Copyright © 2025-2026 Candy ArtsEffect Wait
The Effect_Wait command pauses the Dialogue until the animation of each listed effect player 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 player that isn't playing doesn't delay the Dialogue. It is also accepted on a player that another Engine owns or holds, since it doesn't control the player: 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.
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.
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 on the animation's own frames, otherwise at FPS.
• 0 or empty: No additional wait.
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.