Creates a newline on regular text boxes but on Gentalker it creates a new text box
Puts following text into a new text box.
Adds a 1/6th of a second delay before showing the next characaters, can be used in a row like || to add delays together.
The following are used inside of {}.
Many tags can be reset to default by adding a / after the {, e.g {/color}.
Tags last between text boxes, if I change color in a text box, the next box will still use that color unless explicitly changed.
Tags that change something about the text box, like background, size, and spirit will only use the last usage of it in this text box, e.g {background red}text here{background green} would have a green backgroud.
Some tags below say they happen when the next character is processed, this means that they will ignore holds or |s. For example having {sound pickle_heh}||a would play the sound when the game begins to wait for the 'a'. To avoid this put the hold on the character before the one you want to trigger the sound on. || {sound pickle_heh}a
An empty tag like {} resets all effects from other tags. This can be used on new text boxes to remove effects from previous ones.
Usage Example:
{}this text is clear from any effects from previous text boxes!
Changes the color for the text until changed or reset
Available colors:
redblueyellowlimefichsiablackwhite1,2,3,4- current palette's paint colors
Usage Example:
{color lime}text that is lime flavored.{/color} this text is regular. {color 3}this text is color 3 of the color palette{color black}this text is black
Changes the color of the textbox background, the last use of this tag will be the color of the textbox.
Available colors:
- All above in the
colortag dkgray
Usage Example:
{background red}This text box has a red background!~{background blue}But this one has a blue one~{background lime}Despite the tag at the start, this box has a yellow background{background yellow}
Changes the text speed of the box, default speed is 1, can be a decimal for slower talking. Speed 0 or below makes the character not talk.
Usage Example:
{speed 20}im speaking at 20 times speed im so fast WOAH wow im so fast and wow oh wow really fast~{speed 0.1}im talking at 0.1 speed im so slowwwwwwwwww {/speed}and now im regular wow
Adds symbols behind text and changes the character sound effects, used in game with bugs.
Usage Example:
{spirit}text with symbols behind it
Changes the scale of the text box's text, default is 1. The last use of this tag is used.
Both {size X} and {scale X} work the same.
Note: if the fontstyle setting is set to readable text will not go smaller than 0.85
Usage Example:
{size 5}BIG TEXT 5x THE SIZE OF REGULAR TEXT~{size 0.1}small text baby i can't believe it wow so small~{/size}regular text :D
makes text wiggle until {/wiggle} is used (or {})
{wiggle}wiggly text ye{/wiggle}ah.. oh, no wiggle
makes text shake until {/shake} is used (or {})
{shake}i am so afraid and scared. {/shake}i am no longer afraid and/or scared for i am no longer shakey
1 unit of text_wait is 1/6th of a second. (each frame decreases it by 0.1)
text_wait is set to negative X.
Negative units (positive numbers in this tag) are only used for bard to sing along with user input. The tag defaults to this (-1).
Positive units (negative numbers in this tag) are used to delay the next text by 1/6th of a second. The | symbol increases this by 1.
To put it simply. To wait 1 second you'd put {hold -6}
Usage Example:
wait 1/6th of a second{hold -1}. thank you for waiting now wait 2.17 seconds {hold -13}. ok cool.{hold -4}
Changes time taken for characters to fade in, defaults to 0, not specifying a value sets it to 1.
Both {fade x} and {whisper x} work the same.
Usage Example:
{speed 0.2}{fade 0.5}0.5 fade zzzzzzzzzzz#{fade}1 fade zzzzzzzzzzz#{fade 2}2 fade zzzzzzzzzzz?#{/fade}default fade zzzzzzzzzzz
Triggers a screen shake when the text box processes the next character AND when it draws the next character.
I'm not sure if the value means anything but default is 0.25
Usage Example:
{speed 0.2}{quake}QUAKE!|haha you didn't expec-{quake}|| HAH! you REALLY didn't expect that one!
This example would quake twice because a quake is done when the character is processed and when it is drawn.
{quake}{hold -20}a
Changes object's sprite to specified sprite when the next character is processed.
This does not work well with characters and cannot (as far as I can tell) be used to change animation.
Usage Example:
HUH?||WHAT|, PLEASE DON'T TURN ME INTO A TABLE~{anim hotel_table2}AH
Plays an audio container when the next character is drawn.
Audio containers are the keys from the data/audio_data json.
Usage Example:
Hello {name},|| heh|| {sound pickle_heh}heh|| {sound pickle_heh}heh|| {sound pickle_heh}heh|| {sound pickle_heh}heh
Puts dog name
Usage Example:
hello {name}
Puts text from the save data (_playdata line 4), with the value as the key, in its place in the text.
Usage Examples:
that {data hat} you're wearing really doesn't suit you.
you've played for {data playtime} seconds.
Changes the font for the text box. The last usage of this is the font used.
Available fonts:
0= Regular1= Bold2= Thin3= Tiny
Both bold and tiny only work on English and default to regular on other languages.
Usage Example:
{font 0}regular.~{font 1}bold.~{font 2}thin.~{font3}tiny.
This is likely supposed to change what voice sound effects are played when a character is drawn but as far as I can tell this gets overwritten. (objSceneManager_Step_0 639 to 654)