Hey fellow game makers,
I've been working through the MV plugin threads and saving every plugin that I can.
However there seems to be a few that are not working.
Perhaps someone can point me to where these are moved/preserved.
[SSG] Encounter Condition
SP - Rpg Core Options
Actor Command Option Adder Thing
Flare Collection: Notification
Message Window Plus
Variable Display
Game Timer Plus
Dash Toggle
Battle Theme By Party Leader
Currency Icon
pk_CommonMenuEvents
Flare Collection - Currencies
Flare Collection - Play Music on Region Touch
Mutable Items
EST - SAVE MAP EVENTS (My First Java Script Plugin)
EST - CLONE TRANSFORM DELETE EVENT
JDN AutosaveLite
Multilanguage Enabled! You can create multilanguage games with this.
[XDE] xDGameStudios Engine - AchievementSys v1.2 (UPDATE NEW!!)
Shadow Partner
Flare Collection - Laws For Map
YEP_CoreEngine_PlatformPreparator (a mod to support 70+ devices/platforms!!)
EST - RegionMapLoader
Mutation Engine Plugins | Count: 17+
LTNGames - Time Engine v1.2.0
More State overlay
Window Message Fade
[SSG] Soft Level Cap
Vehicle Dynamic Speed
Thanks for the help
Looking for lost Plugins?
● ARCHIVED · READ-ONLY
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https://forums.rpgmakerweb.com/index.php?threads/pk_commonmenuevents.68791/
Script is preserved in the second spoiler or here in this post. I haven't test if it still works.
JavaScript:/*:---------------------- * Pk_CommonMenuEvents 0.1 *----------------------- @plugindesc Tweek your main menu, More info in the Plugin. @author PkGames * * 0 Index * 1 Credits and notes * 2 Description * 3 How to use * 4 Plugin commands *----------------------- * 1 Credits and notes *----------------------- * original idea from Soulpour777 * he game me the idea through his videos. * * Soulpour777's channel * https://www.youtube.com/channel/UCWQj-MDI50Z7J5qW_41EFGw * * Check him out and give a like and sub :) * * this is my first ever script in JS * * Please note i do not know JavaScript im more a C# guy * but i took the time to put this together. this was from a * youtube tutorial, i just simply edited it a bit * to make it easyer for use * * so please note i cant really help if * something gose wrong * * but i will try try :) *----------------------- * 2 Description *----------------------- * * This small code allows you to put an extra * option in the default rpg maker menu * and allows you to preform a commen event * *----------------------- * 3 How to use *----------------------- * * This script is set up so all you have to do is edit * the var's bellow this will controle the menu from * the start. for further function use plugin commands * * var reserveEvent1 = 1; * * this allows you to set what commen event gets used * * var eventName1 = "Professions"; * * this is the text shown to the player from the menu * * var eventKey1 = 'professions'; * * this is how the program reads the event * this will help if there is an error.... i think * * var eventUse1 = true; * * This determans if the menu item is enabled or disabled * * var eventVis1 = true; * * This determans if the menu item is even there */ var reserveEvent1 = 1; //This can be any common event! [1..1000] var eventName1 = "Professions"; //What the players see. use " "; var eventKey1 = 'professions'; //what the system sees. use ' '; var eventUse1 = true; //if true the player can select this in menu. [true/false] var eventVis1 = true; //if true this item will exist in menu. [true/false] var reserveEvent2 = 2; var eventName2 = "More"; var eventKey2 = 'more'; var eventUse2 = false; var eventVis2 = true; var reserveEvent3 = 3; var eventName3 = "CommonEvent3"; var eventKey3 = 'commonEvent3'; var eventUse3 = false; var eventVis3 = false; var reserveEvent4 = 4; var eventName4 = "CommonEvent4"; var eventKey4 = 'commonEvent4'; var eventUse4 = false; var eventVis4 = false; /* * *----------------------- * 4 Plugin Commands *----------------------- * * i have included some plugin commands to this * so you can have control of the script in game * * Plugin command examples - * pk_menu1 usable_true * pk_menu3 visible_false * ^ ^ * selection sub-selection * * Selection options - * pk_menu1 * pk_menu2 * pk_menu3 * pk_menu4 * * Sub-selection options - * useable_true * useable_false * visible_true * visible_false * * Hope you enjoy my script * */ //DO NOT EDIT BELOW, RISK OF BRAIN EXPLOSION! var pk_interpreterCommand = Game_Interpreter.prototype.pluginCommand; var addedCommand = Window_MenuCommand.prototype.addOriginalCommands; Game_Interpreter.prototype.pluginCommand = function(command, args) { // to be overridden by plugins if (command === 'pk_menu1') { switch(args[0]){ case 'useable_true': eventUse1 = true; break; case 'useable_false': eventUse1 = false; break; case 'visible_true': eventVis1 = true; break; case 'visible_false': eventVis1 = false; break; } } if (command === 'pk_menu2') { switch(args[0]){ case 'useable_true': eventUse2 = true; break; case 'useable_false': eventUse2 = false; break; case 'visible_true': eventVis2 = true; break; case 'visible_false': eventVis2 = false; break; } } if (command === 'pk_menu3') { switch(args[0]){ case 'useable_true': eventUse3 = true; break; case 'useable_false': eventUse3 = false; break; case 'visible_true': eventVis3 = true; break; case 'visible_false': eventVis3 = false; break; } } if (command === 'pk_menu4') { switch(args[0]){ case 'useable_true': eventUse4 = true; break; case 'useable_false': eventUse4 = false; break; case 'visible_true': eventVis4 = true; break; case 'visible_false': eventVis4 = false; break; } } }; Window_MenuCommand.prototype.addOriginalCommands = function() { if (eventVis1 === true) { this.addCommand(eventName1, eventKey1, eventUse1); } if (eventVis2 === true) { this.addCommand(eventName2, eventKey2, eventUse2); } if (eventVis3 === true) { this.addCommand(eventName3, eventKey3, eventUse3); } if (eventVis4 === true) { this.addCommand(eventName4, eventKey4, eventUse4); } }; var xscene_menu_ccw = Scene_Menu.prototype.createCommandWindow; Scene_Menu.prototype.createCommandWindow = function() { xscene_menu_ccw.call(this); if (eventVis1 === true) { this._commandWindow.setHandler(eventKey1, this.commandExtra1.bind(this)); } if (eventVis2 === true) { this._commandWindow.setHandler(eventKey2, this.commandExtra2.bind(this)); } if (eventVis3 === true) { this._commandWindow.setHandler(eventKey3, this.commandExtra3.bind(this)); } if (eventVis4 === true) { this._commandWindow.setHandler(eventKey4, this.commandExtra4.bind(this)); } this.addWindow(this._commandWindow); }; Scene_Menu.prototype.commandExtra1 = function() { $gameTemp.reserveCommonEvent (reserveEvent1); SceneManager.push(Scene_Map); } Scene_Menu.prototype.commandExtra2 = function() { $gameTemp.reserveCommonEvent (reserveEvent2); SceneManager.push(Scene_Map); } Scene_Menu.prototype.commandExtra3 = function() { $gameTemp.reserveCommonEvent (reserveEvent3); SceneManager.push(Scene_Map); } Scene_Menu.prototype.commandExtra4 = function() { $gameTemp.reserveCommonEvent (reserveEvent4); SceneManager.push(Scene_Map); } -
Totally missed that one. Thanks, I haven't tested anything, just saving everything.Script is preserved in the second spoiler
My big issue is going to be which ones work with MV 1.6.2?
I'll have to do a lot of testing when I start using it. -
I would scrap the platform preparation plugin as it's basically a modified version of an older release of the Yanfly core (specifically 1.15). As of October 27th 2019, sharing anything from Yanfly is against his license terms (and even though it's been modified significantly for the purposes herein, this change means that it's not just an incompatible legacy plugin but also a content rip which for obvious reasons is an impermissible offense). Because of this, all links and references should be put into consideration for immediate removal from this discussion and any other places where it may be hosted.
EDIT: I forgot to mention, but I wanted to be clear that this doesn't affect existing projects. Yanfly is not applying rip rules to any of the downloads which have been obtained from before the license was altered. -
I happen to have downloaded the ShadowPartner plugin.