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- Jun 27, 2012
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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
. 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
v1.8 2015.12.17
■ 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 ╒══════════════════════════╛
■ 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 ╒══════════════════════════╛
■ 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.
. many regexp not working in JS
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
- 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.
v1.1 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.
- 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.
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 ╒══════════════════════════╛

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

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
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...
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.
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
OnlyUseInMessage = true / false
WhatWindowUseThis = Window_Name1, Window_Name2, Window_Name3
ReturnColor = number
OtherTextUseReturnColor = true / false
AutoColorSwitch = switchId
CorrectCapSwitch = switchId
DisableCaseSensitiveSwitch= switchId
StartAutoColor = true / false
StartAutoCorrect = true / false
StartDisableCaseSensitive = true / false
Starting_Entry X = YourText ; ColorId
make sure to add that semicolon( to separate YourText and ColorId
>>> default true
>>> if true will only autocolor all window that can autocolor.
will override OnlyUseInMessage and WhatWindowUseThis
>>> if true will only autocolor all window that can autocolor.
will override OnlyUseInMessage and WhatWindowUseThis
>>> default true
>>> if true will only autocolor in message window all other
>>> if true will only autocolor in message window all other
>>> 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)
WHICH USE DrawTextEx instead of DrawText).
>>> format: Window_Message, Window_Help, Window_NameBox, .... (separated by coma)
>>> return to this color after replacing the color.
>>> default false
>>> if set to true Make ALL Other Text use ReturnColor. meaning all your \c will become obselete
>>> if set to true Make ALL Other Text use ReturnColor. meaning all your \c will become obselete
>>> default 0
>>> switch to turn on autocolor
>>> set to 0 for ALWAYS autocolor
>>> switch to turn on autocolor
>>> set to 0 for ALWAYS autocolor
>>> default 0
>>> switch to turn on autocorrect
>>> set to 0 for ALWAYS autocorrect
>>> switch to turn on autocorrect
>>> set to 0 for ALWAYS autocorrect
>>> default 0
>>> Switch to deactivate the Case sensitive detection
>>> (set to 0 to ALWAYS DEACTIVATE Case Sensitive)
>>> Switch to deactivate the Case sensitive detection
>>> (set to 0 to ALWAYS DEACTIVATE Case Sensitive)
>>> default true
>>> if set to true will auto flip ON the Auto color switch.
at start of the game
>>> if set to true will auto flip ON the Auto color switch.
at start of the game
>>> default true
>>> if set to true will auto flip ON the Auto color switch.
at start of the game
>>> if set to true will auto flip ON the Auto color switch.
at start of the game
>>> default true
>>> if set to true will auto flip ON the DisableCaseSensitive switch.
at start of the game
>>> if set to true will auto flip ON the DisableCaseSensitive switch.
at start of the game
>>> 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.
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.
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.
Last edited: