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The same beat as data

Lives in: story/script.txt and story/story.json

A moment is the same thing whether you write it as script or as a data entry. The player runs one shape either way.

Side by side

Script:

:: park
[bg street fade 0.5]
[hana left]
HANA [happy]:
Watch the meter.
-> after

Same moment as data (fields the player cares about):

{
  "id": "park",
  "talking": "hana",
  "text": "Watch the meter.",
  "commands": [
    { "type": "bg", "value": "street", "transition": "fade", "duration": 0.5 },
    { "type": "char", "name": "hana", "position": "left" },
    { "type": "char", "name": "hana", "expression": "happy" }
  ],
  "next": "after"
}

You rarely type the whole data form by hand. The script is sugar for this. Direction files usually hold only the extra fields you could not say in brackets.

Fields most moments use

FieldMeaning
idScene name (:: park)
talkingWho is speaking (one id, or several)
labelCustom name-plate text
textDialogue / narrator lines
commandsStage directions at the start of the moment
choicesChoice menu
nextWhere to go after (or null to end)
autoAuto-advance seconds ([auto N])
driver_typing / driver_typing_targetsMouth drive on/off or limited to some speakers

Mid-line tags ({@w}, {@cN}, {@talk:…}) live inside text. Batches for {@cN} sit in flow_commands; leave actions use exit_commands — Adding direction to a script scene · Command flow.

Watch it live

In the author player, F12 → Nodes lists every moment. Open one to see the live fields after script and direction are merged. Vars shows flags; Validation catches broken jumps and missing assets — How you work.

Usually you need

WantDo
Read what a moment becameF12 → Nodes
Add only stagingPatch in story.json by id — next page
Invent a whole game in JSONPossible, but script stays easier for dialogue

Full map

Every moment field in one view: story/story.json file map. Full tables for choices, script sugar, and Mode B: Story detail.

Next

Adding direction to a script scene