Napoleons Script collection

Napoleon

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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.

build_n_version.jpg
  • 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.
bust.jpgbust.png
  • 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.
cam_scroll.png
  • 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).
detect.png
  • 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.
ev_txt.jpg
  • (Text) Image Gallery: Adds an image gallery to the main menu that shows a list of pictures that the player unlocked.
txt_img_gal.png
  • 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.
item_popup.jpg
  • Japanese Name Input: Allows the player to switch between the Roman alphabet and the Japanese Kana alphabets.
jap_name_input.jpg
  • 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.
nickname_changer.jpg
  • 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.
Reserved.png
  • 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).
script_boss.jpg
  • 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
Unit Tests.png
  • Variable Display: Displays the desired up2date (real-time) game_variables. Nice for debugging.
Also supports sorting and icons.
var_display.jpg
  • 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.
msg_skin.jpg
  • 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 Skin.png
  • Window Popup: Popup window that does not pause the game.
Also supports icons and Yanfly's message system (if present).
popup_window.jpg
 
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!
 
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Napoleon

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Added a new script and fixed a crash in the demo related to my previous new script:

Window Message Skin: Allows you to use images instead of regular window skins. Also supports profiles and the skins can be swapped during runtime.
 
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leedragoon

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This is a great collection!
 

starcrescendo

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Google Chrome says there is malware in this file and won't let me download it. I see it was edited 3 days ago... could you check on it?

I downloaded this demo a while ago to look at but I get an error (see below) when launching the game. I was going to try to re-download it again in case it just didn't download properly but (see above):

Script 'NAP |  Settings Mgr' line 66: RuntimeError occurred.

The Settingsmanager class requires the Event Hook class.

[OK]
Also, I wish there were screenshots and more description for each script instead of having to download all of them at once.
 

Napoleon

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About the crash:

and fixed a crash in the demo related to my previous new script:
I edited it 3 days ago because I fixed that error that you mentioned. The "previous script" is that script. You need to download it again to get the proper version. Thanks for reporting it though. I always appreciate it when people report possible bugs/crashes so I can fix them :) .

Also, I wish there were screenshots and...
Mmm good point. Yes I should add some screenshots.

I used to have each script separately. But because some scripts require each other and because it became a pain to manage all the individual topics and because most people wanted a demo for every script anyway I was like... "Why not just put them all in one demo"? That saves me a lot of time and a lot of errors. I get paid 0.00 cent for all of my scripts so time is a factor for me. In fact, sometimes I pay for them myself.

About the malware:

Yeah welcome to Chrome. Loads of false positives. Download it and scan it with a real antivirus before opening and not with Chrome. Really, just disable that nonsense in Chrome. And if you still don't trust it, then just copy the script-datafiles into a new project and you are save.

Note that your false positives may also be caused by extensions. But overall I would never rely on that 'crap' and use a real antivirus.
 
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starcrescendo

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I'm going to download it again when I get a chance then, Thanks! just wanted to make sure you didn't get hacked. :) And I'm glad that script error wasn't my issue

Also, I would say you should leave the demos all in one but do screenshots of each (where possible). I can understand that time factor :) I see you've already started on doing some. I think more people will download once they see shiny screenshots to look at. I know a lot of times I dismiss a script that I can't easily tell what it is or what it does or how its going to work. Or, I'll assume its only for scripters and not meant to show screenshots, or some combination of those. Thanks for the reply!
 

Yummytiger22

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Wow, excellent collection of scripts. Awesome work! Thank you.
 

IsFutureBright

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Hey Napoleon :)

Great collection of scripts! I was really looking forward for the Item Popup one and was able to add it to my game without any hustle but if I press F12 and enter the game I get the disposed bitmap error.  I've gotten one of these before on a script I was working on...it was something to do when I was creating my bitmaps. Like if you do it on the start function it will happen when the game starts for the first time but not when you F12 it so I had to check if the bitmaps existed and if not create them. 

Anyhow, don't know if it's already a known issue or not, but hey, thanks for the script :)

Edit:

#BUG 1: Enter the game, press F12, enter again and try to show a Item Popup. Results: Will display "bitmap disposed" error message

I was able to fix it by adding this:

def init_measure_bitmap() p 'init measure bitmap' if @@measure_bmp.disposed? p 'init measure bitmap: create it' @@measure_bmp = Bitmap.new(1, 1) @@measure_bmp.font = FONT @@measure_bmp.font.bold = FONT_BOLD @@measure_bmp.font.italic = FONT_ITALIC @@measure_bmp.font.outline = FONT_OUTLINE @@measure_bmp.font.shadow = FONT_SHADOW @@measure_bmp.font.out_color = FONT_OUT_COLOR end endAnd calling it on the beginning of the the create_sprite function

def create_sprite(visible) init_measure_bitmap()...This way when pressing F12 the bitmap is disposed, since it's a class object (@@) and that's only set when the class is set up, and when trying to call a Item Popup it will check if it's disposed and if it is it will create it again for use.

I still have one problem though. If the Popup is still visible when I press F12 I will still get the "sprite disposed" message when entering the game again and it will point me to the line 

@sprite.y -= POPUP_VELOCITYOn the update function. So probably the @sprite is disposed but we're trying to move it still and he won't find it. Will look into it...

Edit2:

#BUG 2: Enter the game, show a Item Popup. While it's still visible press F12. Enter the game again and try to show a Item Popup. Result: "bitmap disposed" error message pointing to a line on the update function of Item Popup.

Well I was able to get fix this by changing the update function to:

def update #added by isfuturebright because it was displaying an error when #you pressed F12 while a item popup was still visible if @sprite.disposed? dispose() return end #end if @fade_delay > 0 @fade_delay -= 1 @sprite.y -= POPUP_VELOCITY return end @sprite.y -= POPUP_VELOCITY @sprite.opacity -= FADE_SPEED dispose if @sprite.opacity == 0 endI don't really like this fix but I don't know if there's a way to dispose of it all after someone presses F12. I'm totally up for a better approach then this.

Well, hope this helps anyone that come across these issues. 

Thanks :)
 
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Jomarcenter

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Notice: The Download link is broke. Giving me a 404 error message.

If he is not coming back since it now a CC0 License can anyone provide me a complete copy of his script.

I could also mirror them if you are not going to keep them.
 
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Kes

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I would like copies of his scripts as well, so if the link is down permanently, then a mirror would be kind.
 

DarthVollis

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Wish I could download this but a 404 error. Fix please.
 

IsFutureBright

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Hey guys I've got the script but my version has some minor changes so I'm not sure it would work for you. Let me know if you want it either way ;)
 

DarthVollis

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If you have the demo yes.
 

Kes

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Yes, it really needs to be the demo, as that contains all the scripts, iirc.
 

Sixth

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I have his demo, but I don't think it is the latest one.


The date says July 4th, and I see that he edited the opening post in December...


I would like an updated demo as well. *-*


But if someone needs the demo I got, I can upload it.
 

IsFutureBright

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Yeah sorry guys I don't have the demo just the balloon item script which I'm using.
 

Kes

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@cabfe

you, sir, are a scholar and a gentleman.

Thank you very much for this.
 

ct_bolt

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@cabfe

you, sir, are a scholar and a gentleman.

Thank you very much for this.
Very much agree. :)

Thank you very much cabfe for re-uploading a copy :rock-left: :D :rock-right:
 
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