[CGMZ] Message System (Patreon)
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Add a lot of new text codes for default RPG Maker such as item icon+name, plus text codes for CGMZ plugins such as profession icon+name
! See bottom of post for updates !
Hi all, Additional Text Codes is now ready for the Alpha stage! The name has been changed to Message System, but it still aims to add a lot of new and useful text codes 😊
There are standard text codes for things like enemy names, item name + icon, etc. as well as text codes for switching the window tone, padding, skin, and back opacity. You can make text bold or italics, change the outline color, outline width, and text opacity too.
There are also some text codes unique to CGMZ plugins, such as one that draws the profession name + icon, or the reputation name + icon. There are CGMZ text codes for Professions, Crafting, Reputations, Dungeon Tools, Difficulty, and Currency System. Now that this plugin is in alpha, I will most likely add more icon properties to my other plugins to add text codes here for drawing other plugin properties via easy to use text codes.
Here are some of the new text codes in action:
Over time, more text codes will be added. However, please let me know if there is any text code you need that this plugin doesn't have, and I will try to get it added.
Currently the planned features that are not yet in this plugin are:1) Options to change message window height (message window only)2) Conditional text codes to display text only in certain conditions
Have any feature suggestions for things not already planned? Let me know in the comments below or in my Discord's #suggestions channel!
Happy RPG Making!
This update adds a new text code for displaying a random text out of given options. You can use it by typing \rand[x|y|z], and the plugin will randomly choose between x, y, or z to display!
This update also adds a few plugin commands for some control over the message window. You can now change the message window windowskin and windowskin tone by plugin command, so you don't need to always type those text codes in each show text command. Hopefully this will cut down on some text codes in your messages.
This update adds two new random text codes that pull from predefined lists. One list, the randl list, is a temporary and unsaved list which will return a different string from the list set up in the plugin parameters each time the text code is used. This is an easier way to get a random string than typing in each option into the text code, as you can pull from potentially hundreds of random strings in a reusable way.
The other list, the rands list, is a saved list which becomes part of save data. When the corresponding text code is used, a random string from the saved list will be given and using the text code again will always return the same string as the first use. This string is removed from the original saved list, and using the text code again with a different id cannot pull the same string again. You could use this to generate random NPC names for characters in a town, which will be remembered in the current playthrough, but may be different in other playthroughs. You might also use it to generate a random code for a safe which remains the same in the current playthrough but changes in other playthroughs. I am sure you will come up with many other uses as well.
Lastly, this plugin fixes a bug with the original random text code which could have occurred if using multiple of the random text codes in the same message.
This update adds some integrations with other [CGMZ] plugins. You can now rumble the controller with a new text code when using [CGMZ] Rumble. The rumble text code is only available to text shown through the message window. You can also show an enemy or actor name with their associated icon if using [CGMZ] Enemy Upgrade or [CGMZ] Actor Upgrade, respectively. These are available in text anywhere that supports text codes.
This version adds a few new text codes that should work anywhere. You can now use a text code to show different text based on the player's last input. This can be helpful if you want to change instructions for gamepad or keyboard players. It also added a text code to show the current date in a few different formats. You can also use a text code to set the font. This requires some additional setup in the plugin params.
It also adds a new message window specific text code, to change message speed. How it works is by automatically adding waits for x frames before showing the next character.
This version is a small update to add a text code that has come up quite frequently in other plugins of mine where people want to run custom JS code and turn it into a string. Well, now you can do that with the eval text codes added in this release.
There is a basic eval text code for very small amounts of code that you want to run, and there is an id-based eval code that pulls code from a plugin parameter to allow you to run more advanced code that you would not want to try typing into the Show Text event command or elsewhere.
This version adds auto coloring for words. This will help you to ensure that anyone in your game who mentions the Oak Logs item uses a brown color for the item name, for example.
By default, auto coloring is case sensitive. This means Oak Logs will be treated differently than oak logs without the capitalization. You can turn auto coloring to be case insensitive if desired.
This version fixes a bug that would show an undefined text when not using the auto color feature added in the previous update.
This update also removes the font preloading parameter, since this was moved to the dedicated preloading plugin [CGMZ] Preloader. If you used this feature, please transfer your font preloading over to [CGMZ] Preloader before updating.
This version adds controller brand to the input text code, so you can now show different text for keyboard, xbox, playstation, or nintendo players. This means you could show A for players using an xbox gamepad and X for players using a playstation controller.This update also added a wait text code for the message window only, which allows you to type in the exact amount of frames to wait. By default, you only have access to 1/4 second and 1 second waits. This lets you type in the wait frame count directly.
This version adds the option to set a custom [CGMZ] Window Backgrounds preset id for your message windows, including the message, name, choice, and item select windows. This update also expanded the tone and windowskin options to affect the choice and item select windows, which were previously unaffected.
A bug was fixed with the Clear Message Settings plugin command also causing the saved name lists to get removed. It now properly only resets things like the windowskin, tone, and window background.
This version adds the ability to build your own text codes. If you want to make a text code that prints the quantity of an item in the player's inventory, you can do that. You define the text code portion, and then you define what JS that text code runs. You can have as many custom text codes as you want. This means you can now do anything you want via text code, only being limited by your JS abilities.
This update also adds the option to change the default outline width for text. Previously, this was only able to be set via a custom text code, but if you want a custom text outline width for all text in your game it was a bit tedious to keep writing it in each message. Now it is a plugin param.