Kino

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Rem System


Version: 1.04


Introduction


Do you wish you could have NPCs be more dynamic when they say something? Or maybe, you would like to have easy ways to import text into your game. I definitely know it can be annoying to play with switches in RPGMaker MV just to have your NPCs be more dynamic. Well, I have a solution.


The Rem system allows you to import text from text files directly into message windows in your game! This can make your NPC more dynamic, and interesting without all the extra work of using switches and variables to do so. Furthermore, this is just a base, there's more to come using this system.


Features

  • Message window text replacement
  • In game text codes with similar support (You can transform in-game text also such as randomization/sequence).

    This only works on a line by line basis due to the nature of in-game text commands.

[*]Allows you to dynamically switch text in-game

[*]Switching in-game text randomly

[*]Switch in-game text sequentially

[*]Script call for reading text files from any filepath

[*]Script call for reading text directly from the compendium

[*]Easy to use text codes for replacement

[*]Automatically generates folder structure for you

[*]Read text files from any file path

[*]Get text data straight from the text conpendium




Script File


rem_heart


Script Calls & Text Codes

  • Script Calls


    RemIn.readTextFile(filePath, fileName)
  • RemIn.getCompendiumText(sectionName, key)

[*]Text Codes

  • \TX[sectionName-FileName] 
  • \TXS[sectionName-FileName]
  • \TXR[sectionName-FileName]
  • \TXRP[sectionName-FileName-numberOfTimesToRepeat]
  • \SXS[-phrase1\\s phrase2]
  • \SXR[-phrase1 \\r phrase2 \\r phrase3]
  • \SXRP[-phrase-numberOfTimesToRepeat]




How To Set it up

  1. Download the plugin
  2. Run the plugin in game
  3. Insert text files into any subdirectory folder (commons, dictionary, maps)





Instructions on use

  1. Use text codes (\TX, \TXS, \TXR, \TXRP, \SXS, \SXR, \SXRP)
  2. Look at the help file for detailed description





Setup Example Windows


RemScreenshot4.png



RemSystemScreen1.png



RemSystemScreen3.png



In Game Examples


RemSystemScreen2.png



Credits


Free for both commercial and non-commercial use.
Credit with the name Endless Illusion Studios.



Thanks


Thank you to anyone who decides to use this script; I appreciate it!
If you have any questions, or if you have any suggestions for improvements please comment down below.'



For more information check the website post here: http://endlessillusoft.com/rpgmaker-mv-rem-system/
 
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Indsh

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This seems cool, will give it a try!
 

SimProse

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Love it! Was looking for something like this for maybe, random quest items or quest phrases (if the result can be placed into a variable)?
 

Kino

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That's a good idea, can you tell me a bit more on why you'd like that feature?  Or other features you'd like  to see.


There are two script calls one that lets you read Text files and another that lets you read from the data. I think the script calls can definitely be used to place the result in a variable. 
 

SimProse

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Mainly because i'd like to generate random quest details for a game in the future, and your plugin seems to make it quite easy to do so.
 

Kino

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Interesting,  mainly the sequencer and randomizer works for message windows. But I might be able to make some extensions to add those features in other parts of the engine.
 

SimProse

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Interesting,  mainly the sequencer and randomizer works for message windows. But I might be able to make some extensions to add those features in other parts of the engine.



That would make it even more flexible and awesome, indeed. :)
 

Kino

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@SimProse Yea, I agree. I'll be putting it in my backlog and thinking up a solution. Right now, I made a dictionary plugin for this, so you can have a nice scene with information about every file in your dictionary folder.
 

Rink27

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\C[10] \TXR[commons-random] \C[0] NOOOO


causes some errors. It outputs one of the phrases from my random.txt file, but it is missing its first two letters.


The phrase comes out red, but afterwards it reads (in white) "0 NOOO". 

Do other commands like \C[10] not work properly?
 

EHCB

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This is incredibly cool, I love the idea of being able to store my dialogue externally!
 

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