Chat effects as the name implies are effects that you can apply to your in-game chat messages. The effects include colors, animations, and images. The custom chat is highly configurable and versatile, but you should be able to get started with chat effects easily by just copying and pasting some that you like. One place you can find some is in the youtube comments of the chat effects tutorial youtube video linked at the bottom of this page. The rest of this article outlines the numerous available chat effects.
You are required to buy the respective game pass to use the relevant chat effect.
Available chat game passes:
Name | Price |
---|---|
Basic Text Effects | $100R |
Images In Chat | $100R |
Color Text Effects | $100R |
Motion Text Effects | $100R |
All Chat Effects* | $300R |
*purchase of this game pass includes all the other chat game passes.
All effects use less than greater than symbols around them <like this>
The word default
can be replaced with df
(you won't need to know this unless you make complicated compound effects)
Effects can be nested, for example <roll:<roll:AAAAAAAA><roll:BBBBBBBB»
Below are all chat effects currently in the game:
Without a purchase of a game pass this is what you're able to use:
<b>
<b:Text>
<bold>
<bold:Text>
<i>
<i:Text>
<italic>
<italic:Text>
<name:player>
Shows the current name of the player<pb>
Shows your personal best<pb:player>
Shows player's personal best<time>
Shows local time on each computer it appears on<time:player>
Shows player's local time<plain:Text>
will display Text plain without parsing (useful for explaining how to use the chat)<plain:<roll:Text»
displays as <roll:Text>
instead of Text rollingColors can also be entered with 3 or 4 numbers separated by commas (or any non number character), or 6 or 8 digits of hex. RGBA
<black>
0,0,0<maroon>
128,0,0<red>
255,0,0<green>
0,128,0<olive>
128,128,0<orange>
255,128,0<lime>
0,255,0<chartreuse>
128,255,0<yellow>
255,255,0<navy>
0,0,128<royal>
128,0,128<pink>
255,20,147<teal>
0,128,128<grey>
128,128,128<gray>
128,128,128<salmon>
255,128,128<springgreen>
0,255,128<lightgreen>
128,255,128<khaki>
255,255,128<blue>
0,0,255<purple>
148,0,211<magenta>
255,0,255<dodger>
0,128,255<malibu>
128,128,255<violet>
255,128,255<cyan>
0,255,255<aqua>
0,255,255<electric>
128,255,255<white>
255,255,255><silver>
192,192,192<admin>
255,215,0<brown>
139,69,19<red100>
253,29,36 Note: This is the original colour of the <100> emoji See the Roblox Wiki for a list of available fonts.
<FontName>
such as <Legacy>
<FontName:Text>
<font:FontName>
<font:FontName:Text>
<font:default>
Font sizes range from 8 - 48 (60 and 96 are locked upon popular request)
<FontSize>
such as <48>
<FontSize:Text>
<fontsize:FontSize>
<fontsize:FontSize:Text>
<fontsize:default>
<Color>
such as <blue>
<Color:Text>
<fg:Color>
<fg:Color:Text>
<fg:default>
<stroke:Color>
<stroke:Color:Text>
<stroke:default>
Background Color
<bg:Color>
<bg:Color:Text>
<bg:default>
Notice how almost all the effects are in sync? This will delay the effect and make it play at a different time. Most effects are on a half second or one second cycle, so use small delays like 0.2 to see the delay.
<d:Seconds>
<d:Seconds:Text>
<delay:Seconds>
<delay:Seconds:Text>
tf stands for think function, used for time varying effects. Setting the think function to default stops per-frame effects like glowing and waving.
<fonttf:default>
<fonttf:default:Text>
<fontsizetf:default>
<fontsize:default:Text>
<stroketf:default>
<stroketf:default:Text>
<fgtf:default>
foreground think function<fgtf:default:Text>
<bgtf:default>
<bgtf:default:Text>
<tf:df>
<img:AssetId>
default square image (144×144)<img:AspectRatio:AssetId>
resizes to current font size while keeping aspect ratio<img:x:y:AssetId>
custom size image<100>
<angry>
<angryflip>
<bear>
<box>
<chbx>
<chill>
<cry>
<cute>
<dong>
<dunno>
<euler>
<flip>
<garry>
<gauss>
<heart>
<kappa>
<lenny>
<praise>
<salt>
<scissors>
<sniper>
<spider>
<srs>
<strong>
<unnamed>
<wand>
<rainbow:Text>
Applies a fully saturated rainbow effect to the foreground color over all of Text<rainbowbg:Text>
Background.<rainbowstroke:Text>
Text stroke.<grad:Color0:Color1:Text>
Creates a color gradient over all the items in Text from Color0 to Color1.<gradbg:Color0:Color1:Text>
Background.<gradstroke:Color0:Color1:Text>
Text stroke.<nc:ExactName>
Sets current foreground color to the name color of a player with the name ExactName<ncbg:ExactName>
Background.<ncstroke:ExactName>
Text stroke.<flash:Color0:Color1:Text>
Flashes the foreground color of Text to Color0 and Color1 once per second<flash:Frequency:Color0:Color1:Text>
Flashes the foreground color of Text to Color0 and Color1 Frequency times per second<glow:Text>
Cycles the foreground color of Text through the whole rainbow once per second.<glow:Frequency:Text>
Cycles the foreground color of Text through the whole rainbow Frequency times per second.<rainbowglow:Text>
Default Frequency is 1, Wavelength is 160<rainbowglow:Wavelength:Frequency:Text>
<roll:Text>
Text rolls continuously once every two seconds<roll:Frequency:Text>
Text rolls continuously Frequency times per second<spin:Text>
Text spins and stops repeatedly once every two seconds<spin:Frequency:Text>
Text spins and stops Frequency times per second<flip:Text>
Displays Text upside down<rotate:Degrees:Text>
Displays Text rotated by Degrees<intensify:Text>
Displays Text teleporting each frame according to a normal distribution with variance 1 pixel<intensify:Variance:Text>
Displays Text teleporting each frame according to a normal distribution with variance Varience pixels<overunder:TextA:TextB>
Displays TextA directly above TextB<mlg:Text>
Displays Text randomly targeting points and angles according to a normal distribution with variance 10 pixels and 10/32 radians 6 times per second<mlg:Frequency:Variance:Text>
Displays Text randomly targeting points and angles according to a normal distribution with variance Variance pixels and Variance/32 radians Frequency times per second<bounce:Text>
Displays Text bouncing once per second 10 pixels high<bounce:Amplitude:Frequency:Text>
Displays Text bouncing Frequency times per second at a height of Amplitude<wiggle:Text>
Displays Text rotating sinusoidally with a frequency of 1 and amplitude of 0.5 radians<wiggle:Amplitude:Frequency:Text>
Displays Text rotating sinusoidally with a frequency of Frequency and amplitude of Amplitude radians<wave>
Waves items following along a sinusoid with an amplitude of 10 pixels, a frequency of 1 hz, and a wavelength of 160 pixels<wave:Text>
Does the above only to Text<wave:Amplitude:Wavelength:Frequency>
Waves items following along a sinusoid with an amplitude of Amplitude pixels, a frequency of Frequency hz, and a wavelength of Wavelength pixels<wave:Amplitude:Wavelength:Frequency:Text>
Does the above only to Text