Copyright © 2025-2026 Candy ArtsVN Effect Skip
The VN_Effect_Skip command seeks one or more bust effects to another position, without starting or pausing them. The new position stays within the current 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.
Time
Description:
The position playback seeks to within the current loop. A paused or held entry seeks to the new position without starting.
Values:
• Number of seconds or timestamp: An absolute position, such as 4.5 or 01:30.
• +N / -N: Seek forward or backward by N seconds, or by a timestamp, such as +5.
• f=N: Frame N, counted on the animation's own frames, otherwise at FPS.
• f+N / f-N: Seek forward or backward by N frames from the current frame, counted on the animation's own frames, otherwise at FPS. Frames are counted rather than converted to a time, so the result stays exact when frames aren't evenly spaced.
• 0 or empty: The start.
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.