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Text Event Editor
The Text Event Editor creates a Spoken Line's own Text Events. A Text Event runs Commands while the Line is written, when the writing reaches its marker in the text: in Wait‡boom‡... what was that?, the Event "boom" runs after "Wait". It can pause or speed up the writing, play a sound, change a variable, change the portrait, move a character... A Line's own Events take precedence. Events shared by the whole project belong in its Text Events dictionary (Text_Events.gd), available to every Line. See Candy Dialogue Engine's documentation for Text Events. To type a marker into the text, use the Text Events drop-down of the Inserts panel, or type it.
Spoken Line Events Tab
The Tree The widget displays the Line's Events as a tree, in three levels:
  • Variation patterns: which Variations the Events under them are for. * is every Variation, Default* every Variation whose name starts with Default, and a Variation's exact name only that one. When an Event is under several patterns that apply to a Variation, the most specific pattern wins.
  • Events: each named after its marker.
  • Commands: what each Event runs, numbered, in the order they run.
Double-click a pattern or an Event to rename it. Drag a Command to move it:
  • Drop it above or below another Command: it is placed there, in that Command's Event.
  • Drop it on an Event: it is placed at the end of that Event's Commands, even an Event that has none yet.
A Command can be dragged to another Event, under any pattern: it moves there. Each move is one step to undo. Drag the bar under the tree to resize it: the widget retains that height, in its layout. The Buttons
ButtonDescription
+ VariationAdds a Variation pattern, * at first, ready to be renamed.
+ EventAdds an Event to the selected pattern, ready to be renamed.
+ CommandAdds a Command to the selected Event, after the selected Command. Commands are listed by category, the Text Events category first.
Up, DownMove the selected row among the rows beside it.
RemoveRemoves the selected row, and everything under it, once you confirm.
Every change can be undone, like any edit of the Dialogue. Editing An Event Select an Event to edit its own settings, below the tree:
Run On SkipWhether the Event runs when the player skips the writing, or the Line is written at once. It then runs without its waits.
Pause VoiceWhether the Line's voice pauses while the Event runs.
Resync VoiceIn a Line whose writing follows its voice, whether the writing speed is recalculated after the Event, so the text still ends with the voice.
Custom DataData for your own code, as on every entry.
A Command Select a Command to edit it below the tree, in a full Dialogue Editor: the Command's own form, with the same tabs, widgets and filters as on a Line of its own, and its own Edit Layout button. As in the Command Editor, it uses the line layouts of the Dialogue Editor it sits in. An Event can run any Command, as many times as needed. Three Commands are designed for Events: Write_Speed, Write_Pause and Line_Portrait, in the Text Events category. Candy Dialogue Engine only runs the Commands its text_event_commands setting allows in Events; the others are reported and skipped when the Line runs. Size The tree retains its height, whatever is selected. The embedded editor fills the space left under it, 240 pixels at least. When the whole doesn't fit, the widget scrolls with Scroll on, or the Dialogue Editor around it does with Scroll off. Options Right-click the widget and choose Options.
OptionDescription
List HeightThe height of the tree listing the patterns, Events and Commands, in pixels: 200 by default, 60 at least. Dragging the bar under the tree sets it too.
Minimum Size, Maximum SizeThe minimum and maximum size of the widget's area.
In a Layout The Text Event Editor only fits the Spoken Line. The built-in layout places it in the Spoken Line's Events tab.