Hi there! Thank you so much for your quick reply. ^^ Yes, those look like they should do what we're trying to do splendidly. Thank you!
I was thinking for the easiest and most convenient way to do this would be if the script could somehow recognize when the bitmap file itself has more than one color in it, such as the attached sample, in which the bitmap for the font file itself contains the actual letters in white with an outline in gray.
Currently, if you use a file like this as the Main Font File and then apply anything other than "disable" in the Text Color field of the script parameters, then it will convert everything in the image to that color (example: setting Text Color to #FFFFFF would make the text and outline parts of this file both white.) I was thinking that if it could instead recognize the different colors in the font file itself and apply whatever color changes over them accordingly... example, changing this font to yellow with the Text Color parameter or with an in-game \c escape code would make the white part yellow and the gray part... darker yellow, changing it to green would make it light green over dark green, etc. Then matching color changes could be done with a single command.
However! There is no longer a need to worry about doing it like this, because what you have shown me here works just as well. I didn't know that there was an \outcolor escape code, nor was I aware that \color and \outcolor accept values like "red" or "green" instead of being limited to the 32-color index that we're used to the \c command having. This is fantastic news! Now, we can simply use a combination of \color and \outcolor every time we need to change the font color and we should be set. Thank you so much. ^^
Ah, except that we are running into something of an issue with the Eli Message Actions plugin, though. Whenever it's activated at all, the game will not launch at all, instead giving an error that says "TypeError - Cannot read property 'canDraw' of undefined." Do you know what is causing this issue? I would very much love to use this plugin--the color codes sound like exactly what we need. Apologies for any trouble caused by it not working in the meantime. ^^;;
Oh! Also, one final question, unrelated...
For text that is being replaced by true/false switches in the parameters list, rather than in the Scenes or Windows lists (for example, Use on Damage Pop up, Use on Game Title, etc.) it seems that setting the outline to anything at all other than "disable" behaves very strangely. I changed the outline to pure #FFFFFF white as a test for the title screen here (which means that the New Game/Continue commands are supposed to look like that--it's white on white) but the outline of the title itself, the part that says "Test," refuses to accept that change and is instead solid black.Meanwhile, in the battle scenes, the HP/MP/TP labels anda numbers are also black, while the party members' names... seem to be several shades of gray depending on each letter?
Again, I'm very sorry to pester you with any trouble these issues may be causing; I just wasn't sure where else to turn and I'm encouraged by your fast response. Thank you so much for your help and support, and for making such amazing plugins! Our game already looks a million times better thanks to you. ^^