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Basic Menus
A Choice_List command displays a menu of choices and pauses the Dialogue until the player picks one. A choice is picked by clicking its button, or by keyboard or controller navigation between the buttons. Structure A menu contains categories, under its Categories key, and each category contains choices, under its Choices key. One category is displayed at a time, so a menu with one category displays all of its choices at once. The smallest menu is one category with one choice. A choice's Finish key sets the effect of picking it: an action (Type) and, for the actions that lead to a Block, the target Block. A typical menu assigns each choice a Block of its own. For example, a menu with the Prompt "What do you say?" and one category, Main, containing two choices: Accept, with the Label "I will help you." and a Finish of Type Jump to the Block Quest_Accepted, and Refuse, with the Label "Not today." and a Jump to Quest_Refused. When the player picks Accept, the menu closes and the Dialogue jumps to the Quest_Accepted Block of the current Conversation. Actions The Type of a Finish decides what happens to the menu and to the Dialogue once the choice is picked:
TypeEffect
JumpCloses the menu and continues in the target Block, without returning. The usual action for branching.
BridgeHides the menu and runs the target Block, then closes the menu and continues after the Choice_List command. For a reaction to the choice before the Dialogue continues.
ContinueRuns the target Block, then returns to the menu, which stays open. For a choice the player can pick several times, such as asking an NPC several questions.
CloseCloses the menu and continues after the Choice_List command. No target Block.
ReturnCloses the menu and returns from the current Block, as a Return command does. Its Levels key sets how many bridged Blocks to unwind. No target Block.
EndCloses the menu and ends the Dialogue. No target Block.
The target Block is set by the Conversation, Block and Line keys of the Finish, as in a Jump command: an empty Conversation is the current one, and an empty Line is the Block's first Line. Labels and Tooltips A choice's button displays its Label. When the Label is empty, the button displays the choice's name instead, so a choice named Accept needs no label. The Tooltip is displayed when the pointer hovers the button. The menu's Title and Prompt are displayed above the choices, by the menu scene and by each category scene that displays them. Defaults Every key left empty retains its default: the choice's name serves as its label, every choice is enabled, active and visible, the menu has no title, prompt, tags or timers, and the shipped Default.tscn scenes serve as the menu, the category and the buttons. In Candy Dialogue Creator, every key is displayed in the Choice List form, and only the needed ones are filled in. Special Cases A choice whose action needs a target Block but has none only switches category (see Navigation in Advanced Menus), and the menu stays open. A choice with an empty Type behaves the same way. A menu with no category, or whose categories contain no enabled choice, displays nothing. Write at least one choice the player can always pick, or a timer that closes the menu (see Timers). Translations Titles, prompts, labels and tooltips are translated through Localization Tables, which map the text written in the Line to its translation in each language: see Translations in Choice Menus.