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Jan 27 2013, 04:04 AM
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#1
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![]() ![]() Type: Coder Alignment: Chaotic Neutral |
Story Dialogue Extractor v2.7 By Rhidian Version Log: 2.6 - Base release 2.7 - Added Map name to the output/individual file names in order for you to find the map with text more easily Introduction You're content having a nice demo out containing a good amount of gameplay, when all of a sudden you are informed by a player that there is a spelling error in one of the maps. With the thousands of events with dialogue within your project, how do you go about finding it? Clicking every page in every event on every map will take forever... Enter the Story Dialogue Extractor. This handy little script, with a single command, can automatically go through every page in every event in every map for you and write the dialogue to a text file. You can then load the text file in your word editor of choice and ctrl + f to find the spelling error. Features - Ability to extract all the dialogue text from individual maps or every map - For all map extraction, can write to multiple files separated by map, or into a single file - Formatted to help you find the actual event on the map after locating the error in the text file Sample Output For all maps into a single file: (Old version 2.6 output) Spoiler: (Version 2.7 output) Spoiler: How to Use -Place contents of the script below Materials and above Main in the Script Editor. -Place an event on a map of interest for individual extraction, or any map for all-map extraction For Individual Map Extraction -Within the script area of the event, enter this: CODE extractor = Text_Extractor.new extractor.extract_text For All Maps Extraction to Multiple Files -Within the script area of the event, enter this: CODE extractor = Text_Extractor.new extractor.extract_text_all_maps For All Maps Extraction to a single file -Within the script area of the event, enter this: CODE extractor = Text_Extractor.new extractor.extract_text_all_maps_single_file -After putting the command in the script area of the event for any extraction type, enter the playtest and activate the event -You should see "Text extraction complete" after it is done -The text files will be located in the same area the save-games are located in -For safety, exit the playtest and remove the event after use Demo Old version 2.6 Version 2.7 Demo includes the Project, so you can see how the event is scripted To activate extraction, activate the chest on the map Script Old Version 2.6 Spoiler: Version 2.7 (with Map name) Spoiler: Compatibility Script should work with all other scripts However, this script will not extract dialogue entered through methods other than the Show_Text command Credit and Thanks - Author: Rhidian -???nOBodY??? for showing how to get the map name This post has been edited by Rhidian: Jan 27 2013, 02:24 PM |
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Jan 27 2013, 10:10 AM
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#2
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() Type: Coder Alignment: Chaotic Neutral |
How'd it go from WIP to v2.6 all-of-a-sudden? lol. I remember finding a script like this made by Zeriab a while back, but the two scripts are definitely coded very differently (just from looking at the output xd). Regardless, it's an honorable contribution. Kudos! *tips hat*
-------------------- *It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
*Oh? You have feedback for me? Take it to The Shadowed Topic. *By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed. My Scripts Spoiler: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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Jan 27 2013, 01:22 PM
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#3
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![]() ![]() Type: Coder Alignment: Chaotic Neutral |
Version 1.0 was basic text only from a single map. 2.0 I think was when I added the all-maps functionality. Around 2.5 was adding the branched dialogue and multiple event pages, while 2.6 was output format change plus single file functionality. What can I say, my version numberings are weird
Truthfully, the script was mostly done by the time I posted the WIP version (it was around 2.5 then). I was wanting input on whether the loading all maps could be circumvented, and at the time was unsure of the effects that would have on the play test. Since I haven't seen any other way of accessing every event, I decided I may as well release the script as complete using the method I used. That, and I haven't seen evidence yet suggesting loading every map is actually harmful to the play test. I was unaware of any similar scripts; I remember going through the master script list and not seeing such a script in the Creator tools section. Which is why I decided to script something that would help with the spellchecking of projects, since I have heard how hard that becomes with bigger projects. Edit: I went and looked at Zeriab's Dialog System script (which is the one I think you're referring to). I believe that Zeriab's script deals with getting dialogue into the game and displaying it nicely (if I understood the framework correctly), while mine is concerned with getting dialogue out into a text file. I am now aware of a potential compatibility issue though: this script only works for text shown via the Show_Text command, and won't do a thing for dialogue shown through other means. This post has been edited by Rhidian: Jan 27 2013, 01:43 PM |
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Jan 27 2013, 07:54 PM
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#4
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![]() ![]() Type: Artist Alignment: Chaotic Good |
This script has amazing potential! Thank you for such a handy script! More creators need to see this!
-------------------- Hey friends! I want to go on an educational trip to France! And I need your help! Please check out the following link for more information! EF Tours Please help! Thank you!
My Youtube Channel! Art is the way YOU express YOUR creativity! If you are a believer of Jesus Christ, and are 100% proud of it, put this in your sig! My way of thanking those who have helped me in the past! <---- LOL ![]() CHECK THESE OUT PEEPS!!!!: Spoiler: |
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Jan 28 2013, 12:04 PM
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#5
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L. Khaos ![]() Type: Undisclosed |
2 words: Thank you! -------------------- Some of my scripts:
KGC OVERDRIVE ADDON - State Afflictions [LUS] Cover for SBS Tankentai Games you must try: ![]() |
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Mar 28 2013, 02:14 AM
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#6
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![]() ![]() Type: Designer |
I could use this.
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Mar 28 2013, 08:09 AM
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#7
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() Type: Coder Alignment: Chaotic Neutral |
Now he just needs to code an importer/injector, so you can inject those changes directly into RMVX itself (though it'd be modifying .rvdata files).
-------------------- *It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
*Oh? You have feedback for me? Take it to The Shadowed Topic. *By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed. My Scripts Spoiler: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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| Lo-Fi Version | Time is now: 24th May 2013 - 09:01 AM |
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