Dialogue
See also
For Speakers specific functions, see the page Speakers Specific.
PlayerSpeaks
Puts the player name in the text box header for the next string.
"PlayerSpeaks",
"I don't get to talk very often."
PlayerSpeaksSkill - Combat Only
Generally for use in combat events where the skill name is called still, and quotation marks are needed to be removed.
"PlayerSpeaksSkill",
"I don't get to talk very often."
Speak
Displays the given text in the text box header for the following string of text. Doesn’t need to be in "Speaker":
, see Speaks for that.
"Speak", "Elena and Elly",
"Paperwork sucks!"
SetStoredColor
A given numerical value from 1-7 will set the corresponding Colored Text Markup [StoredColor]
to use the colored specific in the next value of text.
Can be repeated for every variant of [StoredColor]
.
Can instead provide a value of "Reset"
to reset all stored colors back to their defaults.
"SetStoredColor", "1", "#fe0000", "5", "#c21196"
"[StoredColor]This is red,[StoredColor5] and this is purple.[ColorEnd], this is back to red[ColorEnd], and this is back to normal."
"SetStoredColor", "Reset",
"[StoredColor] This is now the default pink.[ColorEnd]"
See Colored Text Markup for more information on [StoredColor]
.
Tip
You can make use of CallSceneThenReturn or CallSceneThenReturn to cleanly set all the colors in a dedicated scene at any point.