
Glossary
The terms this documentation uses, each with the page that explains it. The first table covers the Dialogues you write, which are Candy Dialogue Engine's terms: its own documentation has a Glossary with more of them, after its Cheat Sheet (switch the Database dropdown of the Documentation window to Candy Dialogue Engine). The other tables cover Candy Dialogue Creator itself.
Dialogues
| Term | Meaning |
| Dialogue | What you write: a set of Conversations, saved as a save file and exported as the file your game reads. Candy Dialogue Creator works on one Dialogue at a time. See Structure. |
| Conversation | A named part of a Dialogue, containing Blocks. Names are unique within a Dialogue. |
| Block | A named list of Lines inside a Conversation. The game runs a Block's Lines in order, and stops after the last one unless a transition sends it elsewhere. |
| Line | One row of a Block: a Command with its fields. Lines are numbered from 0 in the Dialogue Navigator. |
| Command | What a Line does: Spoken_Line, Choice_List, Jump... Each has a button in the Dialogue Buttons panel and a form in the Dialogue Editor. What each one does in the game is in the Candy Dialogue Engine documentation, under Commands. |
| Key | The name of a field in the exported file, displayed in parentheses in the field's help when it differs from the field's name. The Candy Dialogue Engine documentation uses keys. |
| Spoken Line | The Command through which an Actor speaks: a speaker, a portrait, a voice file and the text, in one or more Variations. See Spoken Lines. |
| Actor, Actor Reference | A character, narrator or object that speaks or acts. Its Actor Reference is its key in your project's actors dictionary, the name picked in Speaker. See Data. |
| Role | A stand-in for an Actor the game chooses at runtime, written with the role symbol: °companion. |
| Disposition | A word describing an Actor's mood or relationship. A Spoken Line's Disposition field restricts the Line to speakers with a matching disposition. |
| Variation | One version of a Spoken Line's text: a language, a version for a tag, a random alternative, or a text-to-speech version. See Variations. |
| Tag | A condition in a Variation's name, declared once for the profile: S=F, Shout. Random tags are #1, #2... See Languages and Tags. |
| Expression | A value that starts with the expression symbol (¢ by default) and is evaluated when the game runs the Line: ¢globals.gold. Most fields accept one. See Fields. |
| Symbol | A character that designates a kind of value to Candy Dialogue Engine: ¢ an expression, ° a Role, ¤ a text variable... Candy Dialogue Creator reads yours from your project. See Symbols. |
| Override | A field that changes, for this Line only, a setting normally decided by the Actor or the Engine. Left at null, it changes nothing. See "No Override" in Fields. |
| Transition | A Command that moves the Dialogue to another Block: Jump, Bridge, Return, End. Choices and Conditions transition the same way. |
| Line Mark (LM) | A Line with a Reference name, which transitions and tests can target instead of a Line number. See Structure. |
| Condition | An If, Elif, Else, For or While command, which contains the Command it runs. See Conditions. |
| Entry | One item of a repeating part of a Line: a choice, a category, a timer, a media player. See Lists and Entries. |
| Text Event | A marker in a Spoken Line's text, ‡boom‡, that runs Commands when the game's writing reaches it. See Text Event Editor. |
| Engine | The node of your game that runs Dialogues, with its own settings. Candy Dialogue Creator never communicates with it directly: it writes the file the Engine loads. |
| Term | Meaning |
| User | A person using Candy Dialogue Creator. Each user has their own project profiles, Presets, inserts and layouts. See Users and Profiles. |
| Project profile | One game project of a user: its settings, layout, saves and Presets. You always work inside one. |
| Project root | The folder of your Godot project, the one with project.godot. Set in Settings > Project > Paths. See Project Setup. |
| Project data | The Actors, Roles, Flags and Dispositions Candy Dialogue Creator reads from your project's scripts, as text, to fill its dropdowns and checks. See Data. |
| Save | Candy Dialogue Creator's working file: the whole Dialogue as you write it. Not what the game reads. Manual, incremental, auto and quick saves. See Saving and Loading. |
| Export | Writing the Dialogue as the file Candy Dialogue Engine reads, into your project's Dialogues folder. See Exporting. |
| Import | Merging the Conversations and Blocks of a Dialogue file or a save into the open Dialogue. See Importing. |
| Test, Test Here | Exporting the Dialogue as test_dialogue.txt and running it in the Godot editor, through Candy Wizard, from a chosen Line. See Testing. |
| Refresh | Scanning the project's folders again, so that files added since the profile opened are listed in the dropdowns. |
| Candy Wizard | Candy Dialogue Engine's plugin for the Godot editor. It listens for tests and runs them. |
| User folder | Where Candy Dialogue Creator stores everything it saves: users, profiles, themes, mods and documentation. See Installation. |
| Dialogue Converter | The tool that rewrites Candy Dialogue Creator 1.1 files in the 1.2 format. See Converting 1.1 Files. |
| Symbol Updater | The tool that rewrites 1.2 files written with other symbols than the profile's. See Updating Symbols. |
| Term | Meaning |
| Panel | One part of the window with a role of its own: the Dialogue Navigator, the Dialogue Editor, the Dialogue Buttons, the Inserts, the Color Selector, the Tabs panel. See Panels. |
| Area | A region of a window that contains one Panel. Areas are split, resized and closed in Edit Layout mode. See Edit Layout. |
| Tabs panel | A Panel that contains other Panels as tabs, so several share one Area. See Tabs. |
| Window layout | The Areas of every window and the Panel in each. Saved with the profile, and as named layouts. See Layouts. |
| Line layout | How a Command's form is arranged in a Dialogue Editor: its tabs, areas and widgets. One per Command, per Dialogue Editor. See Line Layouts. |
| Widget | What an area of a Dialogue Editor shows: a Fields widget, a Speech Editor, a Portrait Preview... See Widgets. |
| Filter | A toggle above a form that shows or hides parts of the tab, for every Line of that Command. See Filters. |
| Reference (of a Panel or widget) | A short text, 1 by default, shared by the Panels and widgets that work together: a Dialogue Editor follows the Navigators with the same reference. Not to be confused with a Line Mark's Reference or an Actor Reference. See References. |
| Options | The settings of one Panel or widget, in its right-click menu. Part of the layout, not of the Settings window. |
| Edit Layout | The mode that shows every Area's frame and menu, to rearrange the window (Window > Edit Layout) or a Command's form (the Dialogue Editor's own button). |
| Quick layout | A saved window layout listed in Window > Quick Layouts, selected with a shortcut. See Layouts settings. |
| Theme | The colors, text sizes and spacing of the window. Chosen and adjusted in Settings > Theme. See Theme. |
| Term | Meaning |
| Field | One value of a Line, with its ? help, its dropdown and its messages. See Fields. |
| Dropdown | The list of values the arrow button of a field opens. An aid, never a restriction: any value can be typed instead. |
| Field message | An error, warning or notice beside a field's name, about its value. Advice only: nothing stops saving or exporting. See Field Messages. |
| Field Tree | The widget that lists a Line's entries, to display one at a time in the form. See Field Tree. |
| Command Editor | The widget that edits the Command a Condition runs, inside the Condition's form. See Command Editor. |
| Variation Selector | The widget that selects the Variation the text box, voice player and counters display. See Variation Selector. |
| Speech Editor, Advanced Speech Editor | The text boxes a Variation is written in: plain text with visible BBCode tags, or formatted text with the tags hidden. See Speech Editor and Advanced Speech Editor. |
| Variation Editor | The widget that writes several Variations at once: random alternatives, TTS texts, or a translation beside its original. See Variation Editor. |
| Counters | The word and character counts of a Variation, against a limit or another Variation. See Counters. |
| Insert | A piece of text a button types into the focused field: a BBCode tag, a symbol, your own text. See Inserts. |
| Speech drop-downs | The drop-downs of the Inserts panel that type your project's Text Event markers and Lexicon keywords into the text. See Inserts. |
| Preset | A group of Lines stored outside the Dialogue, inserted in one click with its data filled in. Stored per user or per profile. See Presets. |
| Meta Reference, Meta Notes, Custom Data | The fields of a Line that the game never reads: a label of your own, notes for the people working on the Dialogue, and values passed to your game's code. See Meta Data. |
| Navigator mode | What each Line displays in the Dialogue Navigator: Full, Short, Meta or Custom. See Dialogue Navigator. |
| Term | Meaning |
| Mod | A folder in the user folder's Mods whose files add or replace Command forms, dropdowns, field checks and themes, read when Candy Dialogue Creator starts. See Mods. |
| Line schema | The file that describes a Command's form: its fields, their help, dropdowns and checks. One per Command, no code. See Line Schemas. |
| Dropdown script, field check script | Short scripts that compute a dropdown's list or check a value. See Dropdowns and Field Checks. |
| Documentation database | A folder of pages in Candy Database's format, displayed in the Documentation window: this documentation, Candy Dialogue Engine's, or your own. See Documentation Databases. |