estriole 326 Posted November 27, 2015 â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•›EST - AUTO TEXT COLOR PLUS Version: 1.5 By Estriole File name: EST_AUTO_TEXT_COLOR_PLUS.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This Plugin created based on conversion of my ACE script with same name. http://www.rpgmakervxace.net/topic/18161-est-auto-text-color-plus/ the original script created because i got tired adding \c[4]Nobita\c[0] in the show message box. so i want to make it automatic. each time i wrote Nobita it will change the color to what i set. useful to color actor names or places or important things. i also add capitalization correction too. so if you write nobita. it could fixed to Nobita(what you set in the config) if you want. both auto color and auto caps correct can be binded to switch too if you don't want to always using it. â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Auto Color Text - Auto Correct Text (will corrected to what you SET though) - Have individual switch for controling when you want some feature activated. - SMART Search so XXXword / wordXXX or XXXwordXXX will not included. - NOT case sensitive... so it can recognize DoraEmon or DorAEMON. - Built in StartEntry in plugin parameters... for easier data entry. (only 20 though)... (i can add more if someone requested it... don't forget to say please . just kidding... it's easy to add that) - Can add new entry in game... or replace previous entry with new data. - Recognize message code such as \n[x] etc. so if you have actor named Doraemon. it could be recognized. â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Previous version changelog in spoiler v1.0 2015.11.05 Initial Release v1.1 2015.11.06 - some regexp fix so plugin parameter is more flexible. in prev version. if we type: Mag;1 in plugin parameter. it won't be recognized. now it's OK. - increase number of starting entry to 30 v1.2 2015.11.09 - compatibility patch with yanfly message auto wrap. - add parameter OtherTextUseReturnColor if set to true all other text other than what you set in entry will colored using return color. - add parameter OnlyUseInMessage if set to true will only use Autocolor in Window Message... if false... Window Help will somehow affected... when someone (or maybe i will) write plugins such as Global Escape Code for MV. and you set it to false (and hopefully the plugins use convertEscapeCharacter) meaning that this autocolor will works... v1.3 2015.11.15 - fix compatibility patch with yanfly message auto wrap. now it won't throw error without it. v1.4 2015.11.19 - Add new plugin parameter: WhatWindowUseThis you can specify what window use this plugins autocolor (for now MUST BE child class of Window Base which use DrawTextEx) format: WhatWindowUseThis Window_Message, Window_Help, Window_NameBox, ...... v1.5 2015.11.23 - Add new plugin parameter: UseInAllWindows if set to true... all window that can autocolor will use autocolor this plugin also compatible with Modern Algebra Global Text Codes so now skill / item / status / other window can be auto colored. make sure his plugin is placed BELOW my plugin. â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•›Download Demo i use same demo with build and decor â– ScreenShot â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Fill the plugin parameter... see Parameter section for more detail add your entry from plugin manager. 2) To control Auto Color / Auto Correct... just turn ON/OFF the coresponding switch. 3) if the data entry from plugin manager is not enough (20 built in). you can also add it inside the game... using this: Plugin Command: UPDATE_AC_ENTRY yourtexthere ; coloridhere >>> space(s) before and after the semicolon( will be deleted. example: UPDATE_AC_ENTRY estriole cool ; 8 "estriole cool" will be colored to 8 or Script Call: $gameSystem.add_AC_Entry(yourtexthere, coloridhere); example: $gameSystem.add_AC_Entry("Dragon Ball", 10); "Dragon Ball" will colored by 10; if the entry already exist... it will replace the entry with new data... â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› OPTIONAL: If you want to autocolor in all windows (skill/item/status/etc) you can use this plugin by modern algebra Modern Algebra Global Text Codes currently i ask modern algebra for modification so we don't have to add \* to our database entry â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› UseInAllWindows >>> default true >>> if true will only autocolor all window that can autocolor. will override OnlyUseInMessage and WhatWindowUseThis OnlyUseInMessage = true / false >>> default true >>> if true will only autocolor in message window all other AutoColorSwitch = switchId >>> default 0 >>> switch to turn on autocolor >>> set to 0 for ALWAYS autocolor WhatWindowUseThis = Window_Name1, Window_Name2, Window_Name3 >>> List of Windows that use Autocolor (MUST be child/descendand of Window_Base WHICH USE DrawTextEx instead of DrawText). >>> format: Window_Message, Window_Help, Window_NameBox, .... (separated by coma) ReturnColor = number >>> return to this color after replacing the color. OtherTextUseReturnColor = true / false >>> default false >>> if set to true Make ALL Other Text use ReturnColor. meaning all your \c will become obselete CorrectCapSwitch = switchId >>> default 0 >>> switch to turn on autocorrect >>> set to 0 for ALWAYS autocorrect StartAutoColor = true / false >>> default true >>> if set to true will auto flip ON the Auto color switch. at start of the game StartAutoCorrect = true / false >>> default true >>> if set to true will auto flip ON the Auto color switch. at start of the game Starting_Entry X = YourText ; ColorId >>> example: Doraemon ; 4 will auto color to 4 and auto correct to the entry... so if you use: dOrAeMoN ; 4 when using auto correct it will become dOrAeMoN I provide BUILD IN 30 starting entry... if you don't want to use it... left it blank and it won't be added to entry. if 30 still not enough... read how to use on the way to add new entry inside the game using plugin command call. make sure to add that semicolon( to separate YourText and ColorId â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.com ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› JS regexp is suck compared to ruby. . many regexp not working in JS Share this post Link to post Share on other sites