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Dialogues can offer the player choices: a menu of answers, questions to ask an NPC, items to buy, a decision under time pressure...
A Choice_List command displays a menu of choices and pauses the Dialogue until the player picks one, or until a timer runs out. Each choice leads somewhere: a Block of the Dialogue, a sub-conversation that returns to the menu, or the end of the Dialogue. While the menu is open, other Lines can modify its choices and timers, and your code is informed of every pick.
Choice Menus
A menu is built from three kinds of scenes, nested inside each other: one for the menu, one for each category of choices and one for each button. Candy Dialogue Engine ships a default version of each; how to design your own, and their settings, is explained in Choice Menus (UI section).
Pages
| Page | Covers |
| Basic Menus | Writing a menu: its categories and choices, and the effect of picking a choice. |
| Advanced Menus | Several categories, conditional choices, Setup Blocks, scenes per level, nested menus, mouse modes and tags. |
| Timers | Countdowns that pick a choice or run a Block when they expire. |
| Modifying Open Menus | Changing the choices and timers of a menu while it's open. |
| Reacting to Choices | Hook functions, events of your own, and suspension. |
| Command | Purpose |
| Choice_List | Display a menu and wait for a pick or a timer. |
| Choice_Status | Enable, activate, show or relabel the choices of an open menu. |
| Timer_Status | Start, pause, stop or change the timers of an open menu. |