This tutorial is about text; not how to write it, but the features you can implement to make it look good. To view special "code", open up a new text window in the event commands list. R-click on the word "text" and it will bring up a list of the different symbols and what they do. Important combinations (and the ones you're most liikely to use) are as follows:
\| :This is actually the same key, found above the "shift" key on your keyboard. It creates a 1 second pause in the text display, for times when you want to reveal some dramatic plot point, or if your character is just dumb and forgot to add something for a second.
\^ :this command skips the part where you press enter (or whatever) to go to the next block of text (to save having to make 10 bubbles, tick off "Batch", which cuts up your giant block of text for you, so you only have to insert on text box). It's to save time.
\> :displays the text in one shot. Again, nice and quick.
\G :brings up another window that shows how much gold you have, much like with shop events
\v[x] :displays a variable, the number of which replaces the x
\n[x] displays/calls the actor's name, even if you change it at some point i.e Ralph is actor 1
You can also throw in color, by putting in \c[x] where x is the number of the color. And here's a list of what the most common are: \c blue \c pink \c green \c Light blue \c gray \c orange \c coal \c grey-like \c D blue \c red \cDgreen \c Lighter blu \c gold \cblack \cyellow \c blood red \c smoke \c orange \cgold-ish \cBright blue \c Neon green \cpink \cDark green \cwhite the rest are "off-shades", which basically all look like the same stupid light purple color.
Importantly, there's an example/picture in the Help section that clarifies the color use; you need to tell it change back to the original text color (so \c when you want to change it back to white), otherwise it stays the color you changed it to. If you're using color, it's worth the look. And here's a bonus: my beloved text skip, for digesting those cruel, uber-batched world history dialogue.
make a switch called "skip" (we'll say it's switch 3 ) when testing, you can open the list of switches with F9, so when you're testing, hit F9 to bring up that list and click the Skip switch ON In your event, at the start of your text tower, put a condition branch-if switch 3 -text-is ON > jump to label-skip go to the bottom of your text tower, use a label on the last block and call it "skip" When your switch is ON, it'll jump from the condition branch to the skip label; it takes some practice to get them lined up properly
That should be a sufficient lesson on something that no one really cares that much about.