Armorial(Author:Core Systems Asset Factory) - Armorial.js
https://en.plugin-mz.fungamemake.com/archives/12572
Armorial answers a different question from "which ending did I get". At the end of the game it reads the switches and variables your project already sets, works out what became of each person or faction you named, and shows it as an epilogue plate with a coat of arms that the plugin draws. The arms are composed from what that character actually did, out of a corpus of 50 charges, 10 field divisions, 10 tinctures, 8 ordinaries and 8 bordures. That's 320,000 distinct devices, and there are no image files anywhere in it. Two players who finish the same ...
Plugin desc :
Armorial answers a different question from "which ending did I get". At the end of the game it reads the switches and variables your project already sets, works out what became of each person or faction you named, and shows it as an epilogue plate with a coat of arms that the plugin draws. The arms are composed from what that character actually did, out of a corpus of 50 charges, 10 field divisions, 10 tinctures, 8 ordinaries and 8 bordures. That's 320,000 distinct devices, and there are no image files anywhere in it. Two players who finish the same ...
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Prohibited (This does not apply to works made using the material.)
・Details: See Download Page / In-plugin documentation
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Armorial
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Armorial answers the question a branching game leaves hanging: not "which
ending did I get", but "what became of everyone".
At the end of the game it reads the switches and variables your game already
sets, works out a FATE for each person or faction you named, and shows it as
an epilogue plate with a COAT OF ARMS THAT IT DRAWS — composed from what that
character actually did, out of a corpus of 50 charges, 10 field divisions,
10 tinctures, 8 ordinaries and 8 bordures. 320,000 distinct devices, and no
image files at all.
Two players who finish the same game do not get the same arms.
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WHAT IT IS NOT
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It is not a cutscene tool. If you want to choreograph pictures, movement and
scrolling credits by hand, a cinematic sequencer does that job and does it
well — use one, and use this for the part it does not do. Armorial does not
play an ending you authored; it works out what the ending IS.
It is also not an endings gallery. Our own Threads covers that ground.
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THE THREE THINGS YOU FILL IN
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1. SUBJECTS — who gets an epilogue. A party member, a rival, a town, a guild.
2. DEEDS — what the game recorded about them. A deed watches ONE switch or
variable and, when it holds, contributes to that subject's arms:
switch 12 ON -> subject "kael", tone "grim", charge group "arms"
variable 8 >= 50 -> subject "kael", tone "noble", charge group "fortune"
switch 30 OFF -> subject "riona", tone "quiet", charge group "bond"
You do not choose the picture. The deeds that HELD decide it.
3. FATES — the words. Each fate names its subject and a condition, and the
FIRST fate whose condition holds is the one shown. Give every subject a
catch-all fate with a blank condition and put it last.
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CONDITIONS
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A condition is a small expression, checked left to right:
s12 switch 12 is ON
!s12 switch 12 is OFF
v8>=50 variable 8 is at least 50
v8<10 variable 8 is under 10
v3==2 variable 3 equals 2
s12 & v8>=50 both
s12 | s13 either
(blank) always true — the catch-all
NOTE ON THE LINE ABOVE: this site removes the plain ASCII less-than sign and
everything up to the next greater-than sign, so that row is printed here with
the fullwidth character < instead. In your own condition, type the ordinary
ASCII less-than sign. The plugin only accepts the ASCII one.
There is no eval and no script call. An unparseable condition is reported in
the console at boot and treated as FALSE, never as true — a condition you
mistyped must not silently promote a fate over the one you meant.
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PLUGIN COMMANDS
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Play Epilogue compile and show the sequence
Compile Only compile and store, show nothing
Get One Subject's Fate write a fate index into a variable
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SAVES
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A compiled armorial is written into the save with a schema version and is
restored losslessly. An older save without one simply has no armorial yet and
compiles fresh when asked.
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TERMS OF USE
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See LICENSE.txt. Commercial and non-commercial use in RPG Maker MZ projects
is permitted. Redistribution of the plugin itself is not.
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Armorial answers a different question from "which ending did I get". At the end of the game it reads the switches and variables your project already sets, works out what became of each person or faction you named, and shows it as an epilogue plate with a coat of arms that the plugin draws.
The arms are composed from what that character actually did, out of a corpus of 50 charges, 10 field divisions, 10 tinctures, 8 ordinaries and 8 bordures. That's 320,000 distinct devices, and there are no image files anywhere in it. Two players who finish the same game don't get the same arms.
You fill in three things: the subjects who get an epilogue, the deeds that record what the game saw them do, and the fates those deeds add up to. A deed watches one switch or one variable you are already setting, so it sits on top of a project you have already built.
It isn't a cutscene tool and it isn't an endings gallery. It works out what the ending is, rather than playing one you authored.
RPG Maker MZ. Made by an AI studio, and the code and the art are AI generated. The store listing discloses that.