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Found 4 results

  1. I think such a plugin has at least the following potential advantages: 1. Those avoiding direct prototyping like a plague can work with an ES6 version 2. Those not being familiar with ES5 don't have to learn this outdated approach, especially when it's just for writing RMMZ plugins 3. As this plugin can be directly maintained by the RMMZ plugin developer community, it might address their needs more effectively and efficiently(as long as such changes won't break plugins not written with this plugin in mind) And at least the following potential disadvantages: 1. This plugin will need to be kept in sync with the default RMMZ codebase changes, which can be very complicated and convoluted for the plugin developers involved to detect all the changes in the latter(while letting the plugin users/other plugin developers know if the plugin's outdated is an easy, simple and small task) 2. This can further "encourage and recommend" ES5 vs ES6 flame wars among some plugin developers(and can be a serious community trouble if it becomes a widespread drama), as some will write plugins in the ES6 standard with this plugin and some will continue to write ES5 with direct prototyping without this plugin 3. Some plugin users touching plugin implementations will have to deal with both ES5 and ES6 styles, as some plugins will be written in the former and some will be written in the latter(or even mixed styles in the same plugin in some rare extreme cases) To make this post more effective and efficient, I've used nearly 35 hours in 3 days to write 1 such plugin(0.9.5 with just the core parts). While it might break some plugins not written with this plugin in mind despite the fact that I've checked about that several times already, I want the discussion to focus on whether THIS DIRECTION AS A WHOLE is a good idea, so I hope it's not so poorly written that it'll defeat its purpose in this post :)
  2. With ES6 classes, trying to extend the parent class in plugins can lead to its children still using the old parent codes. For instance, you can place this in a JavaScript sandbox and verify the console output yourselves: So normally, you'll still have to directly type prototypes: But I wanted to offer an alternative for those not being familiar with ES5 or avoiding prototypes like a plague despite the fact that many RMMZ codes are written that way, and this is what I've come up with: I've tested that it works for adding new instance variables and prototype methods in base classes, and extending and overriding existing prototype methods there(you can place the linked snippet into a JavaScript sandbox and verify the console output yourselves). While I failed to inherit the changes in the static functions of the base classes from plugins as well, this can be easily mitigated by using BaseClass.staticFunc.call(this) instead of super.staticFunc(). Basically, the essence of the issue when aliasing ES6 class inheritance without direct prototyping is this: 1. The original child class inherits the original base class 2. A plugin extends the original base class to alias some of its prototype methods 3. The child class still inherits the original base class So to solve this, simply store the linkage between the child class and the base class right after creating that child class, then points the parent of the child class to the extended base class right after extending it. As for the static functions in classes, while I tried to use the linkage to let the exiting children class use the new static functions from the extended parent class, I failed to cover the case for aliasing existing parent class static functions, because it's just impossible: 1. The super in the static functions of the child class always points to the original parent class 2. The super in the static functions of the extened parent class always points to the original parent class 3. The super in the static functions of the child class's supposed to always point to the extended parent class Clearly, combining 1 and 2 will contradict with 3, which is the goal I've trying to achieve. For those not being familiar with ES5 or avoiding prototypes like a plague, I hope using ExtendedClassAlias won't be too demanding for you, as all you need to do is sticking to these: /* * Do these 2 additional things when using ES6 class inheritance aliasing * without directly typing prototypes: * 1. Add the following code right below a new class inheriting another one: * - ExtendedClassAlias.inherit(Klass); * Where Klass is the new class inheriting another one * 2. Add the following code right below extending an existing class as a way * to alias its methods: * - ExtendedClassAlias.updateClass(Klass); * Where Klass is the existing class being extended as a way to alias its * methods * Right now it doesn't work well with inheriting static functions in classes, * so those in children classes should use ParentClass.staticFunc.call(this) * instead of super.staticFunc() */ P.S.: I've spent almost 24 hours on this and I enjoyed the process a lot, even though this might not be practical enough to be used in MZ :)
  3. Flare Collections - Laws for Map vs2.0 Created by DarknessFalls. All Credit must be given to me. Free for commercial use. Download: Get me The script must be named: Flare-LawsForMap.js ATTN! All code is written in ES6, including classes, static classes and so on. Do not edit the script it's self. You can view the source code here and learn how to build the script for your self here ScreenShots: Welcome to Laws for Map. The script allows you to set up a set of laws for a map, these laws are then checked when a player does an action that targets either it's self, another actor or even an enemy. If you say no potions and I use a potion, you bet ill be punished in some way. Laws for Map comes with lots of things right out of the bag, lets get into it. Setting up laws you can have any number of laws on a map, we will only show you three of those laws at any one time. When the player starts up the map either from a new and saved game we will randomize those laws and show a new set of three. The same goes for when a player transfers to a different map and back again. Laws are comprised of a couple of things, a short name, a icon, a punishment and a cantUse which is allowed to hold three things in it (any more and I slice them off). So lets set up a law: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > name: The name of the law. punishment: The thing to punish on the actor object. (see below) amount: How much do we do when we punish the user? icon: What icon is representing the law? cantUse: What can we not use? (see below) ATTN! The parser I use will read the tag as is, if you copy and paste it into the map detail window. Duplicate cantUse Consider the following example: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > <law name:"Minor Health Loss" punishment:"hp" amount: 10 icon: 26 cantUse: "attack, potion, heal" > The issue here is that when we process which law you broke, we take the first one we find in the array of laws for the map is the first one we take. In this case Minor Health Loss would never get used because we found Attacking causes death first. Your can't use has to be unique like the name of the law. Punishment punishments are things we do to the player, we take away things like hp, mp, tp or xp. We can even take away gold. We cannot take a away items, weapons or armor (equiped or not). When we take away xp, we can level down the actor. ATTN! Laws can kill. if you reduce the hp below 0 or to 0 on a map or in battle it can kill the player. If you are on a map and you kill the whole party, the last law window will tell You that every one is dead and its game over before actually going to the game over. We tell you before we punish you, battles. In battles when you do an action and the law is broken, if that law would kill You we will tell you before we actually punish you. We Punish before we tell you, map. If you are on the map and you use a potion and we have stated no you cannot use potions, then we will show you the law window and THEN punish you. The following are acceptable punishments: hp, mp, tp, xp, gold. No you cannot have multiple punishments. cantUse Cant use stipulates what a actor can and cannot use. Because laws are not party wide and affect only the actor breaking it the cantUse only applies to that specific actor at the time that they use an action. You can state, for battles: Attack, Item Name, Skill Name, Special Name For maps you can do: Item Name, Skill Name, Special Name You can only have three cantUse per law. For example: attack, potion, spark When a player uses attack in battle or spark in battle they have broken a law. When a player uses potion either in or out of battle that player has broken a law. The same goes for out of battle. If a player uses a potion out of battle they will be punished. Regarding Breaking Laws in Battle. In a battle its the sole act of doing an action thats against the law that breaks the law. For example if the law states you cannot attack and you attack, but it misses, you still broke the law and will be punished according to that law. Regarding Yanfly Scripts. For Yanfly battle and Yanfly Menu Manager, you don't have to do anything at all. This script also works with Yanfly Aftermath, you just have to place laws in the list of reward windows: exp custom drops laws Reward for not breaking a law You can set this up with a tag in the map notes: <lawReward i: 5 w:5 a:8 gold:78 xp:90>This will reward the player it an item of id 5, weapon of id 5 and armor id of 8. The party will also gain 78 gold and the whole party will gain 90 xp. You can also do: <lawReward i: "5,6,7" w:"5~89" a:8 gold:"1~78" xp:90>This reads as, gain item id of 5,6 and 7. Gain a random weapon between if 5 and 89. Gain armor with id of 8. Gain random gold between 1 and 78 and finally the whole party gains 90 xp. Calculate Before or After Battle? If you set this plugin option as before then you will see: You can scroll through the laws that associated with this map and hit enter to scroll through the list of rewards. All of these rewards will be the same for every single battle. If you want to have the rewards calculated after every single battle and you are using concepts of: "1 ~ 6" which is how we calculate random rewards. Then you'll see: Which indicates that there is no reward information to be shown because that information is calculated after every battle. Bonus: You can do the following: i: 1 // item id 1 i: "1 ~ 67" // random item between 1 and 67 i: "1,2,4" // Give items 1,2 and 4 Public API For developers, you get some public api. Non developers might find this useful. You have access to the FlareLawsForMap static class which has the following functions on it: getLawsForMap() Gets all the laws for the current map, returns an array of 3 objects.Example: FlareLawsForMap.getLawsForMap() // Returns and array: [Object, Object, Object]
  4. Flare-RegionNotification vs 1.0 Requires: Flare Notification Window Credit: Darknessfalls Can Be used in: Free and Commercial games. Download: Grab it here Want to have a notification play when you walk over a region? This is the script for you. So lets assume you have region 19 and when the player touches you want to say "hello world". So what you do is the following: Paint a line of region 19 (see why a line below) Create a parallel event with the following script call: FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, 19, 1); Play the game. Lets go over what you just created: The params for the script call are as follows: FlareRegionNotification.notifyOnRegionTouch(text, stayAtTop, fadeoutTowardsBottom, options, regions, switchId, turnOnSwitchesForMultiRegions); text: notification text stayAtTop: true/false fadeoutTowardsBottom: true/false options: See Flare Notification Script, how ever: Options are passed in as an object:windowWidth = The width of the notification window. windowX = The x position of the window. windowY = the y position of the window. fontSize = the font size for the window. Example: for options, you could pass in: {windowWidth: 400, windowX: 50, WindowY: 50, fontSize: 12} switchId: the id to turn on for a single region touch only. turnOnSwitchesForMultiRegions: Do you have multiple regions? If so, then each region will be a switch id thats turned on when the player touches tone of those regions. So what you have done is: create a notification with text of "hello world" and, don't stay at the top, fade out towards the bottom, set the width of the window to 500, only play when player touches region 19 and then turn on switch id 1. Multiple Regions FlareRegionNotification.notifyOnRegionTouch("hello", false, true, {windowWidth: 500}, [19, 15, 78], 0, true); This one does the same thing as you have seen above, accept this time we say, don't use a single switch, instead use the region id as the switch. What this does is creates a notification when the user touches region id 19, 15 or 78. When the player does we have a switch id set turned on with id: 19, 15, 78. ATTN!! If you pass in false or nothing (default false) then we wont use a switch id, even if you pass one in. If you pass in a switch id and false for the last two arguments then what happens if we do nothing. Turn off Switch id on region touch. Now that you have the notification playing on one or more regions and you have decided to set a switch when the region notification event is played, how do we reset that switch with out an event? In the same parallel process you created you'll want to place the following code: FlareRegionNotification.resetNotificationSwitches(regionId); What this does is say reset notification switches for all switches when this region is touched. So assume you had region id 12, 15, 16, 19 and 20 all play a notification of "hello bob" when the player touched the region. Well when you call the above function with a param of, for example, 50, then every time a player touches region 50, all the switch id's, in this case: 12, 15, 16, 19 and 20 will be reset so that the notification can play again when the player touches those regions. But I only want to reset one of those switches ... Ok, so now we use the same example as above, but instead of calling `resetNotificationSwitches`, we call `resetSpecificSwitchId` same signature as the `resetNotificationSwitches` accept the second argument is a switch id: FlareRegionNotification.resetSpecificSwitchId(regionId, switchId); This does the exact same thing as above, accept it only resets a specific switch id instead of all switch id's on region touch.
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