Named stores (PyNamespace: dotted access, functions that see their own store first, restored after a
save is loaded), real generators run step by step (next, send, yield as an expression), len/bool through
__len__/__bool__, os/calendar/itertools/pygame_sdl2 helpers, Skip and ToggleLocalVariable actions,
text tags {glitch} and {wave} and plain display of explode/gradient/ruby, SnowBlossom and anim.Blink,
RoundedCorners as a transform, transforms listed in `at`, ATL choice weights that are flags, and
renpy.image_size from the converter's picture sizes.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Text fields (`input`) with InputValue classes games can extend, continue/break in screen loops, Confirm,
CaptureFocus/ClearFocus/InvertSelected, generator functions and iter/next, starred tuple items,
renpy.file and json over data files loaded before the game starts, renpy.Container and
register_sl_displayable, DiamondBox layout, ConditionSwitch/DynamicImage/Animation, renpy.show(what=...),
callable transforms (`store.move_in(0.3)`), call_in_new_context as a call, im.matrix/im.Image/
MatrixColor, colorsys, fnmatch, FontGroup, persistent._clear and small renpy helpers.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
renpy.random/random get choices, sample, randrange and Random(seed); frozenset, iter and hash
are builtins. User classes may define __hash__ (dict keys), __iter__, __getitem__ and
__contains__; the converter accepts them instead of rejecting the whole class, which
removes the Perk/Skill/Status wall in SaintlyCorruption.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>