Rollback will skip sections of the game where rollback has been
Abnormal mode ends when an interaction begins. abnormal If true, the default, script executed after the transition is run inĪn abnormal mode that skips transitions that would have otherwise label If not None, a label that is called when rollback completes. If false, rollback finish just before the current checkpoint.
greedy If true, rollback will finish just after the previous checkpoint. defer If true, the call will be deferred until control returns to the mainĬontext. Will roll back as far as it can, subject to this condition. checkpoints Ren'Py will roll back through this many calls to renpy.checkpoint. The rollback will only occur if rollback is enabled in the store,Ĭontext, and config. force If true, the rollback will occur in all circumstances. Rolls the state of the game back to the last checkpoint. rollback ( force=False, checkpoints=1, defer=False, greedy=True, label=None, abnormal=True ) link When in rollback, returns the data that was supplied to renpy.checkpoint() Returns true if the game has been rolled back. Returns None of the identifier is not in the rollback Of checkpoints that need to be passed to renpy.rollback() to reach Given a rollback_identifier from a HistoryEntry object, returns the number get_identifier_checkpoints ( identifier ) link This is a soft checkpoint that will not stop rollback. hard If true, this is a hard checkpoint that rollback will stop at. data This data is returned by renpy.roll_forward_info() when the This will also clear the current screenshot used by saved games. This function has been called, there should be no more interaction with the Makes the current statement a checkpoint that the user can rollback to. (If you do, the user may not be able to rollback.) renpy. It's important that your game does not interact with the user after renpy.checkpoint interact ( roll_forward = roll_forward ) # Store the result of the interaction.
roll_forward_info () # Set up the screen here. # This is None if we're not rolling back, or else the value that was # passed to checkpoint last time if we're rolling forward. unlink_save ( filename ) linkĭeletes the save slot with the given name. This screenshot will be saved as part ofĪ save game. take_screenshot ( scale=None, background=False ) linkĬauses a screenshot to be taken. Returns a display that can be used as the screenshot for slotname, Returns the modification time for slot, or None if the slot is empty. Returns the json information for slotname, or None if the slot isĮmpty. Renpy.take_screenshot() should be called before this function. extra_info An additional string that should be saved to the save file. This corresponds only loosely to filenames. filename A string giving the name of a save slot. (Does nothing if old does notĮxist.) renpy. If regexp exists, only slots that begin with regexp are returned. Recent modification time), or None if there are no (matching) saves. Returns the name of the newest save slot (the save slot with the most Successfully, this function never returns. Loads the game state from the save slot filename. fast If fast is true, the filename is returned instead of the Regexp A regular expression that is matched against the start of theįilename to filter the list. The time the game was stayed at, in seconds since the UNIX epoch.A displayable that, when displayed, shows the screenshot that was.For each save game, returns a tuple containing: list_saved_games ( regexp=u'.', fast=False ) link copy_save ( old, new ) linkĬopies the save at old to new. Returns true if filename exists as a save slot, and False otherwise. There are a number of high-level save actions and functions defined in the It can be used to giveĪ name to the save, to help users tell them apart. This is a string that is stored with each save. There is one variable that is used by the high-level save system: save_name =. Therefore, they should only be changed in init blocks, and left alone configuration variables, styles, and style properties Configuration variables and styles aren't saved as part of the game. This allows an image to change to a newįile as the game evolves. mappings of image names to displayables Since this mapping is not saved, the image may change to a new image (including variable assignments) that are added to the game won't run. There are several other kinds of state that isn't saved: control flow path Ren'Py only saves the current statement, and the statement it needs (This is rare toĮncounter directly, but might come up when an unsaved variable and saved field It's best to avoid aliasing saved and unsaved variables. Saving and loading may break this aliasing, causingĪ and b to refer to different objects.