Copyright © 2025-2026 Candy ArtsHistory Display
The History Display displays the Dialogue History: the Lines spoken so far, so the player can read back what they missed. What the history contains, and how it's recorded, is explained in Dialogue History.
- Script: History_UI.gd
- Templates: Scenes/History_Menus
- Updates: the script is 'unsafe', and so is every template except Default.tscn (see Customizing UI Elements, on the UI page)
- Engine path: history_display_path in ui_elements_paths
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Opening and Closing
Nothing opens the History Display on its own: your game decides when, such as on a key press or a menu button. Call one of these functions on the candy_de autoload:
| Function | Opens |
| open_instance_history(engine) | The Engine history of engine, in that Engine's History Display (history_display_path). |
| open_general_history() | The general history. |
| Variable | Node |
| log_node | Required. RichTextLabel: the history text. Its BBCode is turned on automatically. |
| Setting | Purpose |
| end_marker | Text written where a Dialogue ended. |
| jump_marker | Text written where a Dialogue jumped to another Conversation. |
| bridge_marker | Text written where a Dialogue bridged to another Conversation. |
| return_marker | Text written where a Dialogue returned. |
| default_z | The History Display's Z-order. |
[hr] for a horizontal Line).
Customizing the Text
Each spoken Line is written as Name: "Text". To modify that format, edit update_history_display(), which builds the whole text from the history each time the History Display opens. The function is in History_UI.gd, an 'unsafe' file: edit it in a copy of the script, under a new name, attached to your own History Display (see Customizing UI Elements, on the UI page).