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You can also use Parlite 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.
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.