Copyright © 2025-2026 Candy ArtsEffect 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.