Renpy save editor для android

Ren’Py Save Editor – Easily Edit Your Ren’Py Game’s Save Files

Ren’Py is mostly a visual novel engine that has been quite popular lately in the adult gaming industry. Developers sometimes…

Ren’Py is mostly a visual novel engine that has been quite popular lately in the adult gaming industry. Developers sometimes add unnecessary grind, stats, and currency to extend their games. Some people like me mostly enjoy a tame amount of grind but there are also people who like to only enjoy the story and characters. For them, the grind can be tiresome. There are also some developers who are notorious for making their game a grind fest. So to fix these problems, you need something that can manipulate the parameters and eliminate the grinds. If that is the case, a Save Editor is a very good tool for you. If you know some console commands then you can do that as well.

For Example, if you dont want to grind in-game money in a Ren’Py game, you can use the Save Editor to add as much money as you want in your in game walleto, increase stats of your character etc.

A forum user named Last Moment has created a tool that can easily edit your Ren’Py save files. It works fairly well for Ren’Py visual novels.

Prerequisties:
Download and install .NET Framework 4.5 Download From Microsoft.

Save Editor Download:

Features:

  • Modify Save file in place.
  • Search for variable or value.

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Ren’Py 7.4.11 «Lucky Beckoning Cat»

was released on December 2, 2021. The main downloads of Ren’Py 7.4.11 are:

You only need to download one of these three files. Each contains the full Ren’Py software development kit, with everything needed to develop Ren’Py games for Windows XP and up, Mac OS X 10.6 and up, and Linux x86/x86_64. The development environment contains the files needed to produce games for all three platforms, the Ren’Py tutorial, and «The Question», an example game.

Ren’Py is free to download and use for commercial and non-commercial purposes. It may be modified and distributed under the terms of its license.

Additional Downloads. When necessary, the Ren’Py SDK will automatically download additional packages, such as text editors and Android/iOS support. These packages are available for direct download at the bottom of this page.

Announcement

I’d like to announce Ren’Py 7.4.11, the eleventh patch release to Ren’Py 7.4. This is another fix-only release, with a special focus on Android and ChromeOS support via android.

Check the changelog to see the full list of changes, as there are changes that affect every platform.

Ren’Py 7.4 is brought to you by:

  • Andrej
  • Andrí Wilford
  • Andy_kl
  • Capntrips
  • Charles Surett
  • Cherie Davidson
  • CobaltCore
  • CodePsy
  • Daniel Conley
  • Daniel Luque
  • Dogtopus
  • Eric Ahn
  • GanstaKingofSA
  • GimmiRuski
  • GiovanH
  • Gouvernathor
  • Gratusfr
  • Hanaka
  • Hyper Sonic
  • Jackmcbarn
  • Jan Masek
  • Joaquin Garmendia Cabrera
  • Joshua Fehler
  • Joshua Stone
  • Jürg Billeter
  • Kapil Gain
  • KG
  • Kyouryuukunn
  • Lee Yunseok
  • Lent1
  • Lezalith
  • Liu Wenyuan
  • Loliconazter
  • Lucas Ramage
  • Maciej Katafiasz
  • Mal Graty
  • Mason Chou
  • Maxwell Paul Brickner
  • Midgethetree
  • Moshibit
  • Neotus
  • Neyunse
  • Paul J Martinez
  • Remix
  • Ruben Jesus Garcia-Hernandez
  • Siege-Wizard
  • Shawna-p
  • Sylvain Beucler
  • Uyjulian
  • Xavimat
  • Zedraxlo
  • 被诅咒的章鱼
  • 逆转咸鱼

everyone who’s tested this release, and myself, Tom «PyTom» Rothamel.

Downloads of Ren’Py 7.4.11 can be found at:

A full list of changes to Ren’Py can be found at:

A list of changes that may require you to update your game can be found at:

Please also check out the credits and list of sponsors.

Editor Downloads

When first asked to edit a file, the Ren’Py launcher will prompt you to download and install an editor. As this may fail if your Internet connection is unreliable, the editors can be downloaded separately. To install, extract the contents of the editor archive to the Ren’Py directory.

Android and iOS Support

When building Android packages, iOS packages, or web distributions, Ren’Py will prompt you to download RAPT (Ren’Py Android Packaging Tool), Renios (Ren’Py iOS Support), or Renpyweb (Web Platform Support). As these downloads may fail if your Internet connection is unreliable, these packages can be downloaded separately. To install, extract the contents of the archive to the Ren’Py directory. (Place the «rapt», «renios», or «web» directory into the «renpy-7.4.11» directory.)

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Ren’Py 6.16 «In the Arena»

was released on November 6, 2013. It was updated to 6.16.5 on December 17, 2013. The main downloads of Ren’Py 6.16 are:

You only need to download one of these three files. Each contains the full Ren’Py software development kit, with everything needed to develop Ren’Py games for Windows XP and up, Mac OS X 10.6 and up, and Linux x86/x86_64. The development environment contains the files needed to produce games for all three platforms, the Ren’Py tutorial, and «The Question», an example game.

Android. To package a Ren’Py game for Android, please use RAPT — the Ren’Py Android Packaging Tool. RAPT can be downloaded here, and is documented in the Ren’Py Documentation.

Ren’Py is free to download and use for commercial and non-commercial purposes. It may be modified and distributed under the terms of its license.

Additional Downloads. When first used, Ren’Py will prompt you to download a text editor. An Internet connection is required for this download.

Release History and Updates

Announcement

On behalf of the Ren’Py team, I’m pleased to announce Ren’Py 6.16 «In the Arena». This release brings with it:

  • Improved Android support, including the ability to build APKs from the launcher, support for Expansion APKs, and support for televison-based consoles like the OUYA.
  • The ability to associate JSON information with a save file, and access that information in the load and save screens.
  • Save file synchronization when Ren’Py is run from a shared directory.
  • Support for a creator dumping the text of the game script, and for automatically playing appropriately-named voice files.
  • Improvements to the gallery (including a new navigation overlay) and the music room (such as shuffle, loop, and single-track toggles.)
  • A Japanese translation of the launcher, template, and documentation.

As well as a number of minor improvements and bugfixes.

This release has been brought to you by:

  • javimat
  • kyouryuukunn
  • Koichi «vbkaisetsu» Akabe
  • Daniel Luque
  • Tom «PyTom» Rothamel

With thanks to antoinentx for improving support for international directories, and everyone who contributed ideas, bug reports, and feedback to Ren’Py development.

Downloads of Ren’Py 6.16 can be found at:

A full list of changes to Ren’Py can be found at:

A list of changes that may require you to update your game can be found at:

Please also check out the credits and list of sponsors.

Editor Downloads

When first asked to edit a file, the Ren’Py launcher will prompt you to download and install an editor. As this may fail if your Internet connection is unreliable, the editors can be downloaded separately. To install, extract the contents of the editor archive to the Ren’Py directory.

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Ren’Py has support for saving game state, loading game state, and rolling back to a previous game state. Although implemented in a slightly different fashion, rollback can be thought of as saving the game at the start of each statement that interacts with the user, and loading saves when the user rolls back.

While we usually attempt to keep save compatibility between releases, this compatibility is not guaranteed. We may decide to break save-compatibility if doing so provides a sufficiently large benefit.

Ren’Py attempts to save the game state. This includes both internal state and Python state.

The internal state consists of all aspects of Ren’Py that are intented to change once the game has started, and includes:

  • The current statement, and all statements that can be returned to.
  • The images and displayables that are being shown.
  • The screens being shown, and the values of variables within those screens.
  • The music that Ren’Py is playing.
  • The list of nvl-mode text blocks.

The Python state consists of the variables in the store that have changed since the game began, and all objects reachable from those variables. Note that it’s the change to the variables that matters – changes to fields in objects will not cause those objects to be saved.

Variables set using the default statement will always be saved.

In this example:

only b and c will be saved. A will not be saved because it does not change once the game begins. O is not saved because it does not change – the object it refers to changes, but the variable itself does not.

Python variables that are not changed after the game begins will not be saved. This can be a major problem if a variable that is not saved and one that is refer to the same object. (Alias the object.) In this example:

a and b are aliased. Saving and loading may break this aliasing, causing a and b to refer to different objects. Since this can be very confusing, it’s best to avoid aliasing saved and unsaved variables. (This is rare to encounter directly, but might come up when an unsaved variable and saved field alias.)

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 to return to. It doesn’t remember how it got there. Importantly, statements (including variable assignments) that are added to the game won’t run. mappings of image names to displayables Since this mapping is not saved, the image may change to a new image when the game loads again. This allows an image to change to a new file as the game evolves. configuration variables, styles, and style properties Configuration variables and styles aren’t saved as part of the game. Therefore, they should only be changed in init blocks, and left alone once the game has started.

Saves occur at the start of a Ren’Py statement in the outermost interaction context.

What’s important here is to note that saving occurs at the start of a statement. If a load or rollback occurs in the middle of a statement that interacts multiple times, the state will be the state that was active when the statement began.

This can be a problem in Python-defined statements. In:

if the user saves and loads in the middle, the loop will begin anew. Using Ren’Py script – rather than Python – to loop avoids this problem.:

Ren’Py uses the Python pickle system to save game state. This module can save:

  • Basic types, such as True, False, None, int, str, float, complex, str, and Unicode objects.
  • Compound types, like lists, tuples, sets, and dicts.
  • Creator-defined objects, classes, functions, methods, and bound methods. For pickling these functions to succeed, they must remain available under their original names.
  • Character, Displayable, Transform, and Transition objects.

There are certain types that cannot be pickled:

  • Render objects.
  • Iterator objects.
  • File-like objects.
  • Inner functions and lambdas.

By default, Ren’Py uses the cPickle module to save the game. Setting config.use_cpickle to False will make Ren’Py use the pickle module instead. This makes the game slower, but is better at reporting save errors under Python 2.x. Note that this setting has no effect on Python 3, as the system chooses the implementation transparently in that case.

There is one variable that is used by the high-level save system:

This is a string that is stored with each save. It can be used to give a name to the save, to help users tell them apart.

There are a number of high-level save actions and functions defined in the screen actions . In addition, there are the following low-level save and load actions.

renpy. can_load ( filename, test=False ) link

Returns true if filename exists as a save slot, and False otherwise.

Copies the save at old to new . (Does nothing if old does not exist.)

renpy. list_saved_games ( regexp=u’.’, fast=False ) link

Lists the save games. For each save game, returns a tuple containing:

  • The filename of the save.
  • The extra_info that was passed in.
  • A displayable that, when displayed, shows the screenshot that was used when saving the game.
  • The time the game was stayed at, in seconds since the UNIX epoch.

regexp A regular expression that is matched against the start of the filename to filter the list. fast If fast is true, the filename is returned instead of the tuple. renpy. list_slots ( regexp=None ) link

Returns a list of non-empty save slots. If regexp exists, only slots that begin with regexp are returned. The slots are sorted in string-order.

renpy. load ( filename ) link

Loads the game state from the save slot filename . If the file is loaded successfully, this function never returns.

renpy. newest_slot ( regexp=None ) link

Returns the name of the newest save slot (the save slot with the most recent modification time), or None if there are no (matching) saves.

If regexp exists, only slots that begin with regexp are returned.

Renames a save from old to new . (Does nothing if old does not exist.)

Saves the game state to a save slot.

filename A string giving the name of a save slot. Despite the variable name, this corresponds only loosely to filenames. extra_info An additional string that should be saved to the save file. Usually, this is the value of save_name .

renpy.take_screenshot() should be called before this function.

renpy. slot_json ( slotname ) link

Returns the json information for slotname , or None if the slot is empty.

renpy. slot_mtime ( slotname ) link

Returns the modification time for slot , or None if the slot is empty.

renpy. slot_screenshot ( slotname ) link

Returns a display that can be used as the screenshot for slotname , or None if the slot is empty.

renpy. take_screenshot ( scale=None, background=False ) link

Causes a screenshot to be taken. This screenshot will be saved as part of a save game.

renpy. unlink_save ( filename ) link

Deletes the save slot with the given name.

When a game is loaded, the state of the game is reset (using the rollback system described below) to the state of the game when the current statement began executing.

In some cases, this may not be desirable. For example, when a screen allows editing of a value, we may want to retain that value when the game is loaded. When renpy.retain_after_load is called, data will not be reverted when a game is saved and loaded before the end of the next checkpointed interaction.

Note that while data is not changed, control is reset to the start of the current statement. That statement will execute again, with the new data in place at the start of the statement.

Causes data modified between the current statement and the statement containing the next checkpoint to be retained when a load occurs.

Rollback allows the user to revert the game to an earlier state in much the same way as undo/redo systems that are available in most modern applications. While the system takes care of maintaining the visuals and game variables during rollback events, there are several things that should be considered while creating a game.

Most Ren’Py statements automatically support rollback and roll forward. If you call ui.interact() directly, you’ll need to add support for rollback and roll-forward yourself. This can be done using the following structure:

It’s important that your game does not interact with the user after renpy.checkpoint has been called. (If you do, the user may not be able to rollback.)

Returns true if we can rollback.

renpy. checkpoint ( data=None ) link

Makes the current statement a checkpoint that the user can rollback to. Once this function has been called, there should be no more interaction with the user in the current statement.

This will also clear the current screenshot used by saved games.

data This data is returned by renpy.roll_forward_info() when the game is being rolled back. hard If true, this is a hard checkpoint that rollback will stop at. If false, this is a soft checkpoint that will not stop rollback. renpy. get_identifier_checkpoints ( identifier ) link

Given a rollback_identifier from a HistoryEntry object, returns the number of checkpoints that need to be passed to renpy.rollback() to reach that identifier. Returns None of the identifier is not in the rollback history.

Returns true if the game has been rolled back.

When in rollback, returns the data that was supplied to renpy.checkpoint() the last time this statement executed. Outside of rollback, returns None.

renpy. rollback ( force=False, checkpoints=1, defer=False, greedy=True, label=None, abnormal=True ) link

Rolls the state of the game back to the last checkpoint.

force If true, the rollback will occur in all circumstances. Otherwise, the rollback will only occur if rollback is enabled in the store, context, and config. checkpoints Ren’Py will roll back through this many calls to renpy.checkpoint. It will roll back as far as it can, subject to this condition. defer If true, the call will be deferred until control returns to the main context. greedy If true, rollback will finish just after the previous checkpoint. If false, rollback finish just before the current checkpoint. label If not None, a label that is called when rollback completes. abnormal If true, the default, script executed after the transition is run in an abnormal mode that skips transitions that would have otherwise occured. Abnormal mode ends when an interaction begins. renpy. suspend_rollback ( flag ) link

Rollback will skip sections of the game where rollback has been suspended.

flag : When flag is true, rollback is suspended. When false, rollback is resumed.

Blocking rollback is a user-unfriendly thing to do. If a user mistakenly clicks on an unintended choice, he or she will be unable to correct their mistake. Since rollback is equivalent to saving and loading, your users will be forced to save more often, breaking game engagement.

It is possible to disable rollback in part or in full. If rollback is not wanted at all, it can simply be turned off through the config.rollback_enabled option.

More common is a partial block of rollback. This can be achieved by the renpy.block_rollback() function. When called, it will instruct Ren’Py not to roll back before that point. For example:

When the label no_return is reached, Ren’Py won’t allow a rollback back to the menu.

Fixing rollback provides for an intermediate choice between unconstrained rollback and blocking rollback entirely. Rollback is allowed, but the user is not allowed to make changes to their decisions. Fixing rollback is done with the renpy.fix_rollback() function, as shown in the following example:

Now, after the fix_rollback function is called, it will still be possible for the user to roll back to the menu. However, it will not be possible to make a different choice.

There are some caveats to consider when designing a game for fix_rollback. Ren’Py will automatically take care of locking any data that is given to checkpoint() . However, due to the generic nature of Ren’Py, it is possible to write Python that bypasses this and changes things in ways that may have unpredictable results. It is up to the game designer to block rollback at problematic locations or write additional Python to deal with it.

The internal user interaction options for menus, renpy.input() and renpy.imagemap() are designed to fully work with fix_rollback.

Because fix_rollback changes the functionality of menus and imagemaps, it is advisable to reflect this in the appearance. To do this, it is important to understand how the widget states of the menu buttons are changed. There are two modes that can be selected through the config.fix_rollback_without_choice option.

The default option will set the chosen option to «selected», thereby activating the style properties with the «selected_» prefix. All other buttons will be made insensitive and show using the properties with the «insensitive_» prefix. Effectively this leaves the menu with a single selectable choice.

When the config.fix_rollback_without_choice option is set to False, all buttons are made insensitive. This means that the chosen option will use the «selected_insensitive_» prefix for the style properties while the other buttons use properties with the «insensitive_» prefix.

When writing custom Python routines that must play nice with the fix_rollback system there are a few simple things to know. First of all the renpy.in_fixed_rollback() function can be used to determine whether the game is currently in fixed rollback state. Second, when in fixed rollback state, ui.interact() will always return the supplied roll_forward data regardless of what action was performed. This effectively means that when the ui.interact() / renpy.checkpoint() functions are used, most of the work is done.

To simplify the creation of custom screens, two actions are provided to help with the most common uses. The ui.ChoiceReturn() action returns the value when the button it is attached to is clicked. The ui.ChoiceJump() action can be used to jump to a script label. However, this action only works properly when the screen is called trough a call screen statement.

Prevents the game from rolling back to before the current statement.

Prevents the user from changing decisions made before the current statement.

Returns true if rollback is currently occurring and the current context is before an executed renpy.fix_rollback() statement.

ui. ChoiceJump ( label, value, location=None, block_all=None, sensitive=True, args=None, kwargs=None ) link

A menu choice action that returns value , while managing the button state in a manner consistent with fixed rollback. (See block_all for a description of the behavior.)

label The label text of the button. For imagebuttons and hotspots this can be anything. This label is used as a unique identifier of the options within the current screen. Together with location it is used to store whether this option has been chosen. value The location to jump to. location A unique location identifier for the current choices screen. block_all

If false, the button is given the selected role if it was the chosen choice, and insensitive if it was not selected.

If true, the button is always insensitive during fixed rollback.

If None, the value is taken from the config.fix_rollback_without_choice variable.

When true is given to all items in a screen, it will become unclickable (rolling forward will still work). This can be changed by calling ui.saybehavior() before the call to ui.interact() .

ui. ChoiceReturn ( label, value, location=None, block_all=None, sensitive=True, args=None, kwargs=None ) link

A menu choice action that returns value , while managing the button state in a manner consistent with fixed rollback. (See block_all for a description of the behavior.)

label The label text of the button. For imagebuttons and hotspots this can be anything. This label is used as a unique identifier of the options within the current screen. Together with location it is used to store whether this option has been chosen. value The value this is returned when the choice is chosen. location A unique location identifier for the current choices screen. block_all

If false, the button is given the selected role if it was the chosen choice, and insensitive if it was not selected.

If true, the button is always insensitive during fixed rollback.

If None, the value is taken from the config.fix_rollback_without_choice variable.

When true is given to all items in a screen, it will become unclickable (rolling forward will still work). This can be changed by calling ui.saybehavior() before the call to ui.interact() .

Instances of classes inheriting from this class do not participate in rollback. Objects reachable through an instance of a NoRollback class only participate in rollback if they are reachable through other paths.

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