Text (Asset)

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Field Type Description
Text String The text to generate. See below for tags you can use.
Enabled Boolean Only affects texts in the texts database (so not RP etc). Required checked if you want the text to be included in the combat log.
Nr Targets Int Nr targets REQUIRED to trigger this text. Generally used in custom texts with abilities that can have multiple targets. When making combat texts, make sure there's at least one 1 target text. Conditions are checked against ALL targets and must match. Use -1 for ANY amount of target. -1 is mainly useful for AoE where you only want to have one text.
Weight Float Lets you increase the chance of a text to show up. If you have a lot of conditions, you may want to increase it. Otherwise I suggest simply leaving it at default (in the middle).
Conditions Condition (Asset) Conditions required to trigger this text.
Condition Templates N/A You can use this to quickly add commonly used conditions. Such as if you want your text to be output when an action is used, and if the action was used by a humanoid on a humanoid you can click Humanoid on Humanoid to quickly add the: actionHit, eventIsActionUsed, senderNotBeast, and targetNotBeast conditions.
Turn Tags Tags Sets temporary tags on a the recipient of the text. These will be wiped on the player's next turn. Can be used to add texts that refer to previous texts. Such as if a text triggers that bends the target over, you can set the tt_bent_over text, and then use a condition in the other text such as "ttBentOver" to add a text that assumes that the player was already bent over. It's a bit complicated, and not frequently used. Turn tags start with tt_
Meta Tags Tags These tags describe the text (generally for the victim). And are mainly used in kinks and for NPC speech. Go through the list and tag anything you feel applies.
Chat Boolean Changes it from a descriptive text to a chat (NPC speech). Changing the text type to chant adds the Chat Player Conditions linker.
Chat Player Conditions Condition (Asset) Conditions that need to be met on the talking NPC for this text to be triggered. If you just want the sender of a text (such as attacker in an action) speak, then you can use senderIsChatPlayer in the regular conditions. But if you want a third party NPC to say something, then you'll have to use chat player conditions.
Reuse Chat Boolean By default, an NPC can only say the same line once per combat. Checking Reuse chat lets the NPC say this line as many times they want.
Armor Slot String If your attack targets armor, mark that here. It's used to trigger the correct sounds, for an instance a clunk if the victim takes a punch to the chest while wearing plate armor.
Audio Kits Audio Kit (Asset) Plays audio when the text is triggered. Note: HitFX includes audio. Only pick Audio Kits here if you want to add additional sounds to a HitFX object, or if you want to play audio without triggering a HitFX.
HitFX HitFX (Asset) Selected HitFX will be triggered when the text triggers.
Debug Boolean Outputs logging information into the console whenever the text's conditions are checked. Leave it unchecked unless you're working on a fork of FQ.
Extra senders Condition (Asset) If left empty, extra senders are ignored. This is if you want to include another player as an extra "attacker" in your text. These extra attackers get the tags %A, %A2... Any players that match the specified conditions will be put into a list, and the first min_extra_senders nr of players will be used. Can be used for texts where two enemies double team a player. Consider not using this for player on NPC attacks. Also note that this is only for flavor, the extra sender doesn't affect combat at all. Click the Add Defaults button to add some suggested conditions.
Min extra senders Int Nr of minimum extra senders that need to match extra sender conditions in order for this text to be triggered.

Reserved Characters

You cannot use % or @ as characters in your text. They have special uses.

Tags

You can use text tags as placeholder for information. For an example, %T is replaced with the event target's name.

Name Tags
Tag(s) Description
%T, %T2... Target full name, colorized.
%S Sender full name, colorized.
%P, %P2... Roleplay player, colorized.
%A, %A2... When using extra sender conditions, these are the matched player names. Colorized.
%RturnTag Name of a player who applied a turn tag, colorized. Such as %Rspanked
%PCSV Special case only used in an RP and outputs ALL event target names separated by comma.
Meta tags These can be added to a valid target. Such as %Trace or %P2race. (We'll use %T as an example here)
Tag(s) Description
%The Pronoun he/she/it etc
%Thim Pronoun him/her/its etc
%This Prnoun his/her/its etc
%Tgenitals Gets the name of a genital the player has, such as penis/vagina
%TclothUpper Name of upper body armor.
%TclothLower Name of lower body armor
%Tgear Name of handheld equipment
%Trace Species of player.
Pronoun specific meta tags (Same as above, but if the target is not male or female, these are removed)
Tag Male Female
%Tmister mister miss
%Tsir sir maam
%Tlord lord lady
%Tgentleman gentleman lady
%Tboy boy girl
%Tlad lad lass
%Tman man woman
%Tguy guy gal
%Tprince prince princess
%Tking king queen
%Tboyo boyo girlie
%Tbrother brother sister
Synonym tags These just pick a random synonym each time
Tag Examples
%cum spunk, jizz
%few handful of, couple of
%pounding thrusting, humping
%firmly rigidly, thoroughly
%firm tight, rigid, thorough
%quickly rapidly, speedily, hastily
%rapid quick, hasty, swift
%breast boob, tit
%penis dong, cock, member
%vagina pussy, cunt
%butt rear, behind
%groin crotch
%around about
%start begin
%into inside
%rapidly hastily, promptly, swiftly
%slither slip, slink, wiggle
%rough hard
%slightly a little, somewhat
%big large
%glob wad, blob
%flings launches, lobs, slings
%sticky syrupy, viscous
%letting allowing
%splattering splashing
%jostle shake, rattle
%jostling shaking, rattling
%wiggling squirming, wriggling
%bulge package
%somach belly, tummy
%twitch spasm, jerk, throb

Modifiers

Most tags support the following modifiers
Modifier Example Output Description
! %!The He Turns the first character into uppercase.
a %S is %SaRace wearing %SaClothUpper Jas is a lynx wearing an oversized hauberk. Works on race and cloth tags. Tries to prepend a or an accordingly.

Using mathVars in texts