Copyright © 2025-2026 Candy ArtsCS Sprite Wait
The CS_Sprite_Wait command pauses the Dialogue until the sprite of each listed target has played for the duration set by its Wait_Loops and Wait_Time, or has stopped. It waits for playback that was started without a wait, a few Lines later for example. A target that isn't playing doesn't delay the Dialogue, and the wait ends if the Dialogue is interrupted.
Keys
Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions.
Targets
Description:
The nodes the command acts on. Each key identifies a node, and its value is a Dictionary of settings for that node (see below), or an empty Dictionary for none. The Engine reports an entry it can't find and skips it, without affecting the others.
Values:
• Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat.
• Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container.
• Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero.
• ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine).
Target Settings
Each target in Targets accepts the following keys.
Node
Description:
The node inside the target that the command controls.
Values:
• Internal node key: A key of the target's internal_node_dict.
• Node path: A path relative to the target.
• Empty: The target itself if it is a Sprite2D, Sprite3D, AnimatedSprite2D or AnimatedSprite3D, otherwise its child with one of those names.
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 set a wait, the Dialogue resumes once every one of them has reached its wait.
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 on the sprite's frames, otherwise at FPS.
• 0 or empty: No additional wait.
FPS
Description:
The frame rate at which f= values are counted, for media without a frame rate of its own.
Values:
• Frames per second: Such as 12.
• Empty: The media's own frame rate, otherwise the default frame rate.