Custom Text (FXT)

CLEO Redux supports custom text content without the need to edit game files.

Static FXT files

CLEO Redux can load and serve static text content. Create a new file with the .fxt extension and put it in the CLEO\CLEO_TEXT folder. The file name can be any valid name.

Each FXT file contains a list of the key-value entries in the following format:

<KEY1> <TEXT1>
<KEY2> <TEXT2>

There should be a single space character between a key and a value. The key's maximum length is 7 characters. Try using unique keys that are unlikely to clash with other entries. The text length is unlimited, however each game may impose its own limitations.

CLEO loads FXT files on startup and merges their content in a single dictionary. It also monitors the files and reloads them if any change is made.

You can also download an editor for FXT files from the CLEO library website.

To display the custom content in game, use the Text class. The key defined in the FXT file is usually the first argument to the Text class methods, e.g.

Text.PrintHelp('KEY1') // displays <TEXT1>

You can find the commands available in each game in the Sanny Builder Library, e.g. for San Andreas: DE.

CLEO Redux only supports texts encoded in UTF-8. It means that any non-standard encoding (e.g. for Russian localization by 1C) most likely will not work.


CLEO Redux provides an interface for manipulating custom text directly in JavaScript code. There is a static variable, named FxtStore with the following interface:

declare interface FxtStore {
   * Inserts new text content in the script's fxt storage overwriting the previous content and shadowing static fxt with the same key
   * @param key GXT key that can be used in text commands (7 characters max)
   * @param value text content
  insert(key: string, value: string): void;
   * Removes the text content associated with the key in the local fxt storage
   * @param key GXT key
  delete(key: string): void;

Using FxtStore you can create unique keys and values in the script and put it in local FXT storage. Each script owns a private storage and keys from one script will not conflict with other scripts. Also keys defined in the FxtStore shadow the same keys defined in static FXT files. Consider the example:


MY_KEY Text from FXT file


Text.PrintHelp("MY_KEY"); // this displays "Text from FXT file"
FxtStore.insert("MY_KEY", "Text from script");
Text.PrintHelp("MY_KEY"); // this displays "Text from script"
Text.PrintHelp("MY_KEY"); // this displays "Text from FXT file" again

A private FXT storage is not supported in San Andreas: The Definitive Edition. Each script there modifies the global FXT storage. This behavior may change in the future.

Custom text can be constructed dynamically, e.g.:

while (true) {
  FxtStore.insert("TIME", "Timestamp: " +;
  Text.PrintHelp("TIME"); // this displays "Timestamp: " and the updated timestamp value