Eli Escape Codes - Show almost EVERYTHING from database using escape codes!

● ARCHIVED · READ-ONLY
Started by Eliaquim 13 posts View original ↗
  1. quscxgx.png
    Author: Hakuen Studio

    Introduction

    We already know that we can type \V[ID] to get a variable value to show on the message window. So if we want to show custom information that's not covered by the default escape codes, we can simply put it on the variable and show on
    the message. But, this process can be tedious sometimes.
    So, this plugin adds new Escape codes that can show a lot of game information inside any window that processes escape characters.

    Features

    • Add several escape codes to windows that can show a lot of game information!

    How to use

    Almost plug and play!
    All you need to know is the escape codes. But first I will give you a list to help you memorize what every escape codes mean:
    Meaning of Escape Codes
    AC = Refers to actor
    CL = Refers to class
    NK = Nickname
    LV = Level
    XP = Current Xp
    XP? = Next required Exp
    PR = Default parameters
    PRX = X parameters
    PRS = Special parameters
    PRO = Profile
    SK = Skills
    EQ = Equipments
    MT = Meta
    IC = Icon
    IT = Item
    WE = Weapon
    AR = Armor
    EN = Enemy
    ST = State
    MAP = Map
    DN = Display name
    EV = Event
    QT = Quantity

    Knowing that will help you using the plugin. Below contains how you can use the escape codes in the windows and every possible combination of them.

    Escape Codes combination
    • Actors: Always start with AC.
    \AcCl[ID] - Returns the name of this class for this actor id.
    \AcNk[ID] - Nickname of this actor.
    \AcLv[ID] - Level of this actor.
    \AcXp[ID] - Current Exp.
    \AcXp?[ID] - Next required Exp.

    \AcPr[ActorId[ParamId]] - The value of the parameter of the actor id specified.
    0 --> Max HP (MHP)
    1 --> Max MP (MMP)
    2 --> Attack (ATK)
    3 --> Defense (DEF)
    4 --> Magic Attack Power (MAT)
    5 --> Magic Defense Power (MDF)
    6 --> Agility (AGI)
    7 --> Luck (LUK)

    \AcPrX[ActorId[ParamId]] - The value(%) of the Ex parameter of the actor id specified.
    0 --> Hit Rate (HIT)
    1 --> Evasion Rate (EVA)
    2 --> Critical Rate (CRI)
    3 --> Critical Evasion (CEV)
    4 --> Magic Evasion (MEV)
    5 --> Magic Reflection (MRF)
    6 --> Counter Attack (CNT)
    7 --> HP Regeneration (HRG)
    8 --> MP Regeneration (MRG)
    9 --> TP Regeneration (TRG)

    \AcPrS[ActorId[ParamId]] - The value(%) of the Special parameter of the actor id specified.
    0 --> Target Rate (TGR)
    1 --> Guard Effect (GRD)
    2 --> Recovery Effect (REC)
    3 --> Pharmacology (PHA)
    4 --> MP Cost Rate (MCR)
    5 --> TP Charge Rate (TCR)
    6 --> Physical Damage Rate (PDR)
    7 --> Magical Damage Rate (MDR)
    8 --> Floor Damage Rate (FDR)
    9 --> Experience Rate (EXR)

    \AcPro[ID] - The profile.
    \AcSk[ActorId[SkillIndex]] - It will return the skill of the actor in the specified index.
    \AcEq[ActorId[EquipSlot]] - The equipment name on the specified slot.
    \AcMt[ActorId[MetaName]] - It will return the value of the meta tag of this actor.

    • Class:
    \Cl[ID] - Return the name of the class id.
    \ClMt - It will return the value of the meta tag of this class.

    • Skills:
    \Sk[ID] - The name of this skill id.
    \SkIc[ID] - The name of this skill id with the icon.
    \SkMt[SkillId[MetaName]] - It will return the value of the meta tag of this skill.

    • Items:
    \It[ID] - The name of this item id.
    \ItIc[ID] - The name of this item id with the icon.
    \ItMt[ItemId[MetaName]] - It will return the value of the meta tag of this item.
    \ItQt[ID] - Item number.

    • Weapons:
    \We[ID] - The name of this weapon id.
    \WeIc[ID] - The name of this weapon id with the icon.
    \WeMt[WeaponId[MetaName]] - It will return the value of the meta tag of this weapon.
    \WeQt[ID] - Weapon number.

    • Armors:
    \Ar[ID] - The name of this armor id.
    \ArIc[ID] - The name of this armor id with the icon.
    \ArMt[ArmorId[MetaName]] - It will return the value of the meta tag of this armor.
    \ArQt[ID] - Armor number.

    • Enemy:
    \En[ID] - The name of this enemy id.
    \EnPr[EnemyId[ParamId]] - The default parameter of this enemy id.
    \EnMt[EnemyId[MetaName]] - It will return the value of the meta tag of this enemy.

    • States:
    \St[ID] - The name of this state id.
    \StIc[ID] - The name of this state id with the icon.
    \StMt[StateId[MetaName]] - It will return the value of the meta tag of this state.

    • Map:
    \Map[ID] - The name of the map id. If zero will return the current map name.
    \MapDn - The display name of the current map.
    \MapMt[MetaName] - It will return the value of the meta tag of the current map.

    • Event:
    \Ev[ID] - The name of the event id. If the ID is zero, it will return the name of the current event.

    Terms of Use

    https://www.hakuenstudio.com/rpg-maker/terms-of-use

    DOWNLOAD
    Eli_EscapeCodes.js
    Update Log
    Spoiler
    Version 1.3.2 - 04/12/2021
    - Fixed an issue that some windows are not converting an escape character inside the \eval
    Version 1.3.1 - 04/11/2021
    - Updated the help file.
    - Add party codes.
    - Add misc codes.
    - Add eval codes.
    - Add code to show array values from game variables.
    Version 1.3.0 - 12/18/2020
    - Fixed escape codes related to actor and member nicknames.
    Version 1.2.0 - 08/29/2020
    - Added escape codes to show the item quantity.
    Version 1.1.0 - 08/22/2020
    - Changed the name of the object that carries the escape codes.
    Version 1.0.0 - 07/30/2020
    - Plugin release!
  2. Hey @Eliaquim! I'm sorry to bother you again. XD
    I installed the latest version of the Escape Codes plugin (1.3.1) that you just released on itch.io and I'm using RPG Maker MV 1.6.2 (and I'm also using your Global Text plugin that you just updated to version 1.2.0).
    I encountered an issue with your Escape Codes plugin, but I don't know if this is a bug only related to the Escape Codes plugin or only to the Global Text plugin or even to both plugins. I think it's a combination of an eval code with an escape code. For the Global Text plugin, I'm using the auto-mode.
    So, let me explain the problem:

    1) I'm using the nickname of the first character just as an example:

    Screen1.png

    2) Here's the eval code to display the nickname of the first character in the description field of the weapon:

    Screen2.png

    3) And here's an event to show you that when I use the eval code inside a message, it works like a charm:

    Screen3.png

    4) Here's the message displayed correctly:

    Screen4.png
    (but not correctly when in manual-mode as you can see here with the simbol §)
    Screen7.png

    5) Finally, here it comes the issue! When the sword is selected in the Equip menu, it does show correctly the nickname of the actor in the description box, but not the icon used with the escape code. Here it seems that the eval code is working correctly, but the escape code is not working at all:

    Screen5.png

    6) Same problem in the Item menu:

    Screen6.png
  3. @Makeratore I believe it's fixed now!

    Version 1.3.2 - 04/12/2021
    - Fixed an issue that some windows are not converting an escape character inside the \eval

    Version 1.3.1 - 04/11/2021
    - Updated the help file.
    - Add party codes.
    - Add misc codes.
    - Add eval codes.
    - Add code to show array values from game variables.

    Version 1.3.0 - 12/18/2020
    - Fixed escape codes related to actor and member nicknames.
  4. Eliaquim said:
    @Makeratore I believe it's fixed now!

    Version 1.3.2 - 04/12/2021
    - Fixed an issue that some windows are not converting an escape character inside the \eval

    @Eliaquim Thank you for updating the plugins!
    Now the escape code works inside the eval! But there's another issue when using the manual-mode for the Global Text plugin (again, I don't know if this issue is caused by the Escape Codes plugin or by the Global Text plugin).

    In the Status window, the nickname is displayed correctly:

    Screen14.png

    But it is not working in other windows, such as the Equip menu. You can see that there is the symbol § (used for the manual-mode of the Global Text plugin) that shouldn't be displayed here:

    Screen15.png

    And in the Message window here:

    Screen16.png
  5. hello my friend, congratz you have made this super charming/convenient plugin
    i have a question, is this compatible with Yanfly Message Core plugin?
    thx!
  6. RyanYe said:
    hello my friend, congratz you have made this super charming/convenient plugin
    i have a question, is this compatible with Yanfly Message Core plugin?
    thx!
    Thanks! ^^
    I don't know, I never tested it.

    @Makeratore the problem should be fixed now. Try download a new version ^^
  7. Eliaquim said:
    I don't know, I never tested it.
    ok, i will try to test the combination of his escape code and yours and see whether they are compatible, if there is anything wrong, i will send screenshots
  8. Eliaquim said:
    @Makeratore the problem should be fixed now. Try download a new version ^^

    @Eliaquim Yep, I downloaded the new versions of Escape Codes (1.3.2) and Global Text (1.2.1) for RPG Maker MV (1.6.2), but the problem with the § tag is still there. :rswt
    I'm using the manual-mode for the Global Text plugin with the § tag:

    Screen17.png

    I used this eval to display the nickname of the player:

    Screen3.png

    But as you can see, when using the manual-mode for the Global Text plugin, the § tag does not disappear from the message:

    Screen16.png

    I also tried to put the eval in the description field of the sword:

    Screen2.png

    But there is the same problem because the § tag does not disappear from the window:

    Screen15.png

    And I believe the same problem would occur also for other windows, such as the items, etc.

    It seems to work only for the Status window in which the § tag disappears correctly:

    Screen14.png
  9. @Makeratore I made the test here again and it worked. I put the exactly same things as in your prints. Are you sure you refreshed the plugins in your plugin manager?
    Either way, just to be sure, I updated the plugin again on itch io. Try downloading it again and see if it will work(both escape codes and global text).
    Also, try to put the escape codes below the global text.

    If it not work, can you provide me a sample project replicating the issue?
  10. I re-downloaded the plugins and I also put Escape Codes below Global Text. Now they work! That's great! Thank you so much!
    :kaojoy:
  11. Strugglign with this a bit more than I care to admit. I'm trying to have text replaced with a currently equipped weapon in a specific slot.

    The idea being that instead of a Skill Types Category being called simply "Grimoire" the skill type will say the name of the weapon they have equipped in their main hand (slot 0)

    I set it up originally as \AcEq[1] but the text shows as "Empty"

    1684844262732.png
    1684844353123.png

    1684844301913.png


    Thoughts?

    Setting to [0] pushes following error

    1684844577199.png
  12. Puppet Knight said:
    Strugglign with this a bit more than I care to admit. I'm trying to have text replaced with a currently equipped weapon in a specific slot.

    The idea being that instead of a Skill Types Category being called simply "Grimoire" the skill type will say the name of the weapon they have equipped in their main hand (slot 0)

    I set it up originally as \AcEq[1] but the text shows as "Empty"

    View attachment 262960
    View attachment 262963

    View attachment 262961


    Thoughts?

    Setting to [0] pushes following error

    View attachment 262964
    Hi there!

    You need to look into the help file to understand how the escape codes work.
    This one that you are using, specifically:
    1684873130676.png
    Meaning you need two arguments, but you are only inserting one.
    The first one is the actor ID, the second is the equipment slot.

    So, when you use just \AcEq[1]:
    - The plugin will find the actor ID 1. But, since there is no second argument, the Equip slot will be undefined. Which will make the plugin return "Empty" .

    When you use \AcEq[0]:
    - The plugin will try to find the Actor ID 0, which does not exist. And since the actor 0 is null, it does not have the property "equips", so it will trigger the error you shown.

    Got it?
  13. Yeap! I'd realized a while after asking that I have to signify the actor the code is pointing to each time. So unfortunately I couldn't use them for my use case.