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Effect Pause
The Effect_Pause command pauses the animation of one or more effect players, either until a Effect_Resume or for a set number of Lines. Instead of freezing, the playback can repeat a segment of itself until it resumes: a pause loop. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Players Description: The effect players (AnimationPlayers) to act on. Each key is a player's name, and its value is a Dictionary of settings for that player (see below), or an empty Dictionary for none. A single Line can control several players, each with its own settings. An entry that can't be found is reported and skipped, without affecting the others. Values: • Player name: A key of the Engine's media_players_paths, such as Effect. • ¢ expression: Can also return the player node itself, such as ¢$UI/Radio. Player Settings Each player in Players accepts the following keys. Lines Description: The number of Lines after which the pause ends automatically, counted by the Engine that issued the pause. While a Lines count is active, waits on the entry don't delay the Dialogue, since the Lines couldn't advance during the wait. Values: • Positive number: Resume after that many Lines. • 0 or -1: Remain paused until a Effect_Resume. All Description: Which Lines count toward Lines. Values: • 0: Only the Spoken_Lines that are displayed. • 1: Every Line, whatever its command. Pause_Loop_Start Description: A paused entry can repeat a segment of itself until it resumes, instead of freezing: a pause loop. This key sets where the segment starts. When both Pause_Loop_Start and Pause_Loop_End are empty, the entry pauses without a loop. When the pause point is inside the segment, the playback continues to the segment's end before the first repeat; otherwise, it jumps to the segment's start. While the segment loops, the entry still counts as paused for waits, Lines counts and Dialogue suspension. Values: • Number of seconds or timestamp: An absolute position in the media, such as 4.5 or 00:04.5. • +N / -N: N seconds after or before the pause point, such as +2 or -00:01.5. • Empty or null: The pause point. Pause_Loop_End Description: Where the pause loop's segment ends (see Pause_Loop_Start). A segment that ends before it starts is reported, and the entry pauses without looping. Values: • Number of seconds or timestamp: An absolute position in the media, such as 4.5 or 00:04.5. • +N / -N: N seconds after or before the pause point, such as +2 or -00:01.5. • Empty or null: The pause point. Pause_Loop_Resume Description: How the entry resumes after its pause loop. The value is case-insensitive. A Effect_Resume can override it; when a Lines count runs out, this value is used. Values: • Return: Resume immediately, from the pause point. • Continue: Resume immediately, from the loop's current position. • Finish_Return: Resume once the loop reaches its end, from the pause point. • Finish_Continue: Resume once the loop reaches its end, continuing from there. • Empty or null: Return. FPS Description: The frame rate used to count f= values in animations that have no frames of their own. An animation's frames are the keys of its most-keyed discrete track, or its step value. Values: • Frames per second: Such as 12. • Empty: The default frame rate, default_effect_fps. Take_Hold Description: Whether this command takes hold of the player, if it is Public. While an Engine holds it, its Public Mode determines what other Engines can do with it: nothing (Exclusive), only the commands it lists (Semi-Exclusive), or anything (Free). The hold lasts until the playback ends or is stopped. Values: • Empty: The player decides, from its own list of commands that take hold. • 1: Take hold, even if the player doesn't list this command. • -1: Never take hold.