Napoleons Script Collection
By Napoleon & others
Introduction
A single topic for all my (or the ones that I have permission to share/alter/own) scripts. Because some had no topic and others are scattered all over the place. If you have any problems or find any bugs, ask&report them here. Except the minimap script, that one has it's own topic.
Most of these scripts are from my upcomming game, which uses over 140 custom scripts now. Yeah it got a bit out of hand .
Script List (Items marked in red are for scripters/advanced users):
- Auto Silence BGS: Automatically fade or stop Background sounds (BGS) when transferring between maps.
- Auto-Dash: Automatically dash by flipping a switch. You can walk again by holding down the [shift]-key (can be configured). You can also completely disable dashing with a switch.
- Autonomous Movement Range: Increases the range at which autonomous movement events are updated (for scripters).
- Build & Version: For maintaining a version and build number. Automatically increments the build number.
- Bust Script + 2 addons: Shows automatic busts instead of face graphics. It's the bust script with the most features and the most stable one around.
Comes with a addon for repositioning the choice-window and an addon for displaying a name related to that bust.
- Conditional events: Erases events when the map is loaded based on your methods (for scripters).
- Camera Scroll: Allows you to scroll the camera to a specific location or event (including following an event). Scrolling can be done instantly or over time.
- Core Script: My core script. Not required for most scripts though.
- Destructible Cache: Never forget an undisposed bitmap ever again (for scripters)
- Destructible Sprite Bitmap: Automatically dispose tagged bitmaps within sprites. Alternative version of "destructible cache" (for scripters).
- Detect Game-variable/switch value change: Gives you a method to alias or override to detect when a game-variable or game-switch was changed (real-time).
- Event Debugger: Shows you the name, id and location of the event that caused your game to crash (if caused by a script call). Also intended for non-scripters.
- Event Text: Displays texts above events on the map.
- (Text) Image Gallery: Adds an image gallery to the main menu that shows a list of pictures that the player unlocked.
- Inifile: An inifile script. For scripters only.
- Item Limit: Allows you to set a custom limit for all items as well as for specific items. Also applies for shops.
- Item Popup: Shows (even automatically if desired) text and sound effects on the map when gaining/losing items.
- Japanese Name Input: Allows the player to switch between the Roman alphabet and the Japanese Kana alphabets.
- Local Event Variables: Allows you to use variables in events that are not saved/loaded to/from savefiles (for scripters).
- Map ID Variable: Automatically stores the current Map ID into a game variable.
- Minimap: An advanced minimap (http://forums.rpgmakerweb.com/index.php?/topic/13801-napoleons-minimap/).
- Minimum Damage: Always deal a fixed and a percentage minimum damage value when a player/enemy has way too much defense. This is to prevent 0 or null damage values.
- MoveRoute Wait: Allows you to wait for specific 'move routed events' to complete before you proceed with the event-execution.
- Nap Image: Displays an image on screen (for scripters).
- Nickname Escape: Enables the usage of \nn[x] for nicknames in Message Windows. The command can be customized.
- Nickname Input: Shows a nickname input window just like the regular name-input-window.
- NPC Random: Randomizes event occurrences when entering a map without having to maintain duplicate maps.
- Point: Provides a Point class. For scripters.
- Rectangle: Provides an improved Rectangle class. Useful for collision detection and such. For scripters.
- Region Limit Breaker: Allows you to assign extra regions to a map up to 127 (advanced users).
- Remove "Enemy Emerged": Remove the "Enemy Emerged" message at the start of a battle.
- Reserved: Keeps a list of used regions, game variables and game switches and alerts you when the same one is used by more than one script. Nice for keeping huge projects in check. For advanced users only.
- Restrict Encounters: Gives you more control about the amount of encounters per map and per troop type.
- Party Step Counter: Stores the real-time total party-steps in a game variable.
- Party Step Incremental Counter: Everytime the party's step-counter is increased a game_variable is also increased. It also supports automatically resetting the game_variable at a specific value as well as calling a method when that value was reached.
- Picture Z-Index: Allows you to change & retrieve the z-indices for the game_pictures.
- Script Boss: Enables/Disables scripts fast&easily and also scans for their dependencies (for advanced users).
- Skip Title Screen: How did Degica not implement this feature in their engine :/
- Transfer Auto-location: Automatically transfers the player to the desired location upon entering a map.
- Transfer w/o map display name: Self explanatory.
- Unit Tests: Unit Testing, for scripters
- Variable Display: Displays the desired up2date (real-time) game_variables. Nice for debugging.
Also supports sorting and icons.
- Wait for map scroll: Allows you to pause the event or script execution until the map finishes scrolling. Nice for cut-scenes so you don't have to time a Wait command.
- Wait for key: Holds the execution of the event until the player pressed the specified key. Nice for showing a map or some other image through show-picture for example and then wait for a key-press before proceeding.
- Window Message Skin: Allows you to use images instead of regular window skins. Also supports profiles.
- Window Skin: Allows you to change the skins of all windows and/or of just specific ones. Does not use overlays and does not attach itself to an update method for more performance.
- Window Popup: Popup window that does not pause the game.
Also supports icons and Yanfly's message system (if present).
Scripts & Demo
https://www.dropbox.com/s/jm92rbqb5eadryr/Napoleons%20Master%20Demo.zip
Credits & License
For credits/license see the script headers. For some of the master demo graphics, see the notes in the master demo.
Most of my scripts are CC3 (without required credits!). At the time of writing all of my scripts in the master demo are free for non-commercial and commercial use.
LICENSE UPDATE 12 December 2014:
From now on (12 December 2014) all my scripts posted here (or in the master demo), that were exclusively written by me, are now CC0/Public Domain. Credits are appreciated but obviously no longer required.
This overrules the licenses inside the script headers. But only for those scripts that were exclusively written by me (So Yami's scripts and such still retain their original license).
About Malware detected by Chrome
Download it and scan it with a real antivirus because Chrome has issues with false positives.
Alternatively copy the file "Data/Scripts.rvdata2" to a new project and you are safe. I will never put malware in my demo's and I don't resort to 'questionable sites' like adFly which may randomly contain porn or warez!