over to a new
tool. As not every page has been migrated yet, this exists to document
new functionality that has no other place to go.</p>
<dl class="function">
<dt id="renpy.call_stack_depth">
<tt class="descclassname">renpy.</tt><tt class="descname">call_stack_depth</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.call_stack_depth" title="Permalink to this definition"></a></dt>
<dd><p>Returns the depth of the call stack of the current context - the number
of calls that have run without being returned from or popped from the
call stack.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.choice_for_skipping">
<tt class="descclassname">renpy.</tt><tt class="descname">choice_for_skipping</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.choice_for_skipping" title="Permalink to this definition"></a></dt>
<dd><p>Tells Ren'Py that a choice is coming up soon. This currently has
two effects:</p>
<ul class="simple">
<li>If Ren'Py is skipping, and the Skip After Choices preferences is set
to stop skipping, skipping is terminated.</li>
<li>An auto-save is triggered.</li>
</ul>
</dd></dl>

<dl class="function">
<dt id="renpy.clear_game_runtime">
<tt class="descclassname">renpy.</tt><tt class="descname">clear_game_runtime</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.clear_game_runtime" title="Permalink to this definition"></a></dt>
<dd><p>Resets the game runtime counter.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.clear_keymap_cache">
<tt class="descclassname">renpy.</tt><tt class="descname">clear_keymap_cache</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.clear_keymap_cache" title="Permalink to this definition"></a></dt>
<dd><p>Clears the keymap cache. This allows changes to <a class="reference internal" href="config.html#var-config.keymap"><tt class="xref std std-var docutils literal"><span class="pre">config.keymap</span></tt></a> to
take effect without restarting Ren'Py.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.context_dynamic">
<tt class="descclassname">renpy.</tt><tt class="descname">context_dynamic</tt><big>(</big><em>*vars</em><big>)</big><a class="headerlink" href="#renpy.context_dynamic" title="Permalink to this definition"></a></dt>
<dd><p>This can be given one or more variable names as arguments. This makes
the variables dynamically scoped to the current context. The variables will
be reset to their original value when the call returns.</p>
<p>An example call is:</p>
<div class="highlight-renpy"><div class="highlight"><pre><span class="k">$</span> <span class="n">renpy</span><span class="o">.</span><span class="n">context_dynamic</span><span class="p">(</span><span class="s">&quot;x&quot;</span><span class="p">,</span> <span class="s">&quot;y&quot;</span><span class="p">,</span> <span class="s">&quot;z&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>

<dl class="function">
<dt id="renpy.dynamic">
<tt class="descclassname">renpy.</tt><tt class="descname">dynamic</tt><big>(</big><em>*vars</em><big>)</big><a class="headerlink" href="#renpy.dynamic" title="Permalink to this definition"></a></dt>
<dd><p>This can be given one or more variable names as arguments. This makes
the variables dynamically scoped to the current call. The variables will
be reset to their original value when the call returns.</p>
<p>An example call is:</p>
<div class="highlight-renpy"><div class="highlight"><pre><span class="k">$</span> <span class="n">renpy</span><span class="o">.</span><span class="n">dynamic</span><span class="p">(</span><span class="s">&quot;x&quot;</span><span class="p">,</span> <span class="s">&quot;y&quot;</span><span class="p">,</span> <span class="s">&quot;z&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>

<dl class="function">
<dt id="renpy.focus_coordinates">
<tt class="descclassname">renpy.</tt><tt class="descname">focus_coordinates</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.focus_coordinates" title="Permalink to this definition"></a></dt>
<dd><p>This attempts to find the coordinates of the currently-focused
displayable. If it can, it will return them as a (x, y, w, h)
tuple. If not, it will return a (None, None, None, None) tuple.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.force_full_redraw">
<tt class="descclassname">renpy.</tt><tt class="descname">force_full_redraw</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.force_full_redraw" title="Permalink to this definition"></a></dt>
<dd><p>Forces the screen to be redrawn in full. Call this after using pygame
to redraw the screen directly.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.free_memory">
<tt class="descclassname">renpy.</tt><tt class="descname">free_memory</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.free_memory" title="Permalink to this definition"></a></dt>
<dd><p>Attempts to free some memory. Useful before running a renpygame-based
minigame.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.full_restart">
<tt class="descclassname">renpy.</tt><tt class="descname">full_restart</tt><big>(</big><em>transition=False</em>, <em>label='_invoke_main_menu'</em>, <em>target='_main_menu'</em><big>)</big><a class="headerlink" href="#renpy.full_restart" title="Permalink to this definition"></a></dt>
<dd><p>Causes Ren'Py to restart, returning the user to the main menu.</p>
<dl class="docutils">
<dt><cite>transition</cite></dt>
<dd>If given, the transition to run, or None to not run a transition.
False uses <a class="reference internal" href="config.html#var-config.end_game_transition"><tt class="xref std std-var docutils literal"><span class="pre">config.end_game_transition</span></tt></a>.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.get_autoreload">
<tt class="descclassname">renpy.</tt><tt class="descname">get_autoreload</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_autoreload" title="Permalink to this definition"></a></dt>
<dd><p>Gets the autoreload flag.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_game_runtime">
<tt class="descclassname">renpy.</tt><tt class="descname">get_game_runtime</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_game_runtime" title="Permalink to this definition"></a></dt>
<dd><p>Returns the game runtime counter.</p>
<p>The game runtime counter counts the number of seconds that have
elapsed while waiting for user input in the top-level context.
(It does not count time spent in the main or game menus.)</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_image_load_log">
<tt class="descclassname">renpy.</tt><tt class="descname">get_image_load_log</tt><big>(</big><em>age=None</em><big>)</big><a class="headerlink" href="#renpy.get_image_load_log" title="Permalink to this definition"></a></dt>
<dd><p>A generator that yields a log of image loading activity. For the last 100
image loads, this returns:</p>
<ul class="simple">
<li>The time the image was loaded (in seconds since the epoch).</li>
<li>The filename of the image that was loaded.</li>
<li>A boolean that is true if the image was preloaded, and false if the
game stalled to load it.</li>
</ul>
<p>The entries are ordered from newest to oldest.</p>
<dl class="docutils">
<dt><cite>age</cite></dt>
<dd>If not None, only images that have been loaded in the past <cite>age</cite>
seconds are included.</dd>
</dl>
<p>The image load log is only kept if config.developer = True.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_mouse_pos">
<tt class="descclassname">renpy.</tt><tt class="descname">get_mouse_pos</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_mouse_pos" title="Permalink to this definition"></a></dt>
<dd><p>Returns an (x, y) tuple giving the location of the mouse pointer or the
current touch location. If the device does not support a mouse and is not
currently being touched, x and y are numbers, but not meaningful.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_physical_size">
<tt class="descclassname">renpy.</tt><tt class="descname">get_physical_size</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_physical_size" title="Permalink to this definition"></a></dt>
<dd><p>Returns the size of the physical window.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_renderer_info">
<tt class="descclassname">renpy.</tt><tt class="descname">get_renderer_info</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_renderer_info" title="Permalink to this definition"></a></dt>
<dd><p>Returns a dictionary, giving information about the renderer Ren'Py is
currently using. The dictionary has one required key:</p>
<dl class="docutils">
<dt><tt class="docutils literal"><span class="pre">&quot;renderer&quot;</span></tt></dt>
<dd>One of <tt class="docutils literal"><span class="pre">&quot;gl&quot;</span></tt> or <tt class="docutils literal"><span class="pre">&quot;sw&quot;</span></tt>, corresponding to the OpenGL and
software renderers, respectively.</dd>
<dt><tt class="docutils literal"><span class="pre">&quot;resizable&quot;</span></tt></dt>
<dd>True if and only if the window is resizable.</dd>
<dt><tt class="docutils literal"><span class="pre">&quot;additive&quot;</span></tt></dt>
<dd>True if and only if the renderer supports additive blending.</dd>
</dl>
<p>Other, renderer-specific, keys may also exist. The dictionary should
be treated as immutable. This should only be called once the display
has been started (that is, after the init code is finished).</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_say_attributes">
<tt class="descclassname">renpy.</tt><tt class="descname">get_say_attributes</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_say_attributes" title="Permalink to this definition"></a></dt>
<dd><p>Gets the attributes associated with the current say statement, or
None if no attributes are associated with this statement.</p>
<p>This is only valid when executing or predicting a say statement.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_side_image">
<tt class="descclassname">renpy.</tt><tt class="descname">get_side_image</tt><big>(</big><em>prefix_tag</em>, <em>image_tag=None</em>, <em>not_showing=True</em>, <em>layer='master'</em><big>)</big><a class="headerlink" href="#renpy.get_side_image" title="Permalink to this definition"></a></dt>
<dd><p>This attempts to find an image to show as the side image.</p>
<p>It begins by determining a set of image attributes. If <cite>image_tag</cite> is
given, it gets the image attributes from the tag. Otherwise, it gets
them from the currently showing character.</p>
<p>It then looks up an image with the tag <cite>prefix_tag</cite> and those attributes,
and returns it if it exists.</p>
<p>If not_showing is True, this only returns a side image if the image the
attributes are taken from is not on the screen.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_transition">
<tt class="descclassname">renpy.</tt><tt class="descname">get_transition</tt><big>(</big><em>layer=None</em><big>)</big><a class="headerlink" href="#renpy.get_transition" title="Permalink to this definition"></a></dt>
<dd><p>Gets the transition for <cite>layer</cite>, or the entire scene if
<cite>layer</cite> is None. This returns the transition that is queued up
to run during the next interaction, or None if no such
transition exists.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.iconify">
<tt class="descclassname">renpy.</tt><tt class="descname">iconify</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.iconify" title="Permalink to this definition"></a></dt>
<dd><p>Iconifies the game.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.is_seen">
<tt class="descclassname">renpy.</tt><tt class="descname">is_seen</tt><big>(</big><em>ever=True</em><big>)</big><a class="headerlink" href="#renpy.is_seen" title="Permalink to this definition"></a></dt>
<dd><p>Returns true if the current line has been seen by the player.</p>
<p>If <cite>ever</cite> is true, we check to see if the line has ever been seen by the
player. If false, we check if the line has been seen in the current
play-through.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.load_module">
<tt class="descclassname">renpy.</tt><tt class="descname">load_module</tt><big>(</big><em>name</em>, <em>**kwargs</em><big>)</big><a class="headerlink" href="#renpy.load_module" title="Permalink to this definition"></a></dt>
<dd><p>This loads the Ren'Py module named name. A Ren'Py module consists of Ren'Py code
that is loaded into the usual (store) namespace, contained in a file named
name.rpym or name.rpymc. If a .rpym file exists, and is newer than the
corresponding .rpymc file, it is loaded and a new .rpymc file is created.</p>
<p>All init code in the module is run before this function returns. An error is
raised if the module name cannot be found, or is ambiguous.</p>
<p>Module loading may only occur from inside an init block.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.load_string">
<tt class="descclassname">renpy.</tt><tt class="descname">load_string</tt><big>(</big><em>s</em>, <em>filename='&lt;string&gt;'</em><big>)</big><a class="headerlink" href="#renpy.load_string" title="Permalink to this definition"></a></dt>
<dd><p>Loads <cite>s</cite> as Ren'Py script that can be called.</p>
<p>Returns the name of the first statement in s.</p>
<p><cite>filename</cite> is the name of the filename that statements in the string will
appear to be from.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.notify">
<tt class="descclassname">renpy.</tt><tt class="descname">notify</tt><big>(</big><em>message</em><big>)</big><a class="headerlink" href="#renpy.notify" title="Permalink to this definition"></a></dt>
<dd><p>Causes Ren'Py to display the <cite>message</cite> using the notify screen. By
default, this will cause the message to be dissolved in, displayed
for two seconds, and dissolved out again.</p>
<p>This is useful for actions that otherwise wouldn't produce feedback,
like screenshots or quicksaves.</p>
<p>Only one notification is displayed at a time. If a second notification
is displayed, the first notification is replaced.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.pause">
<tt class="descclassname">renpy.</tt><tt class="descname">pause</tt><big>(</big><em>delay=None</em>, <em>music=None</em>, <em>with_none=None</em>, <em>hard=False</em>, <em>checkpoint=None</em><big>)</big><a class="headerlink" href="#renpy.pause" title="Permalink to this definition"></a></dt>
<dd><p>Causes Ren'Py to pause. Returns true if the user clicked to end the pause,
or false if the pause timed out or was skipped.</p>
<dl class="docutils">
<dt><cite>delay</cite></dt>
<dd>If given, the number of seconds Ren'Py should pause for.</dd>
<dt><cite>music</cite></dt>
<dd>Retained for compatibility purposes.</dd>
<dt><cite>with_none</cite></dt>
<dd>Determines if a with None clause is executed at the end of the pause.</dd>
<dt><cite>hard</cite></dt>
<dd>If true, a click will not interrupt the pause. Use this sparingly,
as it's hard to distinguish a hard pause from a crashing game.</dd>
<dt><cite>checkpoint</cite></dt>
<dd>If true, a checkpoint will be set, and players will be able to roll
back to this statement. If false, no checkpoint will be set. If None,
a checkpoint will only be set if display is set.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.pop_call">
<tt class="descclassname">renpy.</tt><tt class="descname">pop_call</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.pop_call" title="Permalink to this definition"></a></dt>
<dd><p>Pops the current call from the call stack, without returning to
the location.</p>
<p>This can be used if a label that is called decides not to return
to its caller.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.pop_return">
<tt class="descclassname">renpy.</tt><tt class="descname">pop_return</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.pop_return" title="Permalink to this definition"></a></dt>
<dd><p>Pops the current call from the call stack, without returning to
the location.</p>
<p>This can be used if a label that is called decides not to return
to its caller.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.queue_event">
<tt class="descclassname">renpy.</tt><tt class="descname">queue_event</tt><big>(</big><em>name</em>, <em>up=False</em><big>)</big><a class="headerlink" href="#renpy.queue_event" title="Permalink to this definition"></a></dt>
<dd><p>Queues an event with the given name. <cite>Name</cite> should be one of the event
names in <a class="reference internal" href="config.html#var-config.keymap"><tt class="xref std std-var docutils literal"><span class="pre">config.keymap</span></tt></a>.</p>
<dl class="docutils">
<dt><cite>up</cite></dt>
<dd>This should be false when the event begins (for example, when a keyboard
button is pressed.) It should be true when the event begins (when the
button is released.)</dd>
</dl>
<p>The event is queued at the time this function is called. This function will
not work to replace an event with another - doing so will change event order.
(Use <a class="reference internal" href="config.html#var-config.keymap"><tt class="xref std std-var docutils literal"><span class="pre">config.keymap</span></tt></a> instead.)</p>
<p>This method is threadsafe.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.quit">
<tt class="descclassname">renpy.</tt><tt class="descname">quit</tt><big>(</big><em>relaunch=False</em>, <em>status=0</em><big>)</big><a class="headerlink" href="#renpy.quit" title="Permalink to this definition"></a></dt>
<dd><p>This causes Ren'Py to exit entirely.</p>
<dl class="docutils">
<dt><cite>relaunch</cite></dt>
<dd>If true, Ren'Py will run a second copy of itself before quitting.</dd>
<dt><cite>status</cite></dt>
<dd>The status code Ren'Py will return to the operating system.
Generally, 0 is success, and positive integers are failure.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.quit_event">
<tt class="descclassname">renpy.</tt><tt class="descname">quit_event</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.quit_event" title="Permalink to this definition"></a></dt>
<dd><p>Triggers a quit event, as if the player clicked the quit button in the
window chrome.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.reload_script">
<tt class="descclassname">renpy.</tt><tt class="descname">reload_script</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.reload_script" title="Permalink to this definition"></a></dt>
<dd><p>Causes Ren'Py to save the game, reload the script, and then load the
save.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.restart_interaction">
<tt class="descclassname">renpy.</tt><tt class="descname">restart_interaction</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.restart_interaction" title="Permalink to this definition"></a></dt>
<dd><p>Restarts the current interaction. Among other things, this displays
images added to the scene, re-evaluates screens, and starts any
queued transitions.</p>
<p>This only does anything when called from within an interaction (for
example, from an action). Outside an interaction, this function has
no effect.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.screenshot">
<tt class="descclassname">renpy.</tt><tt class="descname">screenshot</tt><big>(</big><em>filename</em><big>)</big><a class="headerlink" href="#renpy.screenshot" title="Permalink to this definition"></a></dt>
<dd><p>Saves a screenshot in <cite>filename</cite>.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.scry">
<tt class="descclassname">renpy.</tt><tt class="descname">scry</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.scry" title="Permalink to this definition"></a></dt>
<dd><p>Returns the scry object for the current statement.</p>
<p>The scry object tells Ren'Py about things that must be true in the
future of the current statement. Right now, the scry object has one
field:</p>
<dl class="docutils">
<dt><tt class="docutils literal"><span class="pre">nvl_clear</span></tt></dt>
<dd>Is true if an <tt class="docutils literal"><span class="pre">nvl</span> <span class="pre">clear</span></tt> statement will execute before the
next interaction.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.set_autoreload">
<tt class="descclassname">renpy.</tt><tt class="descname">set_autoreload</tt><big>(</big><em>autoreload</em><big>)</big><a class="headerlink" href="#renpy.set_autoreload" title="Permalink to this definition"></a></dt>
<dd><p>Sets the autoreload flag, which determines if the game will be
automatically reloaded after file changes. Autoreload will not be
fully enabled until the game is reloaded with <tt class="xref py py-func docutils literal"><span class="pre">renpy.utter_restart()</span></tt>.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.set_mouse_pos">
<tt class="descclassname">renpy.</tt><tt class="descname">set_mouse_pos</tt><big>(</big><em>x</em>, <em>y</em>, <em>duration=0</em><big>)</big><a class="headerlink" href="#renpy.set_mouse_pos" title="Permalink to this definition"></a></dt>
<dd><p>Jump the mouse pointer to the location given by arguments x and y.
If the device does not have a mouse pointer, this does nothing.</p>
<dl class="docutils">
<dt><cite>duration</cite></dt>
<dd>The time it will take to perform the move, in seconds.
During this time, the mouse may be unresponsive.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.set_physical_size">
<tt class="descclassname">renpy.</tt><tt class="descname">set_physical_size</tt><big>(</big><em>size</em><big>)</big><a class="headerlink" href="#renpy.set_physical_size" title="Permalink to this definition"></a></dt>
<dd><p>Attempts to set the size of the physical window to <cite>size</cite>. This has the
side effect of taking the screen out of fullscreen mode.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.shown_window">
<tt class="descclassname">renpy.</tt><tt class="descname">shown_window</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.shown_window" title="Permalink to this definition"></a></dt>
<dd><p>Call this to indicate that the window has been shown. This interacts
with the &quot;window show&quot; statement, which shows an empty window whenever
this functions has not been called during an interaction.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.transition">
<tt class="descclassname">renpy.</tt><tt class="descname">transition</tt><big>(</big><em>trans</em>, <em>layer=None</em>, <em>always=False</em><big>)</big><a class="headerlink" href="#renpy.transition" title="Permalink to this definition"></a></dt>
<dd><p>Sets the transition that will be used during the next interaction.</p>
<dl class="docutils">
<dt><cite>layer</cite></dt>
<dd>The layer the transition applies to. If None, the transition
applies to the entire scene.</dd>
<dt><cite>always</cite></dt>
<dd>If false, this respects the transition preference. If true, the
transition is always run.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.version">
<tt class="descclassname">renpy.</tt><tt class="descname">version</tt><big>(</big><em>tuple=False</em><big>)</big><a class="headerlink" href="#renpy.version" title="Permalink to this definition"></a></dt>
<dd><p>If <cite>tuple</cite> is false, returns a string containing &quot;Ren'Py &quot;, followed by
the current version of Ren'Py.</p>
<p>If <cite>tuple</cite> is true, returns a tuple giving each component of the
version as an integer.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.vibrate">
<tt class="descclassname">renpy.</tt><tt class="descname">vibrate</tt><big>(</big><em>duration</em><big>)</big><a class="headerlink" href="#renpy.vibrate" title="Permalink to this definition"></a></dt>
<dd><p>Causes the device to vibrate for <cite>duration</cite> seconds. Currently, this
is only supported on Android.</p>
</dd></dl>

<dl class="function">
<dt id="layout.yesno_screen">
<tt class="descclassname">layout.</tt><tt class="descname">yesno_screen</tt><big>(</big><em>message</em>, <em>yes=None</em>, <em>no=None</em><big>)</big><a class="headerlink" href="#layout.yesno_screen" title="Permalink to this definition"></a></dt>
<dd><p>This causes the a yes/no prompt screen with the given message
to be displayed. The screen will be hidden when the user hits
yes or no.</p>
<dl class="docutils">
<dt><cite>message</cite></dt>
<dd>The message that will be displayed.</dd>
<dt><cite>yes</cite></dt>
<dd>An action that is run when the user chooses yes.</dd>
<dt><cite>no</cite></dt>
<dd>An action that is run when the user chooses no.</dd>
</dl>
</dd></dl>

<div class="section" id="renpy-random">
<h2>renpy.random<a class="headerlink" href="#renpy-random" title="Permalink to this headline"></a></h2>
<p>This object is a random number generator that implements
<a class="reference external" href="http://docs.python.org/release/2.3.4/lib/module-random.html">the Python random number generation interface</a>.
Randomness can be generated by calling the various methods this object
exposes. See the Python documentation for the full list, but the most useful
are:</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">renpy.random.random()</span></tt></li>
</ul>
<p>Return the next random floating point number in the range (0.0, 1.0).</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">renpy.random.randint(a,</span> <span class="pre">b)</span></tt></li>
</ul>
<p>Return a random integer such that a &lt;= N &lt;= b.</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">renpy.random.choice(seq)</span></tt></li>
</ul>
<p>Return a random element from the non-empty sequence seq.</p>
<p>Unlike the standard Python random number generator, this object cooperates with
rollback, generating the same numbers regardless of how many times we rollback.
It should be used instead of the standard Python random module.</p>
<div class="highlight-renpy"><div class="highlight"><pre><span class="c"># return a random float between 0 and 1</span>
<span class="k">$</span> <span class="n">randfloat</span> <span class="o">=</span> <span class="n">renpy</span><span class="o">.</span><span class="n">random</span><span class="o">.</span><span class="n">random</span><span class="p">()</span>

<span class="c"># return a random integer between 1 and 20</span>
<span class="k">$</span> <span class="n">d20roll</span> <span class="o">=</span> <span class="n">renpy</span><span class="o">.</span><span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">20</span><span class="p">)</span>

<span class="c"># return a random element from a list</span>
<span class="k">$</span> <span class="n">randfruit</span> <span class="o">=</span> <span class="n">renpy</span><span class="o">.</span><span class="n">random</span><span class="o">.</span><span class="k">choice</span><span class="p">([</span><span class="s">&#39;apple&#39;</span><span class="p">,</span> <span class="s">&#39;orange&#39;</span><span class="p">,</span> <span class="s">&#39;plum&#39;</span><span class="p">])</span>
</pre></div>
</div>
</div>
</div>


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