Character Callbacks link

Ren'Py includes the ability to execute callbacks when various events occur during dialogue. This is done by giving the callback argument to Character(), or setting the config.character_callback or config.all_character_callbacks variables.

The character callback is called with a single positional argument, the event that occured. Possible events are:


Called at the start of a say statement.


Called before showing each segment of dialogue. Dialogue may be separated into multiple segments by the {w} or {p} text tags, but always consists of at least one segment.


Called after showing each segment of dialogue.


Called after slow text finishes showing. Note that this event may occur after "end", in cases where dialogue does not cause an interaction to occur.


Called at the end of a say statement.

The callback is called with at least one keyword argument:


This is true if the dialogue causes an interaction to occur.

Other values of the positional argument and additional keyword arguments may be supplied in the future. The callback should be written to ignore arguments it does not understand.

Example link

This example plays beeps in place of a character voice, when slow text is enabled:

init python:
    def beepy_voice(event, interact=True, **kwargs):
        if not interact:

        if event == "show_done":
        elif event == "slow_done":

define pike = Character("Christopher Pike", callback=beepy_voice)

label start:

    pike "So, hanging out on Talos IV, minding my own business, when..."

This is an example of how to specialize a general callback for specific characters:

init python:
    import functools
    def boopy_voice(event, interact=True, boopfile="normal_boop.ogg", **kwargs):
        if not interact:

        if event == "show_done":
        elif event == "slow_done":

define nagata = Character("Naomi", callback=functools.partial(boopy_voice, boopfile="belter_boop.ogg"))
define chrisjen = Character("Chrisjen", callback=boopy_voice)