Copyright © 2025-2026 Candy ArtsBG Wait
The BG_Wait command pauses the Dialogue until the playback of each listed background layer has played for the duration set by its Wait_Loops and Wait_Time, or has stopped. It waits for a playback that was started without a wait, for example a few Lines later. A layer that isn't playing doesn't delay the Dialogue. It is also accepted on a Background Scene that another Engine owns or holds, since it doesn't control the scene: it only pauses this Dialogue.
Keys
Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions.
Layers
Description:
The layers of the Background Scene to act on. Each key is a layer's name, and its value is a Dictionary of settings for that layer (see below), or an empty Dictionary for none. Every layer must be listed by name; there is no shorthand for all layers. An entry that can't be found is reported and skipped, without affecting the others.
Values:
• Layer name: The name of a layer node in the Background Scene's bg_container, such as Sky.
• ¢ expression: Can also return the layer node itself.
Layer Settings
Each layer in Layers accepts the following keys.
Wait_Loops
Description:
The number of completed loops the Dialogue waits for before resuming. The Dialogue resumes after Wait_Loops loops plus Wait_Time into the following loop, or earlier if playback ends or is stopped. When several entries of the Line have a wait, the Dialogue resumes once all of them have reached it.
Values:
• 0: Don't wait for any loops. If Wait_Time is also 0, the Dialogue doesn't wait at all.
• Positive number: The number of loops to wait for.
Wait_Time
Description:
The additional time the Dialogue waits after Wait_Loops, measured into the following loop. A time longer than the media carries over into additional loops.
Values:
• Number of seconds: Such as 2.5.
• Timestamp: In the format SS.xx, MM:SS.xx or HH:MM:SS.xx, such as 01:30.5.
• f=N: N frames, counted at FPS when the media has no frames of its own.
• 0 or empty: No additional wait.
FPS
Description:
The frame rate used to count f= values, for media without a frame rate of its own. SpriteFrames animations count their own frames.
Values:
• Frames per second: Such as 12.
• Empty: The media's own frame rate, otherwise the default frame rate.