'clear'command sends an empty line of dialog to remove all text on the screen.
'wait'command immediately after it if you want the player to see a blank dialog box.
expressionsproperty for your characters, adding a list of images to show, you can use them as side images with each dialog, to do so, you should use a format like this one:
'expression'property then that image will be shown with every dialog without the need of specifying it inside the statement.
'centered'command is like a special character-id that goes at the beginning of dialog text to display a special floating box that hovers in the very center of the screen.
'centered'text is special. Rather than being inside of a
<text-box>tag, it is instead inside of a
'centered'text is visible on screen, the main
<text-box>is hidden with a CSS
'centered'text the same as normal dialog, so you can use this to display a special image that removes the text box when it displays it, or something similar, if you want to get creative!
'nvl'command is similar to the
'centered'command in that it is used at the beginning of a line of dialog to present a special display, similar to games like Fate/stay Night, or Radical Dreamers.
'nvl'text differs from normal Monogatari text in that clicking does not clear the current text off of the screen, and instead leaves it there, feeding consecutive NVL dialogue one at a time as the player clicks to progress.
<text-box>with a CSS class
'nvl'. By default, this textbox is styled to fill the entire screen. Additionally, each line of NVL text is contained inside of a
data-spokenvalue for whichever character is speaking. Normally it's the narrator, but if you give a character the
nvlattribute and set it to
truethen that character can be used as an NVL character, and their text can have special CSS rules if you want to get creative with that.