I've uploaded it here: http://www.sendspace.com/file/g3614u. I will say though, that it's certainly not going to be the easiest thing to improve upon. The little dependent even guy that follows you around has some info (targeted at someone else a long time ago), but I noticed that some of it wasn't revised, so there's a couple things that don't make sense. You can just ignore him really.
Anyways, you will probably have a lot more luck with the system I started in HMTK (it's in my signature). There's the bare minimum of a furniture system (only one item can be placed) in it, which can be accessed when interacting with the diary by the bed (like in most Harvest Moon games). What it does is really cool: it actually uses tiles from the tileset, and then literally changes the map data with the tile id for that tile. The farming system also uses this technique, on a far larger scale. Just check the code for any of the tools. The classes that handle the functionality for the tools have confusing names like Axe, Hammer, Hoe, etc ;)
There's one thing to note about the system in HMTK though: it uses the default tilemap built-in to RMXP. Essentials has some tilemap re-writes, where some of the naming conventions are changed. You should be able to play with the naming of the code I already have there for the tilemap related stuff and get it working if you're good and looking through code. That was on my to-do list for HMTK to make it Essentials compatible by request, but I never got to it. Hopefully that points you in the right direction. If not, I can probably whip up another novel to post in your visitor messages.
Sounds cool. Except the tileset swap not doing anything until you change maps. I'd look at where the connected maps are saved if I was you. If they're on screen, they must be stored somewhere. If you can update the specific object that contains that specific connected map, you might be able to fix the issue. Not sure how updating works on connected maps though since I haven't looked into them much. The current map updates automatically (hence why it works when you walk onto it), but the connected ones should be able to be updated too. If not, a slight rewrite might fix that. If you can't figure it out, I may look into it if I get some time. I'd need your current project to look at what you have so far though.
Good to see you're back xD
I've been working on a new Engine for Essentials, trying to emulate Pokémon Crystal perfectly. So far it's good, but the D/N Tileset Swap won't apply for connecting maps until you actually walk into them :/
It was an event-based system, but it didn't end so well. It mostly worked, but was a bit buggy. The events were enormous too, so fixing anything pretty much breaks everything. I will probably be picking up a significantly better version very soon, since it also applies to another project I'm currently working on. I had more or less stopped using RMXP for a while, but I just started again and decided to do something fresh before jumping back into the old stuff I was doing. Keeps me from getting burned out as easily. When it's ready, I'll be sure to release it. It should be pretty cool. It may take some time though since my desktop is still in storage, which might have some of the stuff I had started on that. I won't be getting it or setting it up until I move again though (hopefully in a month or two).
Mint? It's pretty good. I finally found a partner, so our games should go by smoother now. We're working on a project together, an Emerald Remake, my only problem is figuring out Secret Bases. I figured we replace the beauty contest in Lilycove with a GTS or something.
I remember you had one, but it was broken. How did that ever go?