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VXACESpellCheck Assisstant

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: SpellCheck Assisstant
  • Original author: serp
  • Original date: May 11, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/spellcheck-assisstant.61729/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

Hi all, I put together this spellcheck assistant script to catch typos in my game since I couldn't find anything like it already existing. I hope others find it helpful! SpellcheckAssistant v1.0 Description: Script creates a formatted HTML file with all/most of your games custom text. You can paste this into a standard text editor to spellcheck it.

Archived First Post

Hi all,


I put together this spellcheck assistant script to catch typos in my game since I couldn't find anything like it already existing. I hope others find it helpful!


SpellcheckAssistant v1.0


Description: Script creates a formatted HTML file with all/most of your games custom text. You can paste this into a standard text editor to spellcheck it.


Use: Just called SpellcheckAssistant.run from your main file before your game launches. It might take awhile, so remove the call when you're done.

Code:
#==============================================================================
#                          SpellcheckAssistant v1.0
#------------------------------------------------------------------------------
#  Author:
#     Kyle Hughart
#
#  For use with:
#     RPG Maker VXAce
#
#  Description:
#     This script creates an html file containing your game's text so you can
#     spellcheck it!
#
#  Use:
#     Run this assistant by TEMPORARILY adding the following line:
#
#       SpellcheckAssistant.run
#
#     just before this line:
#
#       rgss_main { SceneManager.run }
#
#     in your 'Main' script. Then launch your game from RPG Maker. This may
#     take a little while to run and slow down your game's launch time so make
#     sure you remove the line from your Main file when you are done! You will
#     find a file called "spellcheck.html" in your game's project folder. It
#     will contain all/most custom text in your game in a readable format.
#     From here you can copy and paste the text into your preferred
#     spellcheck-enabled text editor!
#
#  License:
#     I ain't even care how you use this script, dawg. Go buck wild.
#==============================================================================

module SpellcheckAssistant

  @@spellcheck_output = ""
  TEXT_FIELDS = {
    'RPG::Actor' => ['name', 'description'],
    'RPG::Armor' => ['name', 'description'],
    'RPG::Weapon' => ['name', 'description'],
    'RPG::Enemy' => ['name'],
    'RPG::Item' => ['name', 'description'],
    'RPG::Class' => ['name', 'description'],
    'RPG::Skill' => ['name', 'description', 'message1', 'message2'],
    'RPG::State' => ['name', 'message1', 'message2', 'message3', 'message4'],
    'RPG::System' => ['elements', 'skill_types', 'weapon_types', 'armor_types'],
    'RPG::System::Terms' => ['params', 'etypes', 'commands']
  }
 
  MESSAGE = 401
  SCROLLING = 405
  PROMPT = 102
  SCRIPT = 355
  SCRIPT_CONTINUE = 655
 
  #Add SCRIPT and SCRIPT_CONTINUE to this list if you want to see scripts
  #displayed in the output
  TEXT_EVENTS = [MESSAGE, SCROLLING, PROMPT]
 
  def self.handle(key, val)
    if val.is_a? Hash
      val.each {|k,v| handle(k, v)}
    elsif (val.is_a? Array)
      for i in 0 .. (val.size - 1)
        handle('[' + i.to_s + ']', val[i])
      end
    else
      if (val.is_a? RPG::EventCommand) && (TEXT_EVENTS.include? val.code.to_i)
        params = val.parameters.flatten
        params.each do |p|
          if p.is_a? String
            println_to_output(p)
          end
        end
      end
      if TEXT_FIELDS.keys.include? val.class.to_s
        blank_entry = true
        single_entry = val.class.to_s.sub("RPG::","") + '<blockquote>'
        TEXT_FIELDS[val.class.to_s].each do |field|
          if (val.instance_variables.include? "@#{field}".to_sym)
            field_value = val.send(field)
            blank_entry = false unless field_value.empty?
            single_entry += "#{field}: #{field_value.inspect}<br>"
          else
            single_entry += "Error! Expected #{val.class.to_s} to
            have a field called #{field}, but it only has:
            #{val.instance_variables.inspect}<br>"
            blank_entry = false
          end
        end
        single_entry += '</blockquote>'
        print_to_output(single_entry) unless blank_entry
      end
      ivars = {}
      val.instance_variables.each {|x| ivars[x] = val.instance_variable_get(x)}
      handle("Instance variables" , ivars)
    end
  end
 
  def self.print_to_output(s)
    formatted_string = s.sub('\r\n', '<br>')
    @@spellcheck_output += formatted_string
  end
 
  def self.println_to_output(s)
    print_to_output(s + "<br>")
  end

  def self.run
    Dir.foreach("Data/") do |x|
      if (x.to_s.include? '.rvdata2')
        #puts "Now Analyzing #{x.to_s}"
        data = load_data("Data/#{x.to_s}")
        print_to_output("<h2>Text for #{x.to_s}</h2><blockquote>")
        handle("Output", data)
        print_to_output("</blockquote>")
      end
    end
    File.open("./spellcheck.html", 'w') { |file| file.write(@@spellcheck_output) }
  end
 
end






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License / Terms Note

# License: # I ain't even care how you use this script, dawg. Go buck wild. #============================================================================== module SpellcheckAssistant

Referenced Images / Attachments

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