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VN Effect Pause
The VN_Effect_Pause command pauses one or more bust effects, either until a VN_Effect_Resume or for a set number of Lines. Instead of freezing, playback can repeat a segment until it resumes, which is called a pause loop. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Actors Description: The Actors the command acts on, each on a bust of the VN Scene. Each key is an Actor, and its value is a Dictionary of settings for that Actor (see below), or an empty Dictionary for none. List every Actor by name: there is no shorthand for all Actors. The Engine reports an entry it can't find and skips it, without affecting the others. Values: • Actor Reference: A key of the actors dictionary, such as Alice. • °role: The Actor currently assigned to that Role, such as °guard. Actor Settings Each Actor in Actors lists its effects under the following key. Effects Description: The effects the command acts on, for this Actor. Each key is the name of the animation the effect plays, and its value is a Dictionary of settings for that effect (see below), or an empty Dictionary for none. Values: • Animation name: An animation of the AnimationLibrary set in Library, such as Shake. • Library/Name: When Library is empty, an animation already available on one of the Actor's AnimationPlayers. Effect Settings Each effect in Effects 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 while it waited. Values: • Positive number: Resume after that many Lines. • 0 or -1: Stay paused until a VN_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: Instead of freezing, a paused entry can repeat a segment of itself until it resumes, which is called a pause loop. This key sets where the segment starts. If both Pause_Loop_Start and Pause_Loop_End are empty, there is no loop and the entry pauses without looping. If the pause point is inside the segment, playback continues to the segment's end before the first repeat; otherwise, it jumps to the segment's start. While it 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 VN_Effect_Resume can override it; when a Lines count runs out, this value applies. 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 at which f= values are counted 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. Library Description: Only required to distinguish two effects with the same name on one Actor. When empty, the effect's name matches the Actor's effect of that name, whichever library it comes from. Values: • Library name: The library containing the effect's animation. • Empty: The Actor's effect with that name. Take_Hold Description: Whether this command takes hold of the bust scene, if it is Public. While an Engine holds it, its Public Mode determines which commands other Engines may send it: none (Exclusive), only the commands it lists (Semi-Exclusive), or any (Free). The hold applies to the whole scene, and lasts until the holding Engine's Dialogue ends. Setting Take_Hold on any effect of the Line applies it to the whole scene. Values: • Empty: The bust scene decides, from its own list of commands that take hold. • 1: Take hold, even if the bust scene doesn't list this command. • -1: Never take hold.