In this case, pause last from 1 to 10 seconds (broadly, it's never so precise). If you want for the player to click and skip the pause, remove the hard=True part.
Believeme, the shortest way to begin with is to read the quick tutorial in the docs. What you want to do is SO basic that is like asking "how to make a game".
Anyway, as an hint, you need to read about LABELS, the very first thing, and SCREEN LANGUAGE...
Turn based like Tokimemo : ren'py. If you like me eviscerate the Konami game intricacy, a procedural approach is far much better. But it require for you a very savvy use of logic and a robust python knowledge, at least standard methods, as renpy alone can't manage that. Dinamyc game (like rpg): any ...
A longer but flexible alternative to that. default girlname="???" define girl = Character("[girlname]") label start: girl "Hey you wait!" $ girlname="Blonde Girl" "A blonde girl approach" girl "Aren't you GAS, the uncanny and awesome genius?&quo...
You mean a minigame that play when the normal story proceed.
It's quite hard. You need to show a screen that, thru functions, include all possible interactions. You can't jump to any script label.
Obviously, as you set that persistent twice, and each time renpy load the options restore to True. Persistent have a special property, is set to None if not defined. So change your game this way # at the end of the game $ persistent.var = True # in the MAIN MENU SCREEN, not in configs if persistent....
Input get a string as a prompt, not a speaker line.
That's a limit you can't bypass. You can try to cheat the system by showing that name directly (with a fake name box if needed).
You can just use a variable to register if the player had seen the label, if he does jump to another. default seen =False label example: if seen == True: jump elsewhere e "Salut!" $ seen = True This example label is executed only the first time, all further times jump instead to "else...