This is a 3-part-plugin request, one main part and two add-ons. They might be combined however, depending on how the plugin writer prefers to work and how much work the add-ons really are.
I would like this as a "free for commercial use" community plugin, but I’m offering someone who writes all three parts (and stays around for support) the 2014-Humble-Bundle (contains steam codes for RMVXA, RMXP, GCH, 10xDLC, 5x RM-Games and some extras) as compensation (or some other steam game codes from a list of several dozen that I don't need).
I purchased several of those bundles for a planned Ace Team-Project, but MV was advertised before I could even search for that team. So now I’m offering them (and other steam codes) as trades for requests I want.
The main part is an external text handling and managing plugin with multi-language support.
It should give the developer three commands:
1) A Plugin command to select a set of text files to use (language-based directory or something like that)
2) A public script command usable everywhere (including in other plugin if they choose so) that replaces a short key-string with a larger text block from the selected text file.
3) A text code \ET[‘keystring’] similar to \V[n] that replaces the (same) key-string with the (same) larger text from the selected text files.
The purpose of 2) is a use by other plugins that I will request or commission later – one of them will be an encyclopedia/book-type plugin, which means that the text managing has to be able to replace the key-strings with pages-long texts.
The purpose of 3) is a use in “show text” and database to allow all texts in the game to be replaced language-based (this will use shorter texts because of the limits of database and event commands)
For memory and data management this main part should be able to handle several different text files and combine them into a single dynamic data management block (for example, no need to load the data for all events on a hundred maps at the same time, there should be one textfile per map for those events).
The first add-on (or most probably better directly integrated into the main part) should make the text code usable everywhere in the engine – not only where the \V is currently usable, but through the entire database from actor names to the messages on the Terms-Tab and the Display name in the map properties. Only those parts that will never be displayed ingame (like the internal map name or names of variables) should be excluded.
This is mainly for the Multilanguage-function, you can’t work Multilanguage if you can’t translate everything.
The second add-on-part is internally – the plugin should be able to process the texts gained from the external text files for several dynamic text codes before sending only the result of that processing to the engine for replacing the key-string there. I would really like this part to be written in a way that later additional text codes could be added, and the requested internal text codes will NOT be simple replacement codes like \V.
More precisely this internal text processing will contain a sequencer to select (by variable or random) one of several possible substrings.
This is not only to prevent monotonic answers from NPC-Events, but also to help with quest- or story-tracking without forcing multiple event pages (which is an added advantage considering the reduced number of max 20 event pages in MV).
However, it is also the part that might need a bit of discussion: I know of different ways how to handle that, and I don’t know which way would be better.
Please download the attached specification and example file for more details.
Any questions should be asked here before the work starts, and whoever is interested should also check back here to prevent several scripters working on it at the same time – that would be wasted worktime, and I can offer the program bundle only once.
View attachment ExtTXTSpecifications.rtf
I would like this as a "free for commercial use" community plugin, but I’m offering someone who writes all three parts (and stays around for support) the 2014-Humble-Bundle (contains steam codes for RMVXA, RMXP, GCH, 10xDLC, 5x RM-Games and some extras) as compensation (or some other steam game codes from a list of several dozen that I don't need).
I purchased several of those bundles for a planned Ace Team-Project, but MV was advertised before I could even search for that team. So now I’m offering them (and other steam codes) as trades for requests I want.
The main part is an external text handling and managing plugin with multi-language support.
It should give the developer three commands:
1) A Plugin command to select a set of text files to use (language-based directory or something like that)
2) A public script command usable everywhere (including in other plugin if they choose so) that replaces a short key-string with a larger text block from the selected text file.
3) A text code \ET[‘keystring’] similar to \V[n] that replaces the (same) key-string with the (same) larger text from the selected text files.
The purpose of 2) is a use by other plugins that I will request or commission later – one of them will be an encyclopedia/book-type plugin, which means that the text managing has to be able to replace the key-strings with pages-long texts.
The purpose of 3) is a use in “show text” and database to allow all texts in the game to be replaced language-based (this will use shorter texts because of the limits of database and event commands)
For memory and data management this main part should be able to handle several different text files and combine them into a single dynamic data management block (for example, no need to load the data for all events on a hundred maps at the same time, there should be one textfile per map for those events).
The first add-on (or most probably better directly integrated into the main part) should make the text code usable everywhere in the engine – not only where the \V is currently usable, but through the entire database from actor names to the messages on the Terms-Tab and the Display name in the map properties. Only those parts that will never be displayed ingame (like the internal map name or names of variables) should be excluded.
This is mainly for the Multilanguage-function, you can’t work Multilanguage if you can’t translate everything.
The second add-on-part is internally – the plugin should be able to process the texts gained from the external text files for several dynamic text codes before sending only the result of that processing to the engine for replacing the key-string there. I would really like this part to be written in a way that later additional text codes could be added, and the requested internal text codes will NOT be simple replacement codes like \V.
More precisely this internal text processing will contain a sequencer to select (by variable or random) one of several possible substrings.
This is not only to prevent monotonic answers from NPC-Events, but also to help with quest- or story-tracking without forcing multiple event pages (which is an added advantage considering the reduced number of max 20 event pages in MV).
However, it is also the part that might need a bit of discussion: I know of different ways how to handle that, and I don’t know which way would be better.
Please download the attached specification and example file for more details.
Any questions should be asked here before the work starts, and whoever is interested should also check back here to prevent several scripters working on it at the same time – that would be wasted worktime, and I can offer the program bundle only once.
View attachment ExtTXTSpecifications.rtf
