OptionalanchorOptionalblockerWhether a click anywhere is swallowed rather than reaching what is underneath, and closes the window when it lands outside it. A window left to itself is not clickable - only the widgets inside it are - so a click on a map under an open inventory still reaches the map; this is the layer that stops it, and the tap-outside-to-dismiss a phone user expects.
Off by default, since it is a change to what the whole screen answers to.
Optionalclosablewhether cancel closes it; false for a window that must be answered
OptionaldimsWhether the world behind is dimmed. Defaults to true for a modal window.
A dialogue box over a conversation scene is the case for false: it takes the input like any modal, but the scene behind it is what the player is meant to be looking at, so dimming it would be backwards.
Optionalmodala modal window swallows input; anything below it stops responding
Optionaltitle
where the stack puts it; 'bottom' is the usual place for a dialogue box