- X: which emotion part to modify. (from list of emotion parts below)
- Y: which character to modify based on their conversation ID.
- Z: emotion value. Refer to portrait viewer in artbook.
- X: Emotion part to modify. (see list of emotion parts below)
- Y: Conversation ID of character to modify.
- Z: Emotion Value. Refer to portrait viewer in artbook.
**Note:** Emotion values usually go from 0-9. But emotion values 10 and above can also be used by following the ASCII table. `:` is 10, `;` is 11, `<` is 12 etc.
@ -59,14 +59,19 @@ One line of emots should be created per line of dialogue in story_text.rbrb
#### How to have a character speak without a portrait:
`[!EPX:]`, where X is replaced by:
- X: talking character by their conversation ID.
- X: Conversation ID of character to speak.
### `!M` Move Character Portrait
`[!MXY]`, where X, Y are replaced by:
- X: Conversation ID of character to move
- Y: Position to move the character to (0-9)
--------------------
Additional Formats:
### `~C` Set Text Box Color
`[~CRGB]`, where R, G, B are replaced by:
- R,G,B: Red (0-9), Green (0-9) and Blue (0-9) respectively.
- R,G,B: Red (0-9), Green (0-9) and Blue (0-9) respectively.
- For example: `[~C900]` is red, `[~C099]` is cyan.
- Only works if no talking character `]` is set. The talking character normally overrides the text box color with its own.