Candy Logo

Fields
A field edits one value of a Line. From left to right and top to bottom, a field consists of:
  • A ? button, which displays the field's help.
  • The field's name.
  • Messages about its value, when there are any (see Field Messages).
  • An arrow button that opens its dropdown, when it has one.
  • The text of the value.
Media Play Form
Help Hover the ? to read the field's help:
Speaker (Reference) The actor who speaks this line. Values: • Actor reference • °Role reference • ¢Expression
  • The first line is the field's name, followed by its key in the Dialogue file when the two differ. The key is the name the Candy Dialogue Engine documentation uses.
  • Then what the field does.
  • Then the kinds of value it accepts.
The symbols displayed are your project's, from Settings > Project > Symbols. Typing a Value Every field can be typed in. What you type is written to the Dialogue when you press Enter or leave the field, not at each key. Multi-line fields, where Enter inserts a line break, are written when you leave them. Every value is text. Numbers are typed as they are (5, 0.5) and on/off values as 1 and 0. Most fields also accept an expression: a value that starts with your project's expression symbol (¢ by default) and is evaluated when the game runs the Line, such as ¢globals.gold. The field's help says whether it does. Expressions are explained in the Candy Dialogue Engine documentation, under Features > CandyRef Expressions. Dropdowns The arrow button left of a field opens a list of values to pick from. Picking one writes it in the field. A dropdown is a help, never a restriction: a value that isn't listed can still be typed.
  • An item displays a label, followed by the value it writes in parentheses when the two differ: Loop forever (-1) writes -1.
  • Lists are read from your project wherever possible: Actors and Roles, Flags, Dispositions, portraits, voice files, media files, scenes, and the Conversations, Blocks and Line Marks of the Dialogue.
  • Long lists are divided into submenus that open when hovered.
  • In fields that accept a list of values, picking an item adds it to the list instead of replacing it.
  • Picking an item can also fill the field beside it: picking a portrait animation also fills Sprite Frames File.
  • The last two items, CLEAR and RESET, are actions rather than values (see below).
Lists read from the project are empty until the project is set up (see Project Setup). Press Refresh in the top bar after adding files to the project. Media Previews In the dropdowns of portraits, busts, backgrounds, images, videos and sounds, hovering a file plays it beside the mouse pointer. Sounds only play. The size of the previews is set in Settings > UI > Editor. No Override Many fields are overrides: they replace, for this Line only, a value normally decided by the Actor or by the Engine. Most fields of a Spoken Line's Overrides tab are of this kind, and so are the settings of the Engine commands. An override that isn't set contains the value null, and its dropdown starts with No override (null). Left that way, the Actor or the Engine decides. Don't empty such a field to mean "no override": an empty value is a value of its own for Candy Dialogue Engine, such as an empty text or no effect. RESET (null), at the bottom of the dropdown, restores null. Clear and Reset A dropdown ends with two actions, under a line that separates them from the values. They are written in capitals, to distinguish them from values:
  • CLEAR empties the field.
  • RESET restores the field's default value, which it displays in parentheses: RESET (LtR), or RESET (empty) when the default is an empty value.
Both replace the whole value, even in a field that accepts a list of values. A field with no values to pick has a dropdown for these two actions alone. Whether a Fields widget's dropdowns include them is set in its Options (see Fields widget). Conditional Fields Some fields only apply for certain values of another field. They are hidden while the game would ignore them: for example, Relative To is only displayed while Z Index is relative. Hiding a field never changes its value: it's still in the Line, and is displayed again when it applies. A field missing from a form may also be hidden by a filter (see Filters) or left out of the layout (see Fields widget). Kinds of Fields
KindDescription
TextOne line of text. The most common.
Multi-line textSeveral lines, for comments, notes and long expressions. Some grow with their text.
ColorA text field with a color button on its left. Pick a color with the button, or type one.
GroupA titled set of fields.
List or mapA part that repeats, with a + to add entries. See Lists and Entries.
The text of a Spoken Line isn't a plain field: it has widgets of its own (see Spoken Lines). Locking a Field A field can be locked against accidental changes. Right-click its text and choose Lock Text Editing. A locked field can't be typed in, and loses its dropdown, with CLEAR and RESET. Choose Unlock Text Editing to edit it again. A lock applies to the field in that widget, on every Line of that Command: it's part of the layout. A translator's layout can lock everything but the text. Inserts The buttons of the Inserts panel type into the field that has the caret: BBCode tags, symbols, and your own pieces of text. Its drop-downs type Text Event markers and Lexicon keywords. See Inserts.