EST - AUTO TEXT COLOR PLUS

estriole

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■ Information ╒══════════════════════════╛
EST - AUTO TEXT COLOR PLUS
Version: 1.8
By Estriole
File name: EST_AUTO_TEXT_COLOR_PLUS.js

■ Introduction ╒══════════════════════════╛
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.

■ Features ╒══════════════════════════╛
- 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 :D . 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.

■ Changelog ╒══════════════════════════╛

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.
v1.6 2015.11.27 - minor bugfix - check switch max for auto color and auto correct.
i also advice didn't modify modern algebra and use it as it is
by adding \* at the database entry. also having enemies that autocolor
using modern algebra plugin combined with yanfly battle engine using
visual selection... could cause fps loss (up to 20fps). so if you
use yanfly plugin... don't add \* in your enemy name
v1.7 2015.11.27 - minor bugfix - if switch is set to 0. will properly auto activate.
requested by Prescott... added new parameter.
DisableCaseSensitiveSwitch => switch ID
when this is set.
when switch on = CASE NOT SENSITIVE
when switch off = CASE SENSITIVE
if the switch id is 0. it will always CASE NOT SENSITIVE
there's also parameter to make it auto flip on.
v1.8 2015.12.17 - changed autocolor for actor name... now normal text plugin parameter
doesn't affect \n[1] which is actor 1 name...
ex: plugin param: Doraemon; 11. actor name: Doraemon.
it won't be colored...
but instead you could use
\\n\[1\];11
(it's basically \n[1] but \ , [ and ] is escaped using extra \)
in plugin parameter to color actor 1 name to color 11. this way...
even when you change actor 1 name... it will still colored.

■ Plugin Download ╒══════════════════════════╛
(update the dead dropbox link)
warning: this plugin created using earlier MV version. this might not work in updated MV.
you can ask other scripter to create compatibility patch since i already retired.
i only update the link for people who want to make the patch.

Demo
(update the dead dropbox link)
warning: this plugin created using earlier MV version. this might not work in updated MV.
you can ask other scripter to create compatibility patch since i already retired.
i only update the link for people who want to make the patch.

■ ScreenShot ╒══════════════════════════╛



■ How to use ╒══════════════════════════╛
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 you want to color your actor name....
you could add some escape character in parameter... but you must add extra \ escape for
special character ( \ , [ , ] )
ex: \n[1] use \\n\[1\] instead for coloring actor 1 name.
\v[1] use \\v\[1\] instead for coloring variable 1 value in text.
example plugin parameter:
\\n\[1\]; 10
will auto color actor 1 name to color 10.

4) 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
Code:
      >>> 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...

■ Dependencies ╒══════════════════════════╛

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

■ Compatibility ╒══════════════════════════╛
I'm new in JS... and MV is new engine... so i cannot say for sure.
but it should be compatible with most things.

■ Parameters ╒══════════════════════════╛

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
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
AutoColorSwitch = switchId

>>> default 0
>>> switch to turn on autocolor
>>> set to 0 for ALWAYS autocolor
CorrectCapSwitch = switchId
>>> default 0
>>> switch to turn on autocorrect
>>> set to 0 for ALWAYS autocorrect
DisableCaseSensitiveSwitch= switchId
>>> default 0
>>> Switch to deactivate the Case sensitive detection
>>> (set to 0 to ALWAYS DEACTIVATE Case Sensitive)
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
StartDisableCaseSensitive = true / false

>>> default true
>>> if set to true will auto flip ON the DisableCaseSensitive 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 ■ License ╒══════════════════════════╛
Free to use in all project (except the one containing pornography)
as long as i credited (ESTRIOLE).

■ Support ╒══════════════════════════╛
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:
[ http://forums.rpgmakerweb.com/ ]
pm me : estriole

■ Author's Notes ╒══════════════════════════╛
JS regexp is suck compared to ruby. :D . many regexp not working in JS
 
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estriole

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re add the download link... before i pasted the link to the post... but it disappear...

apparently i need to use hyperlink on a text to make it saved to the post :D .

also added screenshot... btw... just realize... MV message box editor... is larger than ace :D .

anyway... enjoy the plugin.
 
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Sereth

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Thank you so much! This will make my text work so much easier!
 

estriole

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glad it help you guys. setting color escape code to every actor name in message is tiring. :D .

oh yeah... i forgot to mention... if you set the name of your actor to Doraemon.

then you use escape code \n[1] it can recognize it and auto color it. :D

also... i updated the script to v.1.1

earlier version have some regexp fault. when we type in plugin parameter (starting entry value):

Doraemon;4without space after and before semicolon( ; )

it won't be detected.

this update fix that... also... i add starting entry to 30 entry.

btw... currently working on last part of EST - BUILD AND DECOR

just got busy at work this few days. and no time to code. so the plugin is delayed >.<.
 
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Jtanooki

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This makes writing text so much easier! Having to put \c[5]something\c[0] a lot is such a hassle. This makes it so much better. Thanks!
 

estriole

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This makes writing text so much easier! Having to put \c[5]something\c[0] a lot is such a hassle. This makes it so much better. Thanks!
not to mention... if one day you decide... this color is not good... i want to change it.... OMG i have to change many events!!!

with this plugin you can just change it in plugin parameter. :D .

also... this support for existing project too.... if you already have some text with \c[x] thing... it's okay... since \c[5]Doraemon\c[0] and \c[4]\c[5]Doraemon\c[0]\c[0] will produce the same color.

(in above example the \c[5] generated by this plugin). so if you already in middle of development. it's okay. you can still use this plugin.

so... if you're already in the midle of the development of your game... and want to change color to specific text... you can use this instead going through all your event show text.
 
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Obsidian

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This looks great! Is there a way to have the default text color for all of the text to another color, but still have the designated phrases get their designated colors? 

Example:

Wow, what a great day

Vs

Wow, what a great day
 

Soñaos

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Fantastic plugin!  My only complaint would be that it slightly conflicts with Yanfly's Message Core; your plugin seems to disable the word wrap provided by the other plugin.  If there is a way around this or a way a fix could be implemented (unless I'm overlooking something on my end), that would be great.
 

estriole

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This looks great! Is there a way to have the default text color for all of the text to another color, but still have the designated phrases get their designated colors? 

Example:

Wow, what a great day

Vs

Wow, what a great day
this could be done... but i need to patch it a little...

also... just realize this script also affect battle log, window help, etc. but not item / skill list. i'll try modify it so it also affect item / skill list.

Fantastic plugin!  My only complaint would be that it slightly conflicts with Yanfly's Message Core; your plugin seems to disable the word wrap provided by the other plugin.  If there is a way around this or a way a fix could be implemented (unless I'm overlooking something on my end), that would be great.
i'll check it out... it shouldn't disabled it... since i use alias... but i'll try it. time to update my yanfly message core (still only have the version from MV preorder :D ). in the mean time... try placing my plugin BELOW yanfly's message core and see if it's working.
 

Soñaos

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i'll check it out... it shouldn't disabled it... since i use alias... but i'll try it. time to update my yanfly message core (still only have the version from MV preorder :D ). in the mean time... try placing my plugin BELOW yanfly's message core and see if it's working.
The plugin is directly below Message Core and the issue persists, it was previously a few plugins below it as well.  All I know is when your plugin is enabled, the word wrap breaks, but it works fine when your plugin is disabled.  Doubt that helps much but that's my observation.
 

estriole

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The plugin is directly below Message Core and the issue persists, it was previously a few plugins below it as well.  All I know is when your plugin is enabled, the word wrap breaks, but it works fine when your plugin is disabled.  Doubt that helps much but that's my observation.
yeah after checking the yanfly message core... it is indeed not compatible... i suspect because he create a new method Window_Message.prototype.convertEscapeCharacter.

i'll try making it compatible.
 

Soñaos

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yeah after checking the yanfly message core... it is indeed not compatible... i suspect because he create a new method Window_Message.prototype.convertEscapeCharacter.

i'll try making it compatible.
Perhaps that's it, but I'm no coding expert, hah.  It's no rush so take your time, but thanks for looking into it!
 

estriole

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This looks great! Is there a way to have the default text color for all of the text to another color, but still have the designated phrases get their designated colors? 

Example:

Wow, what a great day

Vs

Wow, what a great day
The plugin is directly below Message Core and the issue persists, it was previously a few plugins below it as well.  All I know is when your plugin is enabled, the word wrap breaks, but it works fine when your plugin is disabled.  Doubt that helps much but that's my observation.
@sonaos: fixed it... i add compatibility patch for yanfly message core. now it should still use auto wrap

@obsidian: i added that feature... now you have option for returncolor parameter to color all your other text.

see changelog below

so... plugin updated to v1.2

changelog:

   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...

i also add option to use this autocolor only on message window... since the other window that use this currently is Window Help.

(other window that use this.draw_text such as itemlist / skilllist won't work since they did not process escape command)

tell me if there's another bug or interesting feature you want to add.
 

Soñaos

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It works perfectly now, thank you!
 

estriole

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updated to v 1.3

   v1.3 2015.11.15       - fix compatibility patch with yanfly message auto wrap.
                           now it won't throw error without it.
 

btw demo updated...

i put my next plugin there...

EST - REGIONMAPLOADER

but it still have bugs when loading savefile... so i will try to fix the bugs before releasing it.

don't use it yet. :D . (use if after i release it so it doesn't have bugs)

also... it might be slow process. since a storm recently hit my hometown. and got some power lines broken.

our electricity is damaged. and take turn on having electricity. (24 hour off 6 hour on). that's why that plugin is not finished yet.

EDIT: EST - RegionMapLoader is finished... fixed all the bugs...

currently awaiting moderation for the plugin post... if you're not patient... just grab from the demo :D .

demo is updated with the final version of that plugin
 
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Heartbreak61

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Nice one!

Haven't checked it but may I modify your script in my game so that it will only run on Yanfly's Name Window?

 


*reading your signature*

Free to use in all project... except...

Oh, nevermind :(
 

estriole

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Nice one!

Haven't checked it but may I modify your script in my game so that it will only run on Yanfly's Name Window?

 

*reading your signature*

Free to use in all project... except...

Oh, nevermind :(
yes you can...

i will update this plugin later for what windows can use this plugin.

maybe the setting like:

> use in message? true/false

> use in window_help? true / false

> use in yanfly name box? true / false

for the skill / item window... maybe i will try making it affected by this plugin too...

need to modify how they drawn though... since they use draw_text while it's not supporting escape code.
 
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Heartbreak61

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yes you can...

i will update this plugin later for what windows can use this plugin.

maybe the setting like:

> use in message? true/false

> use in window_help? true / false

> use in yanfly name box? true / false

for the skill / item window... maybe i will try making it affected by this plugin too...

need to modify how they drawn though... since they use draw_text while it's not supporting escape code.
I'll just wait for official version, then.
 

estriole

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updated plugin to v1.4

changelog:

   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, ......
 

the update for making it able to use autocolor inside window skill, item, etc which use draw_text might take some more time.
 

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