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You can also use Parley for things other than just plain ol’ dialogues! Here are a few more examples below

Popups

Things like interacting with a locked door, or an elevator being out of order, you can have a folder for each area and group in file by type or frequency or whatever you like. You can also utellize localization support and have the file in multiple languages and boom, you have a whole other system.
For the code you’d simply do parleyYaml.ProgressDialogue(“drawer_empty”).

Captions

For characters talking in the background without needing the player to click anything, you can simply have the advance signal on a timer/coroutine.

Monologue

A player can also excalim and react to things, you could make that too!

UI

You could also make UI!
And make a simple handler that would have a list of a class to hold each text element and its loaded localized text value, not exactly how you’d normally use a dialogue engine but parley can handle most your text needs! And that’s about it, great job you have come very far. If you have any questions Shoot us a message! The next section is a technical reference for all the syntax, classes, methods, and error codes that you need to use Parley.