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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
TermMeaning
DialogueWhat 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.
ConversationA named part of a Dialogue, containing Blocks. Names are unique within a Dialogue.
BlockA 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.
LineOne row of a Block: a Command with its fields. Lines are numbered from 0 in the Dialogue Navigator.
CommandWhat 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.
KeyThe 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 LineThe 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 ReferenceA 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.
RoleA stand-in for an Actor the game chooses at runtime, written with the role symbol: °companion.
DispositionA word describing an Actor's mood or relationship. A Spoken Line's Disposition field restricts the Line to speakers with a matching disposition.
VariationOne 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.
TagA condition in a Variation's name, declared once for the profile: S=F, Shout. Random tags are #1, #2... See Languages and Tags.
ExpressionA 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.
SymbolA 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.
OverrideA 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.
TransitionA 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.
ConditionAn If, Elif, Else, For or While command, which contains the Command it runs. See Conditions.
EntryOne item of a repeating part of a Line: a choice, a category, a timer, a media player. See Lists and Entries.
Text EventA marker in a Spoken Line's text, ‡boom‡, that runs Commands when the game's writing reaches it. See Text Event Editor.
EngineThe 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.
Files and Projects
TermMeaning
UserA person using Candy Dialogue Creator. Each user has their own project profiles, Presets, inserts and layouts. See Users and Profiles.
Project profileOne game project of a user: its settings, layout, saves and Presets. You always work inside one.
Project rootThe folder of your Godot project, the one with project.godot. Set in Settings > Project > Paths. See Project Setup.
Project dataThe Actors, Roles, Flags and Dispositions Candy Dialogue Creator reads from your project's scripts, as text, to fill its dropdowns and checks. See Data.
SaveCandy 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.
ExportWriting the Dialogue as the file Candy Dialogue Engine reads, into your project's Dialogues folder. See Exporting.
ImportMerging the Conversations and Blocks of a Dialogue file or a save into the open Dialogue. See Importing.
Test, Test HereExporting the Dialogue as test_dialogue.txt and running it in the Godot editor, through Candy Wizard, from a chosen Line. See Testing.
RefreshScanning the project's folders again, so that files added since the profile opened are listed in the dropdowns.
Candy WizardCandy Dialogue Engine's plugin for the Godot editor. It listens for tests and runs them.
User folderWhere Candy Dialogue Creator stores everything it saves: users, profiles, themes, mods and documentation. See Installation.
Dialogue ConverterThe tool that rewrites Candy Dialogue Creator 1.1 files in the 1.2 format. See Converting 1.1 Files.
Symbol UpdaterThe tool that rewrites 1.2 files written with other symbols than the profile's. See Updating Symbols.
The Window
TermMeaning
PanelOne 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.
AreaA region of a window that contains one Panel. Areas are split, resized and closed in Edit Layout mode. See Edit Layout.
Tabs panelA Panel that contains other Panels as tabs, so several share one Area. See Tabs.
Window layoutThe Areas of every window and the Panel in each. Saved with the profile, and as named layouts. See Layouts.
Line layoutHow a Command's form is arranged in a Dialogue Editor: its tabs, areas and widgets. One per Command, per Dialogue Editor. See Line Layouts.
WidgetWhat an area of a Dialogue Editor shows: a Fields widget, a Speech Editor, a Portrait Preview... See Widgets.
FilterA 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.
OptionsThe settings of one Panel or widget, in its right-click menu. Part of the layout, not of the Settings window.
Edit LayoutThe 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 layoutA saved window layout listed in Window > Quick Layouts, selected with a shortcut. See Layouts settings.
ThemeThe colors, text sizes and spacing of the window. Chosen and adjusted in Settings > Theme. See Theme.
Editing
TermMeaning
FieldOne value of a Line, with its ? help, its dropdown and its messages. See Fields.
DropdownThe list of values the arrow button of a field opens. An aid, never a restriction: any value can be typed instead.
Field messageAn error, warning or notice beside a field's name, about its value. Advice only: nothing stops saving or exporting. See Field Messages.
Field TreeThe widget that lists a Line's entries, to display one at a time in the form. See Field Tree.
Command EditorThe widget that edits the Command a Condition runs, inside the Condition's form. See Command Editor.
Variation SelectorThe widget that selects the Variation the text box, voice player and counters display. See Variation Selector.
Speech Editor, Advanced Speech EditorThe 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 EditorThe widget that writes several Variations at once: random alternatives, TTS texts, or a translation beside its original. See Variation Editor.
CountersThe word and character counts of a Variation, against a limit or another Variation. See Counters.
InsertA piece of text a button types into the focused field: a BBCode tag, a symbol, your own text. See Inserts.
Speech drop-downsThe drop-downs of the Inserts panel that type your project's Text Event markers and Lexicon keywords into the text. See Inserts.
PresetA 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 DataThe 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 modeWhat each Line displays in the Dialogue Navigator: Full, Short, Meta or Custom. See Dialogue Navigator.
Customization
TermMeaning
ModA 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 schemaThe 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 scriptShort scripts that compute a dropdown's list or check a value. See Dropdowns and Field Checks.
Documentation databaseA 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.