Copyright © 2025-2026 Candy ArtsSuspending Dialogues
A Dialogue can be suspended: it freezes where it is, and picks up from the same point once it's resumed.
This is useful when something should temporarily take over the screen, such as a pause menu, an inventory, or a window opened by clicking a Lexicon keyword.
Suspending and Resuming
Suspension is controlled by your game code, by calling these functions on the Engine:
- suspend_dialogue() suspends the Dialogue.
- resume_dialogue() resumes it.
- Text stops writing, and the Dialogue can't advance, either on player input or automatically.
- Waits and choice timers stop counting down, and choices can't be selected.
- Media played by the Dialogue (voice, audio, video, images, effects, portraits, backgrounds and VN busts) is paused.
- An Input scene that is open is put on hold.
- x_dialogue_suspended() is called when a Dialogue is suspended, once the Engine has paused everything of its own.
- x_dialogue_resumed() is called when it's resumed, right before its Lines carry on.
suspend_dialogue(0).