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! SEE BOTTOM OF POST FOR UPDATES !

By default, text codes are only available in the message window and a few other limited places. This plugin aims to allow them to be used everywhere, even in third party plugins that might not support them!

As it aims to be mostly compatible with third party plugins yet changes core text drawing functions, I expect the hard part of this plugin to be compatibility with other plugins. It should already fully be compatible with CGMZ and the base RMMZ code, but might have some issues with third party plugins. Please report all instances where it is not compatible or draws text weird and I will look into fixing it before beta!

Alpha Update: This plugin now supports text codes in the actor name in the battle window. Because of how this specific text is drawn, adding text codes to it may cause compatibility issues with other plugins. For this reason, there is a toggle to turn text codes off only for actor names in the battle status window as well.

There was a potential crash discovered in the battle scene with third party text code plugins that could occur when the parameter Allow In Actor Name was set to true. This is because the actor name, when drawn in the battle scene, is drawn in a different way than most other text in the game so it's a bit of a special case.

This update should fix any possible crash in the above case, though custom text codes may not be drawn correctly in the actor name in battle. Default text codes should continue to work everywhere, and custom text codes should also work everywhere except possibly the actor name in battle depending on how they were implemented by the plugin author.

 This update changes how the actor name text codes are handled, as they are created via sprites and not via windows when drawn in battle. These sprites do not inherit from windows and therefore do not have text code handling functions, which were previously manually added back in. The issue with this approach is it would not be compatible with third party text codes.

This update changes the above behavior to instead draw text in a hidden window and then take the bitmap from that window. This should make it so sprites that display text such as the actor names in battle can handle text as a window would. As a result, this plugin should now be compatible with third-party text codes.

 

This is a small update for somewhat of a bug fix and somewhat of a new feature. Previously, text codes would only scan the string once for text codes. However, this meant that if you used a text code for an actor name, and the actor's name itself had text codes in it, what would happen is it would substitute the text code the the actor's name and then continue on without finding the text codes that had been substituted into the string as part of the actor's name.

This update will cause this plugin to check the string again. This means your text codes will work up to two levels deep, for example for an actor name text code that has text codes within it. However, I will continue to do some more investigation into a better solution for a future update.

Due to how many areas of the game require text processing, changes to this plugin require extensive testing and I still cannot be sure I covered everything. Please report any issues as a result of this update in the Casper Gaming discord.

This version version updates this plugin to make it slightly more efficient at processing text. Text processing is fairly expensive so any performance improvements here can make a difference on low-end hardware.

If you just want text codes everywhere and do not want to use the various text types provided, you can now turn the non-default text types off as well. This will also improve performance, but will make the text codes to use a different text type no longer work.

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