Copyright © 2025-2026 Candy ArtsCheat Sheet
What is looked up most often, on one page. Each section links to the page that explains it in full. The meaning of each term is in the Glossary.
Symbols
The defaults, which can be modified in Candy_Properties.gd (see Symbols).
| Symbol | Meaning | Example |
| ¢ | The value is an expression, evaluated when the Line runs. | ¢globals.gold + 10 |
| ¢¢ | A value that starts with a literal ¢. | ¢¢50 |
| ° | A Role: the Actor currently assigned to it. | °companion |
| € | In an expression, a value of the variables dictionary. | ¢€score |
| ¤ … ¤ | In spoken text, displays a variable. | You have ¤¢globals.gold¤ coins. |
| • … ¦ … • | In spoken text, a Word Substitution: keyword, then Actor. | Have you seen •him¦Alice•? |
| ‡ … ‡ | In spoken text, a Text Event: runs Commands when the writing reaches it. | Wait‡boom‡... what? |
| ¬ … ¬ | In spoken text, text the Lexicon never formats. The symbols aren't displayed. | ¬Alice¬ is just a name here. |
| Value | Meaning |
1 / 0 | On / off. |
null | No override: the Actor, the UI Element or the Engine decides. Used by the settings of a Spoken Line and of the Engine Commands. |
| Empty | A value of its own, not "no override": an empty text, no effect, the default language... |
¢... | An expression, accepted by almost every key. |
globals.hp | A variable to write to, a signal or a function is named without ¢ (Set, Call, Emit, Await...). |
| Written | Meaning |
Alice | An Actor Reference: a key of the actors dictionary. |
°companion | The Actor assigned to the companion Role. |
¢globals.current_npc | An expression that returns an Actor Reference. |
| Name | Displayed when |
Default | The current language is the original one, and nothing more specific fits. |
French | The current language is French. |
Default_P=F | The player character's Gender is F. |
Default_S=F | The speaker's Gender is F. |
Default_Shout | Shout is listed as a passed tag (Engine, Actor or Line). |
Default_#2 | Picked at random among the numbered alternatives. |
Default_TTS | Never displayed: the text read by text-to-speech. Always the last part. |
| Condition | Passes when |
| Empty | Always. |
Friendly, Happy | The speaker has at least one of them. |
+Friendly, Happy | The speaker has all of them. |
-Friendly, Happy | The speaker has no disposition outside the list. |
=Friendly, Happy | The speaker has exactly the list. |
!Angry, Sad | The speaker has none of them. |
(2)Friendly, Tired, Happy | The speaker has exactly 2 of them. +(2): 2 or more. -(2): fewer than 2. |
| Written | Meaning |
2.5 | Seconds. |
01:30.5 | A timestamp: SS.xx, MM:SS.xx or HH:MM:SS.xx. |
f=120 | A frame, where the media has frames (not audio). |
+2, -00:01.5 | Relative, in the Skip commands and pause loops: forward or back by that much. |
f+10, f-10 | Relative, in the same places: forward or back by that many frames. |
| Key | Values |
| Loops | 1 or empty: play once. N: play N times. 0: hold the first frame without playing. Negative: loop forever. |
| Duration | A time played on top of the loops, so playback can end part-way through one. Empty or 0: Loops alone decides. |
| Wait_Loops | The number of completed loops the Dialogue waits for before moving on. |
| Wait_Time | Extra time the Dialogue waits, into the next loop. With both at 0, the Dialogue doesn't wait. |
| Lines (Pause) | N: resume by itself after N Lines. 0 or less: stay paused until the Resume command. |
| All (Pause) | 0: only displayed Spoken Lines count. 1: every Line counts. |
| Stop_Frame (Stop) | 0: stop on the current frame. -1: the last frame. N: frame N, counted from 1. Clear: clear the media (not on BG_Stop and VN_Stop: use the Remove commands). |
| Stop_Frame (Play) | Where playback ends by itself, once its Loops and Duration are played, with the same values. |
| Loops, Duration (Stop) | Stop once the playback has played that long, counted from its start, rather than at once. Both empty: stop at once. |
| Written | Meaning |
150 | Exactly that Z index. |
+1, -1 | The reference node's Z index, plus or minus that number. |
Reset | Back to the node's default_z. |
| Empty | Left as it is. |
| Key | Values |
| Conversation | Empty: the current one. |
| Block | Empty: the current one. |
| Line | A Line index, counted from 0, or the Reference of an LM command in the target Block. |
N returns from N Bridges, 0 from all of them, to the main Block, and -N ends the Dialogue if there are fewer than N.
A Dialogue ends after the last Line of a Block: it doesn't continue to the next Block by itself.
Files
| Written | Meaning |
Happy | A file name, looked up in the folder of its kind, with the default extension (see Media Files). |
res://..., user://... | A full path, for a file stored anywhere else. |
| Group | Commands |
| Speech | Spoken_Line: an Actor speaks. |
| Engine | Engine_Language, Dialogue_Mode, Engine_Writing: change the Engine's language, Dialogue Mode and typewriter settings. |
| UI | Wait (pause for a time), UI_Clear (hide and clear UI Elements), UI_Z (change a UI Element's Z-order). |
| Control | Call (function), Emit and Await (signal), Set (variable), Flag, Name, Role, Disposition, Export and Import (variables to and from a file). |
| Transition | Jump (move to a Line), Bridge (move, then return), Return (return early), End, LM (a named Line to target). |
| Text Event | Write_Speed (writing speed), Write_Pause (pause the writing), Line_Portrait (the Line's portrait): only inside a Text Event, while a Line is written. |
| Condition | If, Elif, Else, For, While: run one Command when a condition is true, or repeatedly. |
| Input | Player_Advance (wait for the advance input), Mouse (mouse mode), Input (open an Input Menu). |
| Choice | Choice_List (display a choice menu), Choice_Status and Timer_Status (change the choices and timers of an open menu). |
| Media | Media_Play, Media_Wait, Media_Pause, Media_Resume, Media_Skip, Media_Volume, Media_Stop: images, audio and video in media players. |
| Effect | Effect_Play, Effect_Wait, Effect_Pause, Effect_Resume, Effect_Skip, Effect_Stop: animations in effect players. |
| Background | BG_Scene, BG_Play, BG_Wait, BG_Pause, BG_Resume, BG_Skip, BG_Mirror, BG_Stop, BG_Remove, and the same six as Effect, named BG_Effect_: background layers and their effects. |
| Visual Novel | VN_Scene, VN_Play, VN_Move, VN_Swap, VN_Wait, VN_Pause, VN_Resume, VN_Skip, VN_Mirror, VN_Stop, VN_Remove, and the same six as Effect, named VN_Effect_: Actor busts and their effects. |
| Cutscene | CS_Scene, CS_Visible, CS_Position, CS_Look, CS_Cam, CS_Light, CS_Toggle, CS_Move, and Play, Wait, Pause, Resume, Skip and Stop for CS_Sprite_ and CS_Anim_: nodes of your game. |
| Other | Custom (run your own code), Comment (a note, which does nothing). |
| Code | Effect |
load_scripted_dialogue("dialogue_1") | Loads dialogue_1.txt from the Dialogues folder. |
start_dialogue("Conversation_1", "Block_1", 0) | Starts the loaded Dialogue. The Line can also be a Line Mark's Reference. |
suspend_dialogue(), resume_dialogue() | Freezes the Dialogue, and resumes it. |
await interrupt_dialogue() | Ends the Dialogue at once. |
| dialogue_fully_ended | The signal emitted once a Dialogue has ended and everything is cleaned up. |
candy_de.actors, candy_de.roles, candy_de.flags, candy_de.variables...
See Running Dialogues, Suspending Dialogues, Interrupting Dialogues and Ending Dialogues.