ILovePawgGirls
New Member
- Dec 11, 2025
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Tracking strings can cause problems because Ren’Py marks a line as “seen” forever in that save. If the player chooses one option, sees the dialogue, goes back, and then chooses the other option, both strings end up registered as seen, so there’s no way to know which choice was the final one. On top of that, the same line can appear elsewhere in the game and cause a false positive, and any change to the text breaks detection in old saves.That's all for now. You can't save a variable that doesn't exist. But you can create a variable that works retroactively. This bypasses the current save state.
Someone in the thread pointed this out to me—I can't remember their name right now—who figured out how to make some variables go unused. DPC won't create variables and leave them unused. There was a variable for Josy and another for Quinn, as far as I remember.
Now, there's the option to search for strings and store their position as variables. So, if a decision in the game isn't stored as a variable but as a string, DPC can search for that string and use the newly created variable.
The menu option string itself can’t be used to track the choice. The menu text isn’t saved. You can only track spoken lines or other side effects, and even then only as an indication, never as absolute truth.
Well, at least that’s how Ren’Py used to work (in the early days). I’m not sure how it behaves in more recent versions.