Choices
Normal Ink choices work. Sexter adds a few prefixes so the phone UI can look less like a visual novel menu and more like a chat.
Plain choice
* Sure, I'm in
Nice.
-> END
Button text and the chat bubble echo are the same.
Short button, longer bubble
* <yeah> Yeah I am really interested, tell me more
Button shows yeah. The bubble sends the full sentence.
Action (no speech bubble)
* %You put the phone face down%
Rendered italic, stage-direction style. Good for physical beats.
Important
Leading ! puts a pulsing red exclamation on the button:
* !I love you
* !<text her> You open her chat and type it out
Route badges
In Studio → Design (phone), you can map flag names to emojis for save-route badges. On a choice, list those flag names in parentheses and the matching emojis stack on the button:
* (ntr_route) Meet him anyway
* !(ntrs_route,love_route)<go> You go. Heart pounding.
The (flags…) part is stripped from the label and the chat echo. Combines with !, <short>, and %action%.
Single-option forks
If Ink only offers one choice, Sexter does not treat that as a real player decision.
- The server auto-picks it and keeps going in the same request batch.
- If the player has Auto-Choose Single Options off in chat settings, they may still need to tap to reveal the next chunk. That tap is pacing only. It does not call the server again.
So do not build "fake choices" that are the only option just to force a click for story logic. Use a real multi-choice when the player should decide. Use a single forced line when you just want the narrative to continue.
Example kitchen sink
What do you do?
* (love_route)<stay> I stay and talk it out
-> stay_path
* !(ntr_route)%You walk out without answering%
-> leave_path
* <later> I'll text you later
-> delay_path
