Text & Dialogue
Control Characters
| Symbol | Description |
|---|---|
[G] | Represents Gold |
[I] | Represents the current ITEM (used when dropping items) |
^[1-9] | This is a control character that tells Undertale to wait a certain amount of frames before continuing to write dialogue. It is most commonly used right before commas and ellipses. Each number corresponds to a different amount of frames. Undertale runs at 30 frames per second. 1: 5 frames. 2: 10 frames. 3: 15 frames. 4: 20 frames. 5: 30 frames. 6: 40 frames. 7: 60 frames. 8: 90 frames. 9: 150 frames. |
/ | This is a control character that tells Undertale to stop writing dialogue for the current message. This doesn’t end the conversation, as pressing [CONFIRM] advances the text to the next message. |
/% | This is a control character that tells Undertale to stop writing dialogue for the current message. After pressing [CONFIRM], the dialogue box goes away. |
%% | This is a control character that tells Undertale to immediately close the dialogue box after it is reached. |
\ | When using a control character with a backslash () in it, you must escape the backslash with another backslash. For example, \\E1 is a valid control character that tells Undertale to change the current character’s emotion to index 1. |
\E[alphanumeric] | This a control character that tells Undertale to change the current face’s emotion. The number or letter after “E” tells Undertale what emotion index to use. 0-9 uses index 0-9. A-Z uses indexes 10-35. a-z uses indexes 36-60. |
[1-9] | Refers to arguments 1-9 (these are temporary variables for specific dialogue or text, such as how much gold you gain or what armor Papyrus tells Undyne you were wearing) |
\(capital letter) | Changes the color of text to the right of it to that color (\X changes it back to white) |
\C* | When specifically at the end of the dialogue box signifies a choice. |
\T(number) | This a control character that tells Undertale to change the typer, which controls how text is displayed and heard. The number or letter after “T” tells Undertale what typer to use. \T0 = default\TS = silent\TF = Flowey\Tf = also Flowey\TT = Toriel\Ts = Sans\Tt = Sans's Toriel voice\TP = Papyrus\TA = Alphys\Ta = Asgore\TM = Mettaton\TR = Asriel |
\F(number) | Changes the character who's portrait is shown in a dialogue box in the overworld, and also the expression of the second character in battle scenarios such as the alphys date. \F0 = no portrait\F1 = Toriel\F3 = Sans\F4 = Papyrus\F5 = Undyne\F6 = Alphys\F7 = Asgore\F8 = Mettaton EX The second function is likely controlled in a similar fashion as \E |
\M | This a control character that tells Undertale to change an overworld sprite using global.flag[20]. The number after “M” tells Undertale what to set the flag to. |
^ on its own | This (might) signify the end of monster dialogue and the start of an attack turn. |
& | Begins a new line in textbox, naming screen, and battle dialogue |
# | This is essentially a replacement for the \n character, it is a new line character |