PRETTY PLEASE CREDIT WHEN USING you don't have to remix or anything but just like a shoutout or smth Chances are you'll need to export the sprite (right click it and press the 'export' button) to put it in your projects - it's 1000+ blocks (minus all the blocks that run when the green flag is clicked), and when I try putting it in my backpack it fails to load. Only use this version for very sophisticated textboxes - chances are, the original ( https://scratch.mit.edu/projects/1217279264/ ) will be more than enough to suit your needs, whilst also using up FAR less blocks (in other words, projects load faster) UPDATE LOG UPDATE V2.15 Bugfixing to do with the mid-textbox colour changes UPDATE V2.2 Added four new functions: mid-text SFX, mid-text images, a lack of character image, and custom speech SFX! To add mid-text SFX, first add the SFX you want and name it whatever you want - let's say we named ours "Splat". Then, in the textbox, wrap the SFX around \ and ~. For example, if you wanted to say "My guy [Splat SFX] Lancer over here", you'd type "My guy \Splat~Lancer over here". To add mid-text images, it's a bit more complicated. First, make a new costume containing whatever image you want and give it a name - let's call ours Lancer. In the textbox, wrap the image around \ and : . Then, add either another : or a ;, and between this and the initial : add the width of the image you're using (you can see it in the bottom of the costume in the create costume menu) - rounded to the nearest 10. Let's say our Lancer image was 100 pixels wide, and you wanted to say "My boy [lancer image] over here". To do this, you'd either say "My boy \Lancer:100:over here" or "My boy \Lancer:100;over here". The difference is that if you finish with a :, it adds a delay before continuing, but if you finish it with a ;, it goes straight on. This is good if you want to merge SFX and an image (like if you were doing something akin to Tenna). If you wanted to say "My boy [Lancer iamge] [Splat SFX] over here", you'd put "My boy \Lancer:100;\Splat~ over here". The last two are quite simple. When using the text block, leaving the last two user input space thingies blank just does the textbox as usual. However, if you don't want the character's face and instead just their voice and text, then in the "Show character?" input space, put 'False'. If you want a custom SFX when they speak, put whatever SFX you want in the sprite and give it a name - 'Splat', for example. Then, in the "Text SFX?" box, put the name of your chosen SFX; in this case, you would put 'Splat'. UPDATE V2.25: Added ERAM, as well as 'ERAM Song' - putting ERAM just makes it do the usual game dialogue thingy in the chapter 3 sword route games, but putting ERAM Song works similarly to the knight, except it plays BURNING EYES instead of BLACK KNIFE.
Scroll to the bottom to see anything added in new updates Here's version 2 of my textbox engine I made a while ago, now with even more functions! Type what you want the textbox to say in the textbox space, the character saying it in the character space, whether you want it to be on top or bottom in the Position space (either input 'Top', 'Bottom', or 'Middle', IT IS CASE SENSITIVE) and how long you want it to take in the delay space (the default I'd recommend for normal speech is 0.1 seconds) You can customise the design of the box if you want, but try keeping it the same size or you may have to change some of the spaghetti code inside ;-; The list of usable people is 'Gaster', 'Shocked Gaster', 'Kris', 'Chara', 'Knight' (plays low-quality black knife when speaking), 'HD Knight' (plays high-quality black knife when speaking), 'Angry Knight' (plays high-quality black knife climax when speaking) The list of usable characters is: ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789!?()'@":;/.*- AVOID USING THE CHARACTERS \ | AND ¬ IN TEXT, as these are reserved for special purposes. If you put a double-backwards-slash (like "\\"), it skips to the next line. Putting a \ followed by number/s, and ending with | makes it pause for a set amount of time (for example "\2|" makes it pause for 2 seconds, as 2 is the number sandwiched between the \ and |). Doing the same thing but ending with a ¬ instead of a | changes the speed the text goes at (for example if you set the delay in the block to 0.1, but then put \0.3¬ in the text, the delay between characters appearing changes from 0.1 to 0.3). UPDATE V2.1 Made it possible to change colour mid-textbox, rather than the colour being the same for the whole box. Works similarly to the functions above, except this time the colours must be nested between a \ and a ` (lowercase version of ¬). An example of usage would be "these birds are \025120`ticking \__`me off". When inputting the colour change, the first three numbers represent the colour you want to change it to (0 - 200), and the last three numbers represent the brightness you're changing it to (100 - 200; note that the ACTUAL brightness is this number -100, so inputting 100 is actually equivalent to the normal brightness of 0, it’s like this for coding reasons) If, however, you just want it to return to the default brightness and colour, you can just put a double _ (__); or, if you want a custom colour but the default brightness, put your first three numbers, followed by a _, and vice versa if you want the default colour (red) but a custom brightness. Do note that if inputting numbers, they MUST be three digits, or the code will not work; for example, if you want a colour of 40, you would write '040', kinda like bearings if you did that in maths. Had to move the update log to the instructions cuz the description was too long for scratch ;-;