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estriole

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Everything posted by estriole

  1. EST - BRIBE AND BATTLE ROYALE VERSION 1.3 version history v1.3 - fix some bugs where the faction a or b cannot target bribed member - make the bribed enemy cannot be targeted by actor. - compatibility with EST - ENEMY POSITION v3.2 v1.2 - add some method alive and dead method for each faction & bribed v1.1 - change some method to alias for better compatibility v1.0 - finish the script (ADD ONS) - currently have 2 add ons - Agro System - Bribed Enemy join after battle since i got some request i post add ons for that request here this script have two function: 1) make bribed enemy: bribed enemy will attack other enemy beside bribed enemy. how you make the enemy to be bribed. just add the state to that enemy. (for the bribe system is up to you... ex: bribed by hitting enemy with skill that give money, enemy have loyalty, etc) note: bribed enemy is excluded from $game_troop.alive_members so you cannot hit them (hey they are your allies... don't hit kill them will you) and thus you will win if all alive enemy is bribed unfortunately i haven't added function so our actor could heal the bribed enemy. since it need to rewrite the windows actor selection. and could be problems with compatibility with other script. 2) do battle royale currently this support battle royale. we assign enemy to faction. example: slimeA, slimeB is faction A batA, batB is faction B then slime will hit either our party or faction B members. and bat will hit either our party or faction A members. thus the battle royale begin. let's the best team win. to set the faction just add the state at battle start using troop event pages example : turn 0. slimeA +faction A state, slimeB +faction A state BatA +faction B state, BatB +faction B state. this script already tested to work with normal battle system and victor animated battle system (victor map battle havent tested yet) i also used it with yanfly ace battle engine. if any bugs occur using above system just tell me and i will try to fix it. unfortunately i don't use other battle system and thus i might not make compatibility with other battle system. especially tankentai (just because it's hard to make compatibility with tankentai).. Script http://pastebin.com/Nd8nXkaa Demo https://www.dropbox.com/s/1ebi8uoine4tt38/EST_BATTLE_ROYALE.rar Screenshots 1) lets the battle royale begin ! I use Tsukihime Enemy Reinforcement to set more than 8 enemy. because if we only have 8 and split it to 2 faction... it will only 4 v 4 v party. not intense enough LOL. and to add the state i use script call since i cannot add state using command editor for the extension enemy:
  2. [VXACE] EST - NOTEBOOK SYSTEM Version: 2.5 Author Estriole (yin_estriole@yahoo.com) also credits Woratana for Adv text Reader VX version Jet for Notebooks Menu VX version Pacman for converting Jet Notebooks menu to ACE Introduction This script make you able to have txt files and view it from the games in a form of notebook entry. useful for making in game information / lore. or simple tutorial. Feature - type your information in txt files - view the info from the game - support escape code from most message system (except some code) - have decorate tags such as to italic the text. [cen] to center the text alignment. to right the text alignment - can have category (sorta like folder) - can sort the entry - can launch common event on the text reader scene (Requires tsukihime Scene Interpreter script) - can launch common event AFTER the text reader scene Version History: How to use: see script header Screenshot: New Screenshot (new feature from v2.5) Script http://pastebin.com/ryjyH2vK Demo https://www.dropbox.com/s/k3lwift5c0k1uge/EST_NOTEBOOK_SYSTEM.rar
  3. EST - PHONE MENU ENGINE Version: 1.4 Creator name : Estriole Level : Medium Introduction First of all... THIS IS NOT PHONE SCRIPT (at least yet). This script is a menu engine in the form of phone. just imagine this like yanfly menu engine.... This script can transform to real PHONE script if you create the add - on for it and then link that to engine. (I'm planning to create add on based on real phone script by necrozard myself. but strangely VX in my laptop crashed when opened. because of window compatibility issues or registry error or something i still don't know. maybe after i install my vx to another computer then). This script only require a little scripting knowledge if only use the basic function. (For linking the scene to engine) make sure you read the instruction in the script header. and if you have more knowledge you can utilize this engine to it's full power. ALSO WORK BETTER IF COMBINED WITH TSUKIHIME SCENE INTERPRETER script. so you can link common event to menu command. IF YOU DON'T WANT this as your default menu... you can set that up in the config. CALL_PHONE_MENU_WHEN_PRESSING_ESC = false but you need to call that scene using other method. SceneManager.call(Scene_Phone) Version History: v1.4 2013.06.18 > modify jet mouse system patch to use aliasing instead so the patch also work for VM simple mouse script. (they use the same update_mouse method) working on the jet mouse system bugfix since no response from jet. almost complete. PUT ALL MOUSE SCRIPT ABOVE THIS SCRIPT !!!!!!!!!!!! > change the superclass for addons to support VLUE mouse script. > automatically set default handler to the addon window :ok and :cancel handler if the addon writer forgot adding the handler in create_addon_window method. > fix some disposed so not flooding the memory GRAB THE DEMO FOR ALL THE ADDONS I MADE Features * Menu with animated icon * can have unlimited command * can set up requirement for that command to included in menu * can set up requirement for that command to enabled in menu (not enabled will be greyed) * call scene * call common event * call method inside Scene_Phone * can define custom method in Scene_Phone... * support NEW JET MOUSE SCRIPT * support VLUE Simple Mouse + Addon Script Screenshots The phone image is taken from necrozard vx phone script. ADDONS How to Use this script level is MEDIUM See the header of the script Demo https://www.dropbox.com/s/2ytby8jtg0k501k/PHONE.rar DEMO update. (Same demo. just grab above) >DEMO updated. - Phone script patched to newest version Script http://pastebin.com/NxTD6eM6 Compatibility Compatible with most script. Credit and Thanks - Estriole - Necrozard - VX Phone Script - for the idea. also if you use the graphics. credit him. Author's Notes After i have time and install my vx to another computer... i might recreate the add on for this phone engine. what necrozard have made in vx: SMS system Calendar Pictures Songs what i have made in vx before (never release it): Camera system. Map system. Call system (use common event) but only if i have time >.<.
  4. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Battle Royale EVO Version: 1.0 By Estriole File name: EST_BATTLE_ROYALE_EVO.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This plugin allow us to have battle royale in our game... what is battle royale? it's a battle with three or more combatant that is fought until only one combatant remain. This plugin also can make your actor 'bribe/recruit/persuade' enemy to fight for you so you can have [Party + Allied Enemies] vs [Enemies] vs [Enemies] vs [Enemies] vs [Enemies] vs [Enemies] they will attack each other and party. also... Allied Enemy cannot be controlled. it will become auto battler. â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Have BATTLE ROYALE. player + allied_enemy vs enemy vs enemy vs enemy vs enemy - you can bribe / recruit enemy to fight for you (automatic battle though) (also you cannot heal the battler) - your skill that attack all enemies will not hit bribed enemy - use state so it's simple if you want to make certain enemy change sides. â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› v1.0 2015.10.27 Initial Release â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Download Demo (Sadly too lazy to create another demo... so i put it inside build and decor one) (also creating demo is not like ACE which we can have <5mb per demo) â– Screenshot â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Give the enemy the state that mark it's faction in battle you could also add state that mark enemy as bribed to make it battle for you. 2) if you use Tsukihime Enemy Reinforcement... and add enemy more than 8 member... you might need script call / plugin call to add the state for the rest of the troop. plugin call: add_state_to_troop_member troopIndex stateId WARNING!! index start at 0. so first enemy in troop have 0 as index ex: add_state_to_troop_member 2 14 will add state 14 to third enemy in the troop script call: this.addStateToTroopMember(troopIndex,StateId); WARNING!! index start at 0. so first enemy in troop have 0 as index ex: add_state_to_troop_member 2 14 will add state 14 to third enemy in the troop 3) since the faction and bribe is marked by state. you could just create a skill to add / remove that state or use battle event to add / remove that state. 4) ready for epic Battle Royale !!! â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Optional: Tsukihime Enemy Reinforcement to add more enemies... it won't be royale enough with just 8 enemies â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Faction A State ID > state to mark enemy as faction A Faction B State ID > state to mark enemy as faction B Faction C State ID > state to mark enemy as faction C Faction D State ID > state to mark enemy as faction D Faction E State ID > state to mark enemy as faction E Bribed State ID > state to mark enemy as our allies YES... you could have party + allied troop vs 4 vs 3 vs 6 vs 7 vs 2 actually if you really want it... you can edit the js file... and add your new faction... just add Faction E State ID Faction F State ID and so on... in the parameter... but i think 5 faction is lots more than enough for most games. â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Let's Battle Royale to Death !!! if you record a video for this battle royale... please send me the link and i will add it in this post. i'm not used to creating video .
  5. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - AUTO TEXT COLOR PLUS Version: 1.5 By Estriole File name: EST_AUTO_TEXT_COLOR_PLUS.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This Plugin created based on conversion of my ACE script with same name. http://www.rpgmakervxace.net/topic/18161-est-auto-text-color-plus/ the original script created because i got tired adding \c[4]Nobita\c[0] in the show message box. so i want to make it automatic. each time i wrote Nobita it will change the color to what i set. useful to color actor names or places or important things. i also add capitalization correction too. so if you write nobita. it could fixed to Nobita(what you set in the config) if you want. both auto color and auto caps correct can be binded to switch too if you don't want to always using it. â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Auto Color Text - Auto Correct Text (will corrected to what you SET though) - Have individual switch for controling when you want some feature activated. - SMART Search so XXXword / wordXXX or XXXwordXXX will not included. - NOT case sensitive... so it can recognize DoraEmon or DorAEMON. - Built in StartEntry in plugin parameters... for easier data entry. (only 20 though)... (i can add more if someone requested it... don't forget to say please . just kidding... it's easy to add that) - Can add new entry in game... or replace previous entry with new data. - Recognize message code such as \n[x] etc. so if you have actor named Doraemon. it could be recognized. â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Previous version changelog in spoiler v1.5 2015.11.23 - Add new plugin parameter: UseInAllWindows if set to true... all window that can autocolor will use autocolor this plugin also compatible with Modern Algebra Global Text Codes so now skill / item / status / other window can be auto colored. make sure his plugin is placed BELOW my plugin. â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Download Demo i use same demo with build and decor â– ScreenShot â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Fill the plugin parameter... see Parameter section for more detail add your entry from plugin manager. 2) To control Auto Color / Auto Correct... just turn ON/OFF the coresponding switch. 3) if the data entry from plugin manager is not enough (20 built in). you can also add it inside the game... using this: Plugin Command: UPDATE_AC_ENTRY yourtexthere ; coloridhere >>> space(s) before and after the semicolon( will be deleted. example: UPDATE_AC_ENTRY estriole cool ; 8 "estriole cool" will be colored to 8 or Script Call: $gameSystem.add_AC_Entry(yourtexthere, coloridhere); example: $gameSystem.add_AC_Entry("Dragon Ball", 10); "Dragon Ball" will colored by 10; if the entry already exist... it will replace the entry with new data... â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› OPTIONAL: If you want to autocolor in all windows (skill/item/status/etc) you can use this plugin by modern algebra Modern Algebra Global Text Codes currently i ask modern algebra for modification so we don't have to add \* to our database entry â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› UseInAllWindows OnlyUseInMessage = true / false AutoColorSwitch = switchId WhatWindowUseThis = Window_Name1, Window_Name2, Window_Name3 ReturnColor = number OtherTextUseReturnColor = true / false CorrectCapSwitch = switchId StartAutoColor = true / false StartAutoCorrect = true / false Starting_Entry X = YourText ; ColorId make sure to add that semicolon( to separate YourText and ColorId â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.com ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› JS regexp is suck compared to ruby. . many regexp not working in JS
  6. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - RegionMapLoader Version: 1.0 By Estriole File name: EST_RegionMapLoader.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Replace map data you mark with region with other map data. usefull if you want to transform part of the map... â– Extra Credit â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› person other than me (Estriole) that you should credit in your project if you use this plugin - Formar => for part of the idea from his REGIONMAPLOADER from ACE. (i only reference some of the idea from his script. not all Idea is from his script) â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - mark your map with region then swap the data on it from other map â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› v1.0 2015.11.16 Initial Release â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Download Demo Use same demo with build and decor series â– Screen Shotâ•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› open spoiler... if after reading it you still confused... see the demo . or post here and ask question. i will answer as soon as i can. (i can guarantee fast enough though... currently power line in my town got damaged by storm. and we got [24h blackout 6h electricity] cycle... it will be like this for 3 weeks >.<). â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› None Known So Far... â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. FOR NOW... NOT COMPATIBLE WITH BROWSER ONLINE GAME. until i manage to patch it later >.< â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› > DefaultUpdatingRegionMapTransition default: 0 desc: when updating region map. use this transitions. 0 -> black, 1->white, 2->none â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Originally i want to Convert Formar Region Map Loader from ACE to MV. but i need to rewrite most of it because the difference between ACE and MV. so just credit him for part of the idea. This also part of EST - Decor And Build Series EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
  7. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Build And Decor EX Version: 1.2 By Estriole File name: EST_Build_And_Decor_EX.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Conversion of my EST - BUILD AND DECOR SERIES script from ACE. Mainly this script make you can have 'decoration' item that you can place to customize your map. if you're using my EST - EVENT SIZE AND TRIGGER plugin... you can also make the decoration as building. this plugin also include EST - DECOR MOVEMENT conversion from ACE instead making it separate plugin. thus this plugin named: EST - Build And Decor EX â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - bind 'decoration'/'building' to item. it's actually event in template map. - you can separate decoration by category. ex: building, wall, furniture, etc - you can move the decoration freely using parallel event page and selfswitch â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› v1.0 2015.11.10 Initial Release v1.1 2015.11.12 add documentation on how to use this.isAnyEventOnSelf() also minor bugfix on that method to recognize Through event. v1.2 2015.11.23 add mouse detection for decor move: Left mouse click => set event movement to that coordinate Right mouse click => cancel decor movement. set selfswitch cancel (so you can create event page to delete the event and give item) â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Download Demo (updated dropbox link) https://www.dropbox.com/s/0uiu6pnp2aazt5w/Decor_and_build.rar?dl=0 â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Open the spoiler Below (it's quite long) â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› mandatory: EST - SAVE MAP EVENT EST - CLONE TRANSFORM DELETE EVENT optional: EST - EVENT SIZE AND TRIGGER EST - GRAPHIC SHIFT EST - REGIONMAPLOADER â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› > VarIdForSelection Variable ID to be used to item selection default 7 > DecorMoveSwitchId Switch ID to mark decor is being moved. also to stop player movement, open save, open menu default 7 > DecorMoveSelfSwitch The self switch to flip when finishing decor movement A, B, C, or D default C â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This is FINAL part of the EST - DECOR AND BUILD SERIES. EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
  8. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Event Size And Trigger Version: 1.2 By Estriole File name: EST_Event_Size_And_Trigger.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This script can give Size to event. Event size is not passable by player. the size adding method also have lots of freedom. for example we can add 2 tiles up, 1 tiles left, 1 tiles right. There's also extra trigger feature. which add another coordinate where we can activate that event. you could also make every event size can activate the event. â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Event Size (LARGE EVENT !!!) - Extra Fix Size => fixed coordinate on map where you want to become size - Extra Dynamic Size => dynamic coordinate on map based on event xy where you want to become size - Extra Fix Trigger => fixed coordinate on map where you can activate the event. - Extra Dynamic Trigger => dynamic coordinate on map based on event xy where you can activate the event. â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› older changelog in spoiler v1.3 2015.11.10 - fix compatibility patch for Galenmereth MouseSystem Ex. which will crash if that script not installed. - fix dependency to Yanfly Core. (i create the plugins with Yanfly Core active. and didn't realize it fix MV bugs) now it should be ok without yanfly core. (i advise still using his core though it have many other bugfixes) â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Download Demo Download (All Build and Decor series share the same demo) â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Give Event Size: 2) beside above method you can Add Extra Size in case you have different shape of event graphic beside rectangular... there's two method. first is FIXED coordinate. second is DYNAMIC coordinate; 3) we can make every event SIZE can also trigger the event... give comment tag <size_trigger> 4) number 3 not enough... ??? you can also add Extra Fix Trigger and Extra Dynamic Trigger Both Dynamic size and Dynamic Trigger coordinate will updated WHEN THE EVENT change places (moving, jump, etc) while fix size and trigger will remain static in that coordinate. â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› None â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› None â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This is part of the EST - DECOR AND BUILD SERIES. EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
  9. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Event Graphic Shift Version: 1.5 By Estriole File name: EST_Event_Graphic_Shift.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Have charset that need the graphic to be shifted by x pixel? for example a building with the door not exactly in the middle of the event graphic. just use this plugin â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - shift graphic x - shift graphic y - shift graphic z - flip graphic horizontally - flip graphic vertically - rotate graphic â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› older changelog inside spoiler v1.5 2015.11.23 - ability to change graphic offset x and y using scriptcall / plugin call: script call: this.thisEventChangeOffsetX(value); //=> will set offset x to value this.thisEventChangeOffsetY(value); //=> will set offset y to value plugin call: this_event_change_offsetx value; //=> will set offset x to value this_event_change_offsety value; //=> will set offset y to value â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› DOWNLOAD â– Demo â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Demo Download (All EST - Build And Decor Series Conversion plugin will share same dropbox demo) â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› see spoiler â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› None â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› None â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This is part of the EST - DECOR AND BUILD SERIES. EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
  10. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Clone Transform Delete Event Version: 1.4 By Estriole File name: EST_Clone_Transform_Delete_Event.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Want to Add New Event based on template event in current / other map or Transform Existing Event in current map Based on template event in current / other Map. then maybe you want to delete existing Event in current map? Now it's all possible with this Plugin. This plugin is second part of my Build and Decor Script conversion from ACE - MV â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Add New Event in current map Based on other event in current/other Map. - Transform Existing Event in current map Based on other event in current / other Map. - Delete Existing Event in CURRENT Map. â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› older changelog inside spoiler v1.4 2015.11.27 fixed problem when running game online. and having lots of parallel process that spawn / transform event. then transfer map. it can throw $dataMap null error. this caused by loading map data asynchronously... the 'turnaround' fix is given by hudell. after i pm him for advice. so this plugin now have extra credits you have to add if you use it. â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› DOWNLOAD â– Screenshot / Demo â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Demo (all build and decor series converted plugin will have same demo) â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Add New Event 2) Transform Existing Event 3) Delete Existing Event â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST_Save_Map_Event.js plugin MUST be INSTALLED for this plugin to work. click link for the plugin topic â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. this even compatible with Hudell - Custom Event. so you can use both script without conflicting. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› this plugin did not have any parameter to set in plugin manager â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Extra Credit â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Hudell - for workaround to fix $dataMap.null problem with browser online. â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This is part of the EST - DECOR AND BUILD SERIES. EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
  11. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Save Map Event Version: 1.4 By Estriole File name: EST_Save_Map_Event.js â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Earlier changelog inside spoiler... v1.4 2015.11.02 - new method to delete saved event so it will reload the map next time entering the map Plugin parameter format change. so it's okay to rename the .js files. â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This plugin can make us save the map events so it won't be reloaded from database when entering new map. it will use saved event instead â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - save map events - not reload event at map enter but use saved event - option to reset event page prior entering the map â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› dropbox Demo (All Build And Decor share the same demo) â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Saving map events to memory Plugin Command: save_cur_map or Script Call: $gameMap.save_cur_map() (also in case you want to use this from other plugin) IF you have event which change it's graphic (example Door) and you need to revert the changes back when doing transfer... add this COMMENT in the door event page <reinit_event> warning it won't reinit self switch!!!. this just change the page to state prior activating the page... if you use AUTO DOOR (in editor > right click > quick event creation > Door) i include some automatic detection. and you don't have to add any comment tags. the detection work like this: although it's "RARE"... is there a scenario that event like above is NOT an autodoor event? if yes... don't worry... you could add comment at the "RARE EVENT" page: <not_auto_door> and it won't reset the page. 2) Deleting map events from memory (it will reload map event from editor next time reenter map) self switch is left as it is though... so if any changes on self switch will be remain there. if you don't want this behavior use number 3) method below Plugin Command: delete_cur_map or Script Call: $gameMap.delete_cur_map() 3) RESETING map events to editor (all self switch also will be set to false) Plugin Command: reset_cur_map or Script Call: $gameMap.reset_cur_map() â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› none â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. this even compatible with Hudell - Custom Event â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Auto Save = true / false true => will automatically save the map event when entering the map false => will not automatically save the map event when entering the map (false mean you need to do it manually) ALSO... if the map have note <no_auto_save_event> this setting will NOT take effect. (in case you want some map to not auto saving event at entering the map) Credit and Thanks - Estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This is part of the EST - DECOR AND BUILD SERIES. EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
  12. estriole

    EST - NOTEBOOK SYSTEM

    i have plan tp rewrite this to MV plugins (this might not converted but rewritten for better coding)... but currently this script is not my top priority...(there's other script that have more priority). sorry.... but i will do it eventually... edit: also... my hometown got struck by storm. and some powerline were cut. so we now having [24h blackout -> 6h electicity running -> 24h blackout] cycle for 3 weeks. so in 3 weeks i won't be productive at all.
  13. this might be ported to MV.. but not in short term plan. since i new in JS.... still making myself familiar with JS... don't want to write too many plugins yet in case there's a fundamental coding mistake i done. . current plan for MV: 1) Finish Decor and Build Series Conversion currently converting Build and Decor series... what left to do... Save Map Event Clone Event Event SIze Graphic Shift Build and Decor (20%) Decor Movement (0%) also doing some compatibility patch to mouseSystemEx... and some bugfix for 4 plugins i already released next script in line to convert (plan by order... but might depend on mood too): 2) http://www.rpgmakerv...ext-color-plus/ easy but useful scripts 3) http://www.rpgmakerv...t-system/page-3 battle royale might be a good addition to gameplay 4) http://www.rpgmakerv...ges-controller/ basically event Go To Page. to make eventing less confusing... then maybe will try converting EST Enemy Position (first part of suikoden series). but it is really hard to port... i might have rewrite it from scratch (this script is one of script created when i'm still newb in ruby. then maintained / bugfixed / improved as i grow as ACE Scripter... so the code is a bit messy ).
  14. estriole

    Thoughts on MV

    first of all people will eventually move to MV.... in MV honeymoon phase... we can expect lots of plugin from lots of scripter (i even already write 4 . i post that in RMW though...). it would be the best time to do plugin request at this momment because lots of people is creating the plugin. be polite... make your plugin request as interesting as possible. explain why those requested plugin will be popular. after honeymoon phase over... it will slow down a little bit... since people most likely fixing bugs in previous plugin released. or adding something new to existing plugin. but i'm sure it still be better than ace... why i think it would be lot better than ACE... since now there's NO HIDDEN CLASS !!! in ace i struggle a lot when i script and requires to know what happen in that hidden class. that's why i cannot fix bug in conversion of SOV video player i done in ACE. it's because i cannot understand how the hidden class handle it. also... it's javascript... from what i see... many new expert in javascript is interested on making plugin on MV. of course there's also existing ACE scripter that didn't want to learn javascript... thus reducing the coder... but from what i see... most active scripter is releasing plugins as we speak... like tsukihime, hudell, shaz, galv, nio kasgami, doubleX, Zalerinian, yami, lecode, ME , and so many more veteran scripter from ACE... and finally... beside those active scripter... MV even make some inactive scripter like comes back... for example yanfly and ramiro... so MV will be better than ACE. i just hope that Victor, MGC, Mr. Bubble, Woratana, Moghunter and my fellow friend from indonesia TheoAllen will soon join MV . (sorry if they already have written a plugin and i don't know ) ACE Active scripter + ACE Inactive scripter + NEW JS coder = more personel to write plugins .
  15. as long as using it is not too complicated... i think it's nice to have a new way to manage our plugin. not to mention it's still early phase of MV and not too much of our script written yet (i only write 3 so far). so changing all of them is still possible. the longer we don't change... the harder it will be for change. edit: i have look at MVCommon a little bit. but it would be nice if someone give some example on how to use the methods inside those. since i'm new at JS. and the code can sometime unfamiliar to read.
  16. estriole

    Transferring events to other maps

    i discuss something similar like this earlier in this topic... might be useful for anyone want to perfect it. http://www.rpgmakervxace.net/topic/19502-vx-ace-dynamic-npc-system-cancelled/ it's not the same... but what we want to achieve is the same.
  17. estriole

    MV Preview

    @hime: agree... his youtube channel is quite popular... so MV will have good advertisement... i guess giving him the program is a wise choice. . MV will shine more than ACE i guess. i'm going to preorder soon i guess. 20 days remaining... don't know how fast will i learn to script in MV. since the language will change... hopefully you start scripting too hime . we all love your scripts. .
  18. estriole

    . . .STEAM version Pre-Order

    i'm a bit confused... in the preorder page it show that... one key for both non steam and steam version if we buy the non steam preorder we also get steam version? which means 2 program? or we must choose only one... if we activate the standalone... steam version cannot be activated?
  19. estriole

    MV Preview

    it's really look like ACE... LOL... thanks for sharing the video... i'm currently still hesitate to preorder... this video might be the last push to preorder LOL... some point that interest me in the video first of all the mouse system looking quite good . the pathfinding looks decent. but before we test it with complex map we won't know for sure. (too bad the video prefer using ol' keyboard . the sideview shown in the video is lacking move to target... but i see some option in the system about attack motion... so maybe it can approach target before slashing... also... battle sprite idle animation, cast animation and hurt animation... nice. the character generator image looks WAY BETTER than ACE. i dislike ACE character generator drawing style. MV style is quite good (might be personal opinion though)... there's also faceset generator. nice. also... it's too bad the video didn't show the Plugin feature... at least the glimpse of it would be nice... but overall this video is good enough to ignite people interest.
  20. estriole

    Seiken Densetsu 3(like) Battle System

    the closest battle system is XAS by moghunter https://atelierrgss.wordpress.com/rgss3-xiderowg-action-system-xas/ he even create memories of mana II using "rpg maker xp version" of that script. https://atelierrgss.wordpress.com/projects/memories-of-mana-ii/ it really looks like SD3 in both graphic and gameplay. you can download it in his website too... that script not user friendly though. and the guide not in english .
  21. estriole

    Tsukihime Mapshot GDI

    You could try using Omega7 map saver script which CONVERTED to ACE by YAMI http://www.rpgmakervxace.net/topic/669-map-saver-script-conversion-request/ USE THE ONE that inside yami's post in spoiler box don't know it works with windows 10 or not. (i'm hestitating to upgrade to windows 10 because it might ruin some program like this ).
    1. Show previous comments  4 more
    2. estriole

      estriole

      today is the worst in this month. T.T. because of the smoke... we got headache and might start hallucinating those silent hill monster appearing >.<. the smoke mainly caused by some bad company(oil palm, and timber) choose to use slash and burn method to open field... which then spread to forest fire. and since the soil contain lots of dead tree roots... it spread from inside of earth... that caused sudden burst of fire lit from the ground which could look like silent hill monster eme...

    3. magic2345

      magic2345

      Wait, what? So that wasn't fog, but smoke? That's horrible!!

    4. Arrpeegeemaker

      Arrpeegeemaker

      same thing happened in my town,and I said the exact same thing lolol

       

  22. estriole

    Code injection through saved games?

    hmm old eval inside eval... eval("old_eval('something')") filtering words success... go to old_eval old_eval("old_eval('something')") stack level too deep i think... didn't try it though . from the code above it only protect eval from Game_Interpreter. so Object.eval('something') could work...?? and since Object is inherited by all class that mean all class have eval perhaps??? maybe we should place the filtering inside class Object eval method instead
  23. estriole

    Code injection through saved games?

    I try eval inside eval in one of my script... in RM it return stack level too deep... so in that script i combine define_method and eval... but let's assume we can eval inside eval ... (it would be possible if we use different class eval) with string manipulation... as long the final string that evaled contain those words... it will get caught... and without those word in the final eval... it won't be able to alter method / class / module. some example: a = "ev" a+= "al('modu" a+= "le Test; end')" eval("#{a}") will get caught...
  24. estriole

    Code injection through saved games?

    there's a way using script call to create txt files for ALL scripts that used by that project i think this is the code : for i in 0 ... $RGSS_SCRIPTS.length p i.to_s + ": " + $RGSS_SCRIPTS[i][1] f = File.new("#{i.to_s} "+ $RGSS_SCRIPTS[i][1] + ".txt","w") rescue nil f.write($RGSS_SCRIPTS[i][3]) if f f.close if f end but in this script http://www.rpgmakervxace.net/topic/24941-est-cs2-script-control/page-2 by me and caitsith2... it's already been prevented... it will wipe $RGSS_SCRIPTS variable after finish interpreting it... and any modification in scripts will make the scripts to scramble... (adding new script, creating new class, adding a single letter in existing script, etc) so... you can also add some protection against EVAL... and they won't be able to modify any class / module rough example: class Game_Interpreter alias_method :old_eval :eval def eval(script) check_eval(script) end def check_eval(*args) script = args[0] return msgbox "Protected!!!" if script.include?("module") return msgbox "Protected!!!" if script.include?("class") send(:old_eval,args[0]) if args.size == 1 send(:old_eval,*args) if args.size > 1 end end it will protect when interpreter script call want to eval something with "module" or "class" you could also add check like "define_method", etc. i didn't include that in our script... but i used that in my project. (some extra security for myself ).
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