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, what happens depends on the player's Auto-Choose Single Options setting (Whapp chat settings, off by default).
- Off: the player has to tap that reply, same as a normal choice. The story does not continue until they do, including in the background.
- On: Sexter picks it and keeps going in the same request, so a chain of forced lines plays through without extra taps.
A single-option line is a good way to make the player tap to continue. Use a real multi-choice when they should decide between options.
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
