
Rep: +314/-110 Level 71 (46%)
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« on: January 17, 2009, 04:22:04 PM » |
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RMVX Script Index
Thanks Tez for the format and NAM for the categories
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« Last Edit: February 19, 2010, 08:59:51 PM by Modern Algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #1 on: January 17, 2009, 04:24:38 PM » |
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Menu Systems Modifications to the graphical and/or functional layout of the default menu scenes. Compact Menu System, by RubymattVersion: 1.0This script is a very compact CMS, similar to the one I used in castorvian legends - but for VX! The script was basically to get me into RGSS2 more than anything so I can start makin' some VX scripts.
Dragon-Quest Style Customizable Menu, by EkrasVersion: 1.20Makes the menu mimic the popular Dragon-Quest series.
Full Status CMS, by modern algebraVersion: 1.0This screen shows a full status window in the menu itself. It also allows for command list customization and design customization by giving you the options of which commands and scenes you can call from the menu, and also allows you to call common events from any of these commands. It further allows you to choose which other windows show up in the menu, such as location, gold, steps, etc...
Integrated Reserve Party, by modern algebraVersion: 1.0b This script allows you to have a reserve party. Basically, this means that it allows you to have a larger number of actors in the party than are active at any given time, and it allows the player to choose which actors are active. This is a system implemented in a number of games in the Final Fantasy series, as well as the Tales series and numerous other RPGs. What makes this different from other reserve party scripts is that it is integrated in the DMS, thus allowing you to access menus such as the status menu on party members in reserve, rather than only in the active party. Characters in reserve can be swapped into the active party by the player at any time and vice versa.
As the game maker, you have a number of options to limit this. You can set a minimum size for the active party, so if you wish the player cannot have fewer than whatever number you set, and as well you can set a maximum size for the reserve party. Further, you can set the percentage of exp received by characters in the reserve party, thus allowing you to limit how much exp is received by characters not in the active party. You can also lock individual actors to either the active party or the reserve.
Limited Inventory, by modern algebraVersion: 1.1Essentially, this allows you to limit the number of items a party can carry. Rather than being able to hold 99 of all items, this script divides inventory space into a limited number of slots, each of which can hold a single item type, and for which you can set a maximum stack size. So, for instance, if you have 6 potions, and the maximum stack size for potions is 5, then potions will take up two slots in the inventory, one with 5 in it and the other with only 1. This script allows you to change the number of slots in the inventory in-game with ease, as well. It allows you to discard items easily (and set items as non-discardable), and if there is ever a time in which you get more items than you have space for, it will call a loot screen so you can choose which items to discard.
Lite Menu, by WoratanaVersion: 1.0This script will change your menu style similar to Dragon Warrior style menu.
Lufia II - Rise of the Sinistrals Menu, by TDSVersion: 1.0This is a replication of the Lufia II - Rise of the Sinistrals Menu for VX.
MOG & SEL STYLED MENUS, by SelaciousVersion: 2.0This demo contains the original MOG Menu & Status Scenes, with the VX versions of the ITEM, SKILL, EQUIP, and SHOP XP scripts. Also contained is an adjustment to the Skill Shop by Nechigawara Sanzenin to fit the SEL style.
Mother-Style CMS, by Woratana & Arrow-1Version: 1.0This script, edited from Worale's "Lite Menu" script, is meant to be a replicate of the CMS in the Mother series. I'm using this to sort of learn the ins and outs of RGSS2.
Phantasia-esque CMS, by modern algebraVersion: 1.0This script gives you a menu design that is inspired by a mix between the Tales of Phantasia Menu and my own Full Status CMS. Like Tales of Phantasia, each actor gets their own window and their sprite is shown walking in the top right corner. Like FSCMS, the command window and optional windows are hugely customizable, allowing you to relatively easily add new scripts to be accessible from the menu (with an automatic index finder so that you don't need to modify the return_scene methods of the respective scripts that you add to the menu), call common events from the menu (including the ability to select an actor and have your common event operate only on the actor chosen) and you can use any of the five optional windows that are in the FSCMS - Location, Playtime, Gold, Steps, and Variable.
Scene Menu Redux, by YanflyVersion: 1.0This is more or less a revision of the menu scene. Included in the script are a couple of features. Note that I will NOT take credit for KGC's custom menu command script as all I did was merely import it into this script and finished up the excluded functions that he's left behind. Everything else I did add to the script.
COMMAND CONTROL - by KGC Add, remove, and re-order commands akin to KGC's CustomMenuCommands. Akin to this feature will include what KGC's original script was missing and that was easy functionality to include custom menu commands without hassling the core script itself. Also added is the ability to launch common events from the main menu itself for those who wish to event unique commands.
REDUX MENUS The redux menus are completely optional and are mostly nothing other than visual changes to the menu scene. You can add icons to the command window, display more than just gold on the main menu screen, and added experience bars to the party window.
Scene Status Redux, by YanflyVersion: 1.0There's not a whole lot of reason for the player to visit the status menu. Not too much to see aside from things you can already view in other menus such as the equipment menu for stats. This script will provide additional functionality to the scene in addition to allowing the game maker to free up additional space in the main menu for the not actor-oriented stuff. For those that have used KGC's Custom Menu Command, this script works akin to that in the way that it's there for the status menu rather than the command menu.
Styled Chrono Trigger Menu, by rafidelisVersion: 1.0This script makes the menu looking like of the classic snes game Chorno Trigger With it you can customize the pictures that will be used as options.
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« Last Edit: October 06, 2009, 05:53:14 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #2 on: January 17, 2009, 04:24:51 PM » |
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Message Systems These scripts are designed to make your dialogue more interesting by adding new features to your messages 5 Line Messages, by miget man12Version: 1.1Allows you to have messages that changes the maximum number of lines shown in the message window from 4 to 5.
Advanced Text System, by modern algebraVersion: 2.0c This script allows for various complex message commands. Among the features are some that will be familiar from previous message scripts, such as Seasons in the Abyss' SMS and AMS. Others, such as the formatted text and the animated facesets, are completely new (as far as I know). See below for the features and command codes
Arclight's Enhanced Battle Messages, by ArclightVersion: 1.00B Allows for extra combat messages to be defined. You can make many messages for the same event and then each time the event happens script will pick one of them at random to use. Example: if you define "%s Emerged!" and "%s Got Angry!" as type 'emr', each time a enemy emerges the script will pick one of the two messages to display at the beginning of the battle.
Character TextBox II, by woratana [included in Wora's Giftbox] Version: 2.0Show text box over character (player or event)
Disable Skipping in Messages, by modern algebraVersion: 1.0This script is a feature extracted from my ATS. But, since it is a useful feature and not all people want an entire message system for one little feature, I decided to make it its own little script. Basically, it allows you to set a code in a message that will make it so that the player cannot skip the message but has to wait for it to draw completely before going forward with the message.
Get Item Window, by woratana [included in Wora's Giftbox] Version: 2.0Allows you to show a window on screen when the party gains items
Message Filters, by miget man12Version: 1.1Allows you to set word filters for the message window that will automatically replace certain text.
Neo Message System, by WoratanaVersion: 3.0I've used AMS in RMXP before. When I changed to RMVX, I wonder why I can't find any Message System Script. That's reason why I scripted this~ for myself to use, and share to anyone who'd like to use Basically, most of the features now (Version 1.0) are from AMS.
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« Last Edit: September 30, 2009, 12:02:33 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #3 on: January 17, 2009, 04:25:13 PM » |
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Battle Systems These scripts either modify elements of the default battle system or replace it with an entirely different type of battle Ambush BGMs, by modern algebraVersion: 1.0This script will allow you to set different BGMs to play depending on the ambush conditions of the battle. Thus, if it is a pre-emptive attack (heroes have the upper hand), you can set it to play a different BGM from the regular, or if it is an enemy surprise attack, then you can set it to play still another BGM.
Battle Background Modifier, by miget man12Version: 1.1Allows you to change aspects of the default battle background, such as whether or not it has a radial blur, whether it's wavy, or how blurred it is.
Battle Backgrounds, by SynthesizeVersion: 1.00A This simple script allows you to have a battle background instead of the abstract background which is the default for RPG Maker VX. Simply define the Background filename in the customization section, along with your Map_ID.
Battle Cry, by NAMKCORVersion: 1.00Plays user configured battle cries for characters at the start of battle and at the end of battle. Pre-battle cries are selected by the difficulty of the enemy troop, and post-battle cries are selected by the remaining hp percentage of the actor that scored the final blow.
+ [ Battle Result Window ] +, by woratana [Also included in Wora's Giftbox] Version: 1.0I discussed about battle result window for VX with my friend for a while. The problem is that there is no built-in battle result window in VX. (The result will show in message box instead)
So I try to script this to see if it's possible to make one. I put the same information as the battle result window in XP.
Battle Scapes, by modern algebraVersion: 1.0This script allows you to create dynamic battle backgrounds consisting of as many layers of pictures as you want that can be zoomed in on, scrolled, blended, or a number of other effects to make your battle scenes look beautiful. Further, unlike other battleback scripts, you can make battlebacks for areas and not just by maps. You need to supply your own pictures and import them into the Parallaxes folder of your game.
Crissaegrim ABS, by VladVersion: 2.0.5An Action Battle System that allows you to fight enemies on the map. This type of system is seen in Zelda.
Custom Skill Damage Calculation, by LettuceVersion: 1.0ß Lets you fully customize how skill damages are calculated. Some scripting knowledge required.
Damage Popup, by modern algebraVersion: 1.0This script allows damage to popup on top of the battler, rather than being shown in the message box.
Display Scanned Enemy, by YanflyVersion: 1.0Similar to the Display Skill Query script, I've made one for enemies. This was mostly to replace my Display Target Data script, considering it didn't display much data at all about the target. This one was also made on the account of making a proper scan skill property in addition to different parts of enemy data that it can scan.
I've disliked scan systems where you would have to keep rescanning an enemy to see its HP, MP, etc. It felt counterproductive on the player side since valuable turns are wasted just to view some numbers. This system allows you to pull up enemy data upon enemy selection (where I believe it matters most). After all, providing convenience for the player is absolutely important since it reduces metagaming, which is something that should never have to happen for an RPG Maker project.
For the users who fear giving too much information to their players, users can disable parts of the script and prevent certain pages from appear at all. You can limit how much and how little you want to show your players through <hide> tags, too, for the enemies' noteboxes.
Display Victory Aftermath, by YanflyVersion: 1.0I'm remaking this script for multiple reasons. Biggest of which is so that the code's a whole lot cleaner. The second biggest reason is because I actualy know what I'm doing this time around. And the third reason is that out there in the VX scripting community, a decent victory aftermath script has yet to be made. This will hopefully provide everything adequate for a victory aftermath.
This script consists of a couple of phases. The first being displayed exp for each member prior to gaining the experience earned in battle. Nothing too special here, you basically see what happens before the experience is applied.
The second phase goes into giving each of the actors experience. This supports multi-leveling as well as learning a whole bunch of skills. Actors that level up will create a window that displays their previous stats in comparison to their new stats. Alongside that is also a list of the new skills they have learned from the level up.
This script leaves an "extra" phase if there's any add-ons made for Victory Aftermath in the future. By default, there's nothing visible here, but should add-ons be made, this phase will be providing for it without need to actually modify the script itself.
The last phase goes into the drop listing. This generates a list of drops and displays them from most to least number of drops. This means that drops of the same type will stack upon another. If no drops present, this phase is skipped.
Earthbound Battle Backgrounds, by ahrefVersion: 1.0This script takes the core from Battle Backgrounds and modifies a few things. The picture is determined by the group/troop id and the abstract wavey pattern can be controlled. This is intended to recreate the backgrounds found in earthbound.
Enemy Level Control, by YanflyVersion: 1.0I actually rewrote this script three times just to make sure I'm doing things right, and to ensure enemy levels would be a bit more manageable. Oh well... I didn't like the enemy leveling scripts out there that would require you to set the stats for an enemy to be at level 100 and then calculate the level stats as a percentage from that. It felt a bit too unnatural and would essentially mean that from level 1 to level 2, enemies would double in stats and the increase from there would feel for lower. This script allows you to adjust all of the level aspects for the enemy including the minimum and maximum levels, the individual stat growths, and special traits they can earn after reaching x levels.
For those that would like enemies to grow a little bit here and there in stats or otherwise, this script will allow for such possibilities. Enemies will adjust their stats based on your party's levels. The stat growth can include a set amount per level as well as a percentile amount (of the base stats) per level. Also, functionality of "Party Level" under the enemy action lists is now changed to reflect the enemy's current level instead of party's.
Flash Selected Enemy, by modern algebraVersion: 1.0Category: Battle SystemsThis script blinks the battler of the enemy when it is hovered over in the targetting window of the battle scene, so you know exactly which battler is being targetted.
Gameover -> Common Event, by modern algebraVersion: 1.0Requested by zzzdude, I figured I would post it in case anyone else wanted it. Instead of calling up the GameOver scene when you die in battle, it calls a common event you specify. This can be used for an epilogue, or any kind of evented Game Over cutscene. Bear in mind that you do have to call the Game Over screen at the end, or else arrange an alternate game over. You will need to set everything in the common event. The script does not do anything a regular Game Over scene does.
Random Encounters By Level, by modern algebraVersion: 1.5This script allows the game maker to give monsters levels, and then based on those levels, it determines what enemy troops can be attacked by the player at his current level. That is kind of confusing, so I will try to explain a little better by example. The maker can set up a map with possible enemies being Angels, Cherubims, and Seraphims. You can enter this map at any time, and so you want the encounters to reflect what level the hero party is. You don't want the party attacking Seraphims when they are level 1, because they will be crushed, and you don't want them to fight Angels when they are level 99, because it's too easy. Thus, you just set up in the script what levels the enemies are and an average among each troop is calculated, and with this script you will only be able to fight monster troops that are within level range of your heroes. You can set the level range as well, thus making some maps harder and others easier
Regenerate HP/MP on Defense, by SynthesizeVersion: 1.2.0A With this script, the developer has the ability to allow players to regenerate HP and/or SP (Now MP) when they defend. The customization is at the top of the script. This script was made by analyzing the Scene_Battle script in the Trial version and then remaking it in XP, so there may/may not be bugs.
Simple Battle HUD, by Dark GaiaVersion: 1.0Sick of seeing the same old boring battle status window in your game? Want something a bit different to the same old list with just your party's names and HP bars? That looks a bit dry, doesn't it? This simple plug and play script will change that for you, by swapping over your battle status window for a nice looking HUD complete with facesets! Plus, there's no need to make your own HUD image!
The reason I made this script is simple; I wanted to use EvenAngel's HUD script in my game but lacked the graphical skills to make a HUD image for it, so I decided to make my own HUD script which uses the normal battle window instead of a custom image.
Time-Based Encounter Rates, by modern algebraVersion: 1.0This script allows it so that encounters are not necessarily based on step count, but rather on seconds.
Vampyr SBABS, by VladVersion: 9Category: Battle SystemsA great Action Battle System for VX. It includes party battling.
Variable Controlled Backdrops, by YanflyVersion: 1.0One of the greatest things to come out of RPG Maker 2003 that didn't appear in any of its successors was moving backdrops during battle. There was a front layer and then a back layer and it broke the monotony of a static background. This script lets you recreate all of that with ease and control it with ease. Just change a variable value inside the event editor and you'll receive the listed backdrop found in the hash within this script.
Versus Popup, by modern algebraVersion: 1.0This script allows you to show a brief versus screen at the beginning of the battle that takes the face of the first actor and the battler of the first enemy of the troop and shows them before the battle begins, with an image of your choosing between them.
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« Last Edit: January 13, 2010, 02:24:37 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #4 on: January 17, 2009, 04:26:12 PM » |
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Custom Scenes These scripts add completely new scenes and features to the game, or change the layout of non-menu/battle scenes Actor Item Synthesis, by YanflyVersion: 1.0This item synthesis script is influenced after Gust RPG's famous synthesizing systems. To synthesize an item, one would need a recipe and the required actor in your party. Different actors can yield different outcomes, but they all possess and use the same ingredients.
Another thing this script will provide (for the player) is that any items that were synthesized through the shop's recipes can then be bought without need to synthesize them again. The need to constantly resynthesize items to get more of them becomes rather tedious and that really isn't something we should put the player through.
This script also allows playing events after item creation similar to that of the Gust RPG's. There you can play out little skits and such or even unlock certain parts of the game for synthesizing a particular item.
Baldur's Gate Travel System, by modern algebraVersion: 1.0This script is an alternative to World Map Travel and calls a menu so that the player may choose their next destination. It also allows for ambushes in the course of this journey.
Common Event Menu, by YanflyVersion: 1.0Similar to the Common Event Shop, the Common Event Menu lets you create your menus to list various common event options. Now, you don't have to use all of those obnoxiously tedious Show Choice branches and conditional branches just to let the player get somewhere in range.
This script lets you create your own generated common event menus with ease. Set the style of the menu, the nature of the menu, and the contents of the menu. Afterwards, set the switches (if required) for the common events to even appear, any pictures to go along with it, and descriptions on what the common event can do for the player.
Common Event Shop, by YanflyVersion: 1.0Sometimes the lack of things you can do with money can become a little boring since it's only ever used for buying items and equipment and that's it. Well, now your players can expend their funds on common events (that you can decide what will happen). They can purchase common events that may unlock extras, recruit characters, teleport to unique places, anything your eventing ability allows you to do.
+[Custom Title Screen Menu]+, by WoratanaVersion: 1.0This script will help you add, arrange, and edit menu in title screen easier.
You can easily move, change its size, change skin, and change opacity.
Diary, by modern algebraVersion: 1.0This script allows you to add entries into a diary, much like the system in Baldur's Gate. It allows you to make any number of entries and add them into the journal at any time, and they will be ordered by the playtime you encountered them in. Unlike Baldur's Gate, you can also set pictures in the entries, to appear to the left, right, or center at the top of the entry. Further, you can use a number of special codes in the script to make the entries more interesting.
This script also has built-in capabilities to add itself to the menu, though it may not be compatible with some custom menu systems.
Dinamic Monsters Bestiary, by Dark_falcaoVersion: 1.5- Disaplay mosters parameter like HP,MP,DEF AGI etc. - when you deafeat a monsters is added to bestiary by itself - Script sort 5 diferent enemy classes like amateaur, noob, boss etc. based on parameters - Beatyful breath effects was added to enemy battler - Display enemy power based on parameters - easy to use
Evidence Locker, by modern algebraVersion: 1.0This script allows the player to choose an evidence item from his or her inventory and set conditions depending on which item is chosen. This allows for an interactive exchange, particularly in games where the presentation of evidence is necessary, such as detective games or minigames.
Fire Emblem Title, by rafidelisVersion: 1.0Custom Picture Menu from the game Fire Emblem
Gallery, by DeityVersion: 1.0This script opens a gallery with pictures from the Pictures folder that the player can view. It allows you to add as many pictures as you like to as many galleries as you like, so you can, for instance, have the player unlock them as bonus achievements or use them as photo journal for the game, or do both in separate galleries!
Grid Inventory, by modern algebraVersion: 1.0 This script does multiple things. First: it gives each actor their own inventory. Second: that inventory is displayed through a grid, with each item taking up a specific amount of squares. How many squares is completely customizable for each and every item.
You are also able to set a maximum number of instances of that item each slot can hold. This means that for each item, say for instance, arrows, you can define how many arrows could fit into one displayed slot of arrows. See the demo for clarification.
You can also set a picture graphic for each item, though if you do not it will default to using the item's icon. Beyond that, you can easily set up permanent storage events, each of which are easy to set up and save what items are stored in them at any given time. When received, items will be automatically distributed amongst the party in order, meaning that they will be given to the first party member, then the second once the first party member's inventory is full, and so on. If, upon gaining an item, you cannot fit that item or items into the party member's inventories, it will call up a loot inventory and the player can decide which items to discard and which to keep. As well, you can customize the size of each actor's inventory and you can modify that at any time with a simple script call.
A good system to compare this to is the system from Betrayal at Krondor, as that is what it was based on, but as that is not very well known, this system is similar to the item system of the Diablo series.
Item & Skills Catalogue, by modern algebraVersion: 1.0 This script allows you to create custom catalogues containing any of the items, weapons, armors, or skills that you have encountered. Wish to make a catalogue that will show every item you've ever encountered? That can be done. Want to make a catalogue that contains all paladin equipment and/or skills, whether encountered or not? That can be done too!
Unlike other Item Logs, this script gives you the customizability to make different item logs that can show different things. Items, weapons, armors, and skills are auto-encountered (or not, if you wish), but you can also manually encounter items with a code. All of this means that there is a lot you can do with this script if you want to, but if all of that configuration seems a bit too complicated for you than that's OK too - the script will work plug & play too.
Lockpicking System, by DeityVersion: 1.0This script simulates a lockpicking system similar to that in Oblivion which allows you to set certain chests to only open once successfully picking the lock. Essentially, the system requires the player to successfully push all of the "sticks" into the up position - a failure results in a destroyed lockpick. Once all sticks are up, self-switch A of the particular event is turned on and you can put in the success results
Magica Scroll System, by Dark Dragon XVersion: 1.0This script allows you to equip your party with scrolls before entering a battle, which allows them to use certain skills. This will make a player think of a strategy before entring a battle and then applying it in the battle ground..
Map Credit, by woratana [included in Wora's Giftbox] Version: 1.0A Credit screen for your game
Menu System Options, by YanflyVersion: 1.0The "End Game" option is quite possibly the most useless function in RPG Maker VX games. Not only does it have little functionality but its functions can be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new menu altogether and giving the player some familiar options seen in many of today's commercial RPG's such as changing window skins, adjust sound volume, turning off animations during battle, and the like.
Minigame: Win the Lottery!, by bulletxtVersion: 0.1A great minigame for your game. Player can play the lottery and win a jackpot prize! It's very simple, there are 10 balls and three of them get extracted. Player must choose and guess the three numbers that will get extracted!!
According to Probability, the chances player wins are 1 out of 120~. There isn't much to say about, it's a lottery minigame!
Mix Skills System, by woratana [included in Wora's Giftbox] Version: 1.1Mix 2 or more skills to get new skills
Monster Book, by woratana [included in Wora's Giftbox] Version: 1.0A tool that allows you to view data on monsters that have been encountered
Monster Catalogue, by modern algebraVersion: 1.0This script allows you to create multiple monster catalogues that shows a small information window on any monsters you have encountered (and have included in the particular catalogue). As with all my Catalogue scripts, you can make many different catalogues. Want a catalogue that shows all monsters? That can be done. Want a catalogue that only shows Undead monsters? That can be done too. You can also turn auto encounter to off and manually set when monsters should show up, or you could turn the show all option on for a catalogue and have it reveal all monsters included in the catalogue. The choice is yours to make
Notebook VX, by DeityVersion: 1.0This script permits the game player to have a notebook to jot down reminders of a quest or draw special symbols or any number of cool things. It allows complete user input on a canvas, in addition to shoosing a larger size for the pencil or a different colour. Can make for a great tool for the player to take notes to remind him/herself of their objectives or as simply a way to pass the time!
It also supports mouse input in addition to key input
+ [ On-Screen Shop ] +, by Woratana [also included in Wora's Giftbox] Version: 1.0It's not really new interface Mostly just move windows and change the size.
But I think it's look not too bad though. So I'd like to share.
Player-Named Maps, by modern algebraVersion: 1.0This was a bizarre request and very close to useless, but basically this script allows you to call a scene that lets the player change the name of the maps. It only really makes sense if you have another script that actually shows the names of the maps in-game. It might be useful for a stronghold or something.
Quest Journal, by modern algebraVersion: 1.1This script provides a graphical interface for viewing quest progress. It is an objective based quest log, meaning you can choose to reveal, conceal, complete, or fair any objective at any time. You can also specify which objectives need to be completed for the quest to be complete. It requires a fair amount of customization and designing the quests is entirely left up to you.
Rafidelis Title X, by rafidelisVersion: 1.0Pictures Title with effects of movements and fade in/fadeout. A different layout for the title scene.
Scene Shop Redux, by YanflyVersion: 1.0The shop scene was more or less fine by itself aside from a few efficiency issues. This script patches up those efficiency problems in and displays more data given for buyable items. Before, we received nothing but a blank number input window only to show us how much of the item is being bought. The script makes use of that empty space to give a little more detail on what is being purchased. The status window also more or less compares only one stat. This script will increase that to the four ADSA stats. For games with more than 4 party members, you may have experienced that the status window didn't have enough room to show. Imported from KGC is the ability to scroll that window to allow for a more comfortable and informative shop scene.
Scene Status Redux, by YanflyVersion: 1.0There's not a whole lot of reason for the player to visit the status menu. Not too much to see aside from things you can already view in other menus such as the equipment menu for stats. This script will provide additional functionality to the scene in addition to allowing the game maker to free up additional space in the main menu for the not actor-oriented stuff. For those that have used KGC's Custom Menu Command, this script works akin to that in the way that it's there for the status menu rather than the command menu.
Stat Distribution System, by LettuceVersion: 1.71If you have played online game before, you will notice that some of them give you points upon level up and let you increase your stat as you like instead of having a pre-determined stats. This script mimics that system.
This script have 2 modes, regular mode where you get a fixed number of stats upon leveling up and 1 point will give you 1 stat increase. Then there's RO (Ragnarok online) mode, where you gain a few points upon level up at lower level, but at higher level, you get more points per level up (calculated by formula) and each stat will require more points for 1 increase at higher value. For example, you need 10 points to increase from 90 SPI to 91 SPI, but only 2 points to increase ATK from 2 to 3 (meaning, you can sacrify the points needed for the high stat and get several lower stats with the same amount of points Cheesy)
Wordlocks, by modern algebraVersion: 1.0This script allows you to create chests or doors that are locked by riddles, and that will only open if the player gets the correct answer to it. You can put it in an event - the correct answer will turn on a self-switch in the event, and thus you can have any number of goodies hidden inside, controlled entirely by eventing. It is based on the Moredhel Wordlocks from Betrayal at Krondor and is very similar.
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« Last Edit: January 18, 2010, 02:36:16 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #5 on: January 17, 2009, 04:26:31 PM » |
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Graphical Utility These scripts change graphical components of the game, such as how characters are drawn on the map Actors Options in Status Window, by CharbelVersion: 2Adds the Actor's Options in the Status Window.
Animated Battlers, by Dark_falcaoVersion: 1.0Category: Graphical UtilityAre you tire about that ESTATIC Battlers? here i bring you the best solution in an easy way. This script allow you animate the battlers graphicts
Features
Breath effect in battlers
Animated Parallax, by modern algebraVersion: 1.0This script allows you to set an animated parallax background by having multiple frames and switching between them at a user-defined speed.
Animated Sprites in Menu, by modern algebraVersion: 1.0This script allows you to draw an actor's sprite in any scene that already draws the actor's face. You can either use it to supplement the face graphic or replace the face graphic altogether. For each scene where you choose to use this feature, you can configure a number of options, such as where the sprite will show up (in relation to the face graphic), whether or not the face will also be drawn, what pose the sprite will start in, whether it will be animated, whether it will change directions (and if so, over what time interval), and if subsequently drawn sprites should be drawn in a different pose.
Auto-Repeat Animation, by WoratanaVersion: 1.0This is a little snippet that will allow you to set repeat animation on character in map.
Repeat animation will show again and again after the last animation in that character finished~
Autotile Animation Speed Control, by modern algebraVersion: 1.0Tired of your waterfall (or any other autotile) animating too slowly (or too quickly)? This script allows you to set the speed that your A1 autotiles animate at.
Basic HUD, by woratana [included in Wora's Giftbox] Version: 1.0Basic HUD that shows HP and SP of first character in party on map
Caterpillar, by ZeriabVersion: 1.0This script creates a caterpillar of the party members by using events present on the map. (You need to actually make the events in the editor) When the caterpillar is deactivated they act just like any other event. Most event commands still works on the events when the caterpillar is activated, but the results be strange.
Change Battle Transition, by modern algebraVersion: 1.0[spoiler=Description] This script allows you to change the transition graphic in-game, so you can have multiple different transitions and can even randomize between them. Character Hover Graphics, by modern algebraVersion: 1.0This script allows you to place a graphic to hover over any characters in the map. Like in Diablo, when an NPC has something important to say, you can place an exclamation mark or any other thing over his/her head.
Colour Coded Items/Weapons/Armors, by modern algebraVersion: 1.0This script allows you to set a special colour to any item, weapon or armor in the party's possession. SO, in scenes like Item or Equip, these items/weapons/armors would be drawn in whatever colour you specify.
Composite Character Sets / Visual Equipment, by modern algebraVersion: 1.0This script allows you to create character sets from multiple character sheets, layering them on top of each other. It also allows you to set character graphics to armors and weapons, and these character sets will be layered on top of the character, thus making it a Visual Equipment script as well.
Dash Animation, by modern algebraVersion: 1.0This script allows you to set a dash sprite to your player character, so that when the player is dashing, the graphic changes to that new sprite.
Default Font Options, by CruzCodaVersion: 1.0Simple script to change the default font options of the game. With just a few changes to the script, the user can easily input which font name('face') they wish to use in their game. The user can also change the default font size, boldness, italics, and shadowing.
Different Size Icons, by miget man12Version: 1.1Allows you to make iconsets with larger icons.
Disable Autoshadow Plus, by bulletxtVersion: 0.1This script will make you choose what tiles on map must have autoshadow disabled. This can be very useful for good-professional mappers out there. There isn't much to say about it, this script is plug&play and it's very easy to use (instructions inside script).
Please report any issues you encounter and be sure to attach the map file so I can fix the script way faster.
Display Skill Query, by YanflyVersion: 1.0Sometimes with all the features I add to skills, there's always the question of what stat affects what. There's also questions of how long some skills will take to charge and all the other fun stuff. Well, hopefully this script will provide a solution to that.
This script adds a new window to your skill menu both in battle and outside of battle. When pressing Shift (or whatever button you bind it to), the skill query window will appear and list various information about the skill. The information provided ranges from base damage to MP costs to status changes, and elements. If you have some other Yanfly Engine ReDux scripts, there are even more pages that will appear.
For the users who fear giving too much information to their players, users can disable parts of the script and prevent certain pages from appear at all. For users who have lots of custom skills and are afraid that the skills won't reflect properly, there are tags they can add to the skills' noteboxes to force reflect information and data properly.
Equipment On Screen, by rafidelisVersion: 1.0This script shows their equipment on the screen, you can choose between using and not using an image of substance.
Extended Colour Palette, by modern algebraVersion: 1.0This script allows you to have more colours beyond the 32 in the windowskin. It's primary use will be in messages, as you can now put in codes higher than \c[31]. Any numbers below 32 will take the colours from the windowskin.
Extra Movement Frames, by modern algebraVersion: 1.0This script allows you to import characters with more than 3 movement frames. In other words, It allows you to make movement animation a little bit smoother, if that is what is desired. One use for it is it allows RMXP format characters to be imported into a VX game without editing (you'll need to rename the file though)
Fal-MapName, by Dark_falcaoVersion: 1.0Here a script that allow you to display the map name on map with a handsome fade effect
Intructions: Just copy and paste to your project. yeah! easy like eat a peace of cake, but if you want to configure some thing like the display position you can do it in the module Fal_map_name of the script.
if you want to disable de display window you can activate the switch 50 (by deafault) you can change it.
Floating Event's Name, by woratana [included in Wora's Giftbox] Version: 1.0Show event name over event on map
Fog Effects, by Dark_falcaoVersion: 1.0Are you tire of those monotone maps? here i bring you the solution!! This script allow you show Fog Effects on map,
Features
- Fog effects graphics on map - Fog zoom - Fog Scrool X or Y - Others features
Global Text Codes, by modern algebraVersion: 1.0This script allows you to use some of the special message codes in any window or scene. Want to bold the name of the lead actor or colour the name of special skills? You can do that with this script. For a full list of the codes you can use and what they do, look at the instructions. You can also create your own replacement codes with a minimum of scripting knowledge through a simple interface.
Gold on Map, by Dark_falcaoVersion: 1.0A script to show the amount of gold in the map. The script draws in the map an Icon of a little bag of money also.
Kill Autoshadows, by Abt Plouton & modern algebraVersion: 2.0This script gives you the option to remove the autoshadows from appearing in your game.
Monster Collapse VX, by modern algebra & MintoVersion: 1.0bThis is a complete rewrite of Minto's Monster Collapse script in order for it to function optimally in RMVX. While the implementation was entirely rewritten, the basic algorithms are Minto's and so he deserves much of the credit for this script.
The script is very simple and allows for two basic functions: 1) Can play a specified animation upon the death of a monster 2) Can specify a special collapse effect, rather than the default fade.
Multiple Fog, by woratana [included in Wora's Giftbox] Version: 1.0Allows you to set unlimited number of fogs per map
Outline Text, by woratana [included in Wora's Giftbox] Version: 1.0Automatically outlines all text in the game
Parallax Change In-Game, by miget man12Version: 1.1Allows you to change the parallax of a map in-game with a script-call. Is not a permanent change
Parallax Horizon, by modern algebraVersion: This script allows you to set a speed for a parallax to scroll extra when the player is moving. It will scroll in the opposite direction, to give the illusion of a horizon to which the player is moving.
+[Quick Face Border]+, by WoratanaVersion: 1.5 This script will add the border on Face,
The border will create from window skin you choose
Random Fadein, by DeityVersion: 1.0This script allows you to use transition files for regular teleports instead of default fade, similar to the battle transitions. it selects from them randomly
+Random Title Script+, by WoratanaVersion: 1.0This script will random your tile screen. To make player not get bored every time they start game.
Relatively Simple Fogs, by miget man12Version: 1.5This script takes a different approach to fogs. Instead of having you enter a script call to make a fog appear, it will draw a different fog every time you transfer. In other words, each map has it's own fog that is automatically drawn. I originally made it for use in Twilight1300's Legend of Zelda: Realm of the Gods, then I decided to use it in my own project. I eventually edited it quite a bit, and I did some research, and I found that Woratana's is one of the few working fog scripts. I don't know about every one else, but that script creates a ton of lag for me Cheesy. Anyway, I decided to post this for others. Version 1.5 gives you the ability to use multiple fogs!
Scene Window Opacity, by modern algebra Version: 1.0
This is a simple and perhaps a little useless script that allows you to easily alter the transparency of all the windows in any given scene. It's only really useful if you want, for instance, all of the menu scenes to be a little more transparent so you can see more of the map.
Show Animated Pictures, by modern algebraVersion: 1.0This script allows you to show animated pictures through the regular event commands.
Show Enemy States, by modern algebraVersion: 1.0This script shows enemy states when targetting them in the DBS. It is recommended that it be used with Ziifee's State Icon Animation script or any other State cycling script, as it looks best when displaying only one icon at a time.
Show Variable-Based Stats in Status Scene, by modern algebraVersion: 1.0This script allows you to display the values of variable-based stats in the status menu of an actor. Thus, if you assign, say, a luck stat to each actor that determines how often they win the lotto, and you save this stat in a variable, then this script allows you to show that stat right below the other parameters the actor has, such as ATK, DEF, AGI, and SPI.
Sprite Mover, by woratana [included in Wora's Giftbox] Version: 1.0Allows you to position sprite by pixel
Sprite Reflection, by TDSVersion: 2.4Reflects the characters sprite on the water or other reflective surfaces chosen in the tileset editor.
Stand/Walk/Run, by SynthesizeVersion: 2.00A Allows you to choose idle and running poses for your character. In other words, you can have an idle pose if your characters stands still for too long, and it will use a different character set when you are dashing.
Stop Animation Actors, by modern algebraVersion: 1.0Requested by Forcystus, this script allows you to set certain actors to have stop animation when they are the leader (thus on the map screen). Stop animation can be useful for flying units for instance, as it doesn't make any sense for them not to be flapping their wings at any time. It only effects the party member who is the leader. It has no influence on Caterpillar scripts.
Swap Dummies, by YanflyVersion: 1.0RPG Maker VX took away the ability to provide easy conditional faces that RPG Maker 2000 had. However, neither version had the ability to provide easy sprite swapping. Now, using swap dummies, you can easily grab the face and/or sprite of the desired party member or actor. However, if you decide to use this script, make sure you download the Swap Dummy images before you try to run this script.
Swap Tileset, by bulletxtVersion: 0.1Did you ever dream of having more tilesets in your game? Did you ever dream of changing walls or terrains in real time? Did you ever dream of having more passage settings for the same tileset? Well, tell your dreams the waiting has finished! This script does all that, and it's very easy to use! You can have unlimited tilesets, each tileset can have it's own passage setting and you can load/unload them any time.... even on the same map in real time creating cool special effect like a wall changing its tile type!
The script is very easy to use, you just have to place the tile file in a folder, do a simple script call inside an event and then turn a switch on! You can then unload it by simply turning the switch off!
I uploaded a fast demo to show you its features! The script is inside it. Please read instructions for more details.
Teleport Fade Options, by modern algebraVersion: 1.0This script allows you to use different fades from the default fade to black of teleports. You can now choose up to 32 different colours to fade to, as well as an option for no fade at all upon teleport, which allows you to custom fade and transition.
Thomas Edison VX, by bulletxtVersion: 0.1This script is an enhanced version of the well known Light Effects written from Kylock. I decided to pick it up, fix some things and add some new important features. The most important one is that you can enable/disable a light through a switch call based on its type. For example you can make all FIRE lights go on/off with a switch, and with another switch make all GROUND lights go on/off. There are also new lights, for a total of 12. The script is also smart when using KGC Day Night system! When it's day, the lights keep off and when it's night they automatically go on! Instructions are inside the script.
Transitions in the Menu and Map, by rafidelisVersion: 1.0This script creates transitions in each Scene of the game, and he fully customized, you can define scene in which they act transition, which will be used to image, which will be its duration and opacity.
Window ImageList, by woratana [included in Wora's Giftbox] Version: 1.0A command window that uses images instead of text
Zoom Character, by Dark_falcaoVersion: 0.5a script that allow you to increase or reduce the characters size
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« Last Edit: February 20, 2010, 02:05:27 PM by Modern Algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #6 on: January 17, 2009, 04:26:56 PM » |
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System Utility These scripts change or add system features or event commands that have minor or no graphical components 1-Dir Movement Style, by woratana [included in Wora's Giftbox] Version: 1.0Movement is like resident evil. Left and Right turn the character, Up moves the character forward and Down moves the character backward
Actor Prefixes, by modern algebraVersion: 1.0This allows you to set prefixes to your classes that are based on actor level. Perfect if you want your classes to be rank based. For instance, with this script, your warrior can be Squire Philip between levels 1 and 10, Sir Philip between levels 11 and 30, Lord Philip between levels 31 and 60, and King Philip after level 60.
Advanced Areas, by modern algebraVersion: 1.5Adds the ability to turn areas on and off with a swtich, as well set an encounter_step for the area that is independent of the map.
Advanced Scroll Screen, by woratana [included in Wora's Giftbox] Version: 1.0Gives more advanced options for scrolling the screen, such as decimal speeds
Area Plus, by driccVersion: 1.0So i add 3 more features : - The name of the area you're currently in is now displayed (only the first one if you are in two areas) . Of course , if the hero is not in an area , nothing is displayed . - If you put "[AREA]" in the name of the event and put this event in random move , the event will never go out the area . This is based of the name of the area , so if you have 2 areas with exactly the same name , the event can move in both . In the demo , some soldiers are affected to specific streets . - The event can tell you in what area he is .
Audio Engine XT, by bulletxtVersion: 1.1This audio engine will: - pause BGM when a battle starts and resumes from where it stopped when battle ends! - BGM is normally set from VX editor as you normally do! The audio engine is fully integrated with VX editor! - by turning a switch to ON, BGM will continue playing in battle! - by turning a switch to ON, you will have support for Random Battle BGM! - BGM always automatically loops! - by pressing a key, it will Pause the game with BGM/BGS volume lowered/muted! - at battle end, Victory ME will fade out (so ME can be as long as you want)!
Auto Event Properties Change, by woratana [included in Wora's Giftbox] Version: 1.0Add tag in 'comment...' in event to change event's properties automatically
Auto Save VX, by bulletxtVersion: 0.1This script by default will automatically save when you do a map transfer, after winning a battle and after exiting menu. You can also manually call an autosave inside an event by simply doing a call script like this: Auto_Save.new
The script doesn't disable normal saving system so player can still save on his slots, he will not be able to overwrite the autosave slot.
The script also lets you set how many saving slots you want.
Balloon SE, by Woratana [Also included in Wora's Giftbox] Version: 1.0This script will play SE when show balloon.
Boat/Ship Passability for Events, by modern algebraVersion: 1.1This script allows you to set events as boats or ships, and thus forces them to adhere to the passability of boats or ships. The most obvious use for it is for making a boat or ship event with random movement. Or really, any boat or ship events
Call Common Event By Variable, by modern algebraVersion: 1.0This script allows you to call a common event by setting a variable to its ID.
+ [ Call Event ] +, by Woratana [Also included in Wora's Giftbox] Version: 1.0It's a little snippet that will add thing like event command 'Call Event' in RM2K.
If you haven't use RM2K before, 'Call Event' use to run event commands in other event. Basically, it's similar to 'Call Common Event', just change from common event to event in map.
I also added option to use call event with event from other map.
Change Party Order, by modern algebraVersion: 1.0This script allows the player to change party order on map through the use of the L and R buttons
Change Windowskin, by Woratana [Also included in Wora's Giftbox] Version: 1.0This is a small snippet to change your windowskin by call script~
Continue Map's BGM after Battle, by bulletxtVersion: 0.1This script will make your map's bgm continue playing after battle ends instead of restarting. It uses parts of Audio Engine XT, however this is a "light" edition, less intrusive and totally plug&play. The demo includes the script and all necessary files. It should be compatible with all scripts. And before you ask, it does support ogg
Dashing Ethereality, by modern algebraVersion: 1.0 This script makes it so that you all events are set to through when the player is dashing. It is a feature in Harvest Moon: Back to Nature
Description Codes, by modern algebraVersion: This script is essentially for the lazy person inside all of us. It basically allows you to use replacement codes inside a description for an item, weapon, armor, or skill. So, \n[1] would print the name of the Actor with ID 1, and \vocab[hp] would print the Vocab you set for HP in the Terms tab, etc...
Different Ways to Die, by BigEd781Version: 1.0It makes so when a certain status effect happens to allof your party members, it's game over.
Like Petrify in Final Fantasy.
Disable Dash States, by modern algebraVersion: 1.0This script allows you to set states that, if possessed by any actor in the party, will disable dashing until the state is removed.
Editable Actor Options, by modern algebraVersion: 1.0This script allows you to change the actor options of Two Swords Style, Fix Equipment, Auto Battle, Super Guard, Pharmacology, and Critical Bonus in game, so that actors can learn these special feats in-game instead of either having them at the start of the game or not at all
Element Immunities, by modern algebraVersion: 1.0This script allows you to make it so that only weapons, skills, or items with a certain element can target an enemy, as denoted by you. So, if you want to make a flying enemy that can only be hit by ranged weapons, then you can set it so that only weapons with the element 'Ranged' can hit that enemy.
Enemy Stat Variance, by modern algebraVersion: 1.1This script allows you to attach a variance to each enemy stat, so that enemy instances aren't all just clones of each other but can have stat differences.
Enemy Status Filter, by woratana [included in Wora's Giftbox] Version: 1.0 Can hide parts of enemy status during battle
Equipment Constraints, by modern algebra & TsunokietteVersion: 2.5b This script allows the user to set prerequisites for equipping weapons and armors.
Equipment Requisites, by TsunokietteVersion: 2.0Allows the game designer to designate requisites for the equipment. Items will not be equipped unless all requisites are met, and will be unequipped if the item they require is unequipped.
Event Duplicator, by woratana [included in Wora's Giftbox] Version: 1.0Replace event's page with other event's page
Extra Event Pictures, by modern algebraVersion: 1.0For complicated Picture eventing, it is quite clear that 20 pictures is not enough. This script allows you to use more, albeit in a slightly non-intuitive way
+Extra Movement Speed+, by WoratanaVersion: 1.0You will allow to change character's speed by decimal point. e.g. +0.5, -1.2
And you can increase speed more than 6, which is the limit of speed that you can change by event command.
Extra Title Screen Button, by woratana [included in Wora's Giftbox] Version: 1.0Add extra buttons in title screen
Fast Forward & Slow Motion, by miget man12Version: 1.1Allows the player to press a key and speed the game up or slow it down.
Full HP/MP upon Level UP, by woratana [included in Wora's Giftbox] Version: 1.0Restores HP and MP to full when actor levels up
Fullscreen Toggle Menu Option, by Dark GaiaVersion: 1.0Every RPG Maker VX user knows that to toggle full screen mode you just hit Alt and Enter at the same time. But what happens when you give your game to people who aren't very familiar with RPG Maker (such as your friends and family) and they don't know this? As someone who presents their games to people outside of the RPG Maker community, I for one know that people will eventually send emails asking "how the hell do I put the game in full screen?" This simple, plug and play script remedies that by adding a simple "Full Screen" option to your title screen menu, which will put the game into full screen upon selection.
Global Timer, by modern algebraVersion: 1.0This script allows you to have the timer update in any scenes you want, not just Scene_Map and Scene_Battle
Good VS. Evil, by SynthesizeVersion: 1.0.0This script allows the end user (you) to give each playable character an alignment and alignment points. The system works similar to the Baldur's Gate 'reputation system', where x amount of Upgrade points increase the actors alignment. The script automatically draws the alignment in the status screen.
HP/MP Equipment Bonuses, by modern algebraVersion: 1.0This script allows you to set Equipment that give bonuses to your Max HP and Max MP
+[Improved & Special Move Commands]+, by WoratanaVersion: 1.0This script will edit old move commands and add new move commands.
It script will be good for minigame, ABS (for enemy's move route), or any system to do with move thing~
In-game System SE Definition, by modern algebraVersion: 1.0b This script allows you to change what sound effect files are associated with the system at any time during the game. That's a bit abstract, so an easier way to explain it would be that if, for whatever reason, you want to be able to change the sound effect that is played when you press enter on something, then this script allows you to change that in-game. In other words, you don't have to have only one decision SE for the entire game.
Item Drop Ranks, by modern algebraVersion: 1.0bThis script allows you to set up a dummy item that, when added to the inventory, randomly dispenses one item of a specified rank instead. This can have many uses, from increasing the number of items a monster can drop to changing potential drops based on the difficulty level the player is at.
Basically, you can give any item, weapon or armor an integer rank, and you can also setup items that dispense a random item by rank rather than just itself. For instance, you can set Potion, Magic Water, and Antidote to be rank 1, and you can then make a dummy item that dispenses items of rank 1. Whenever the party gets that dummy item, whether through a monster drop or an event, it will instead randomly pick either a Potion, Magic Water, or Antidote and give that instead.
Item Price Changer, by woratana [included in Wora's Giftbox] Version: 1.0Change prices of items, weapons and armors in game.
Jumping, by miget man12Version: 1.1Allows for the ability of user-input jumping based on tile IDs
Learn Skills By Use, by modern algebraVersion: 1.0This script allows you to have actors learn skills by using other skills. For instance, you could set it so that an actor will learn Fire II only after he has used Fire 50 times. You can also set it so that there can be multiple paths to learning a skill and multiple skill requirements. For instance, that same actor could also learn Fire II if he has used Flame 60 times and Flame II 25 times. However, you can also set class prohibitions and level requirements, so if you never want a Paladin to learn Fire II no matter how many times he uses its root skills, then it is easy to set that up, and if you don't want Fire II to be learned by any actor until they are at least level 7, then that can be setup too. You may also set it up so that it is like an upgrade - Fire becomes obsolete once Fire II is learned, and so you can simply forget Fire once you have Fire II
Learn Skill Sound Effect, by modern algebraVersion: 1.0This script will play an SE when levelling if the actor has learned any new skills.
Level Up Effects, by redyugiVersion: 1.4Tired of not having your HP heal when you level up? Well this script will help fix that. It has a feauture to manage how much HP and MP are healed as well as if and which states are removed.
Features
-Manage how HP and MP heals on level up -Manage how states are healed on level up -Give player items upon level up -Plays common event upon level up
+ [ Lock Screen ] +, by Woratana [also available from Wora's GiftBox] Version: 1.0This script will lock the screen from scroll when the switch that you choose turn ON. I think this should be good for cut scene or something like that
Move Commands +Plus, by woratana [included in Wora's Giftbox] Version: 1.0Improve some move commands and add move commands
Multiple Parties, by modern algebraVersion: 1.0b This script allows you to maintain multiple parties (separate item lists, step count, everything) and allows you to merge them at will. Primarily useful for a game where parties split up or a game where you can have separate parties
Path Finding, by modern algebraVersion: 2.0This script finds the shortest path from an event's current position to a target position specified by the user. It then sets that path into action. Be careful when using it though. Depending on the layout of the map, it can take a fair amount of time to calculate. So, don't use it for any huge, funky mazes or anything.
Quick Save / Load / Delete, by woratana [included in Wora's Giftbox] Version: 1.0Save/Load/Delete save file you want with call script
Record Target Variable, by modern algebraVersion: 1.0This script allows you to save the ID of an actor or enemy targetted by a skill or item to a designated variable. It is perfect for use in Common Events that are called by using items or weapons, as you can add additional effects that effect the specific target through the common event.
Note that it only works for targetted items and skills - if the scope has multiple targets, than it will not update the value.
Recover HP/MP/States when Level Up, by WoratanaVersion: 1.0Here is a little snippet I scripted after lost one VX game. I just think that it should be easier (for player) if actors' status are recover when they level up.
Savepoint System, by RubymattVersion: 1.0This system is basically a Savepoint System, which allows the user to choose to Save, use a Tent or cancel. Tents recover the entire party, and are items from the database, so they're easy to manage.
Saving Events, by miget man12Version: 1.1Useful for: saving event locations, saving event graphics, and makes lack of self switch amount issues go away
Simple Footsteps Script, by miget man12Version: 2.0I made this because I wanted to be able to use footsteps without having to use the confusing (in my opinion) configurations of DeadlyDan's Footstep's script. I also made this to have the ability to have events have footsteps, which DeadlyDan's lacks.
Simple Mouse System, by woratanaVersion: 1.5- Support to use mouse in many scenes / windows e.g. Battle Scene, Shop, Name Input Screen - Click on map to move player using Path Finding - Click on NPC when player is close to that NPC to talk.
Skill Teaching Equipment & Items, by modern algebraVersion: 2.0This script allows you to assign skills to items, weapons and armors. When assigned to an item, it is possible to permanently learn the skill assigned when the item is used. For weapons and armors, you are able to learn the skill while the weapon or armor is equipped. Once the weapon or armor is unequipped, you will no longer have access to that skill.
Skills from Equipment, by woratana [included in Wora's Giftbox] Version: 1.0Allows the player to learn skills from equipment
Skills that Cost HP, by modern algebraVersion: 1.0This script allows you to assign hp cost to skills. This means that you can make it so that a skill can hurt (or heal) the user when he casts it.
Skip Title, by woratana [included in Wora's Giftbox] Version: 2.0Allows you to skip the title screen
Shortcuts To Scenes, by rafidelisVersion: 1.0This script allows you to access the menu items, without having to enter the menu, it occurs through keyboard shortcuts
Sound Emitting Areas/Events, by modern algebraVersion: 2.0This script allows you to set a bgm, bgs, se, or me to areas or events and it dynamically calculates the volume depending on how far the player is from the area or event, creating the impression that the sound is emitting from that area or event.
Subclass Selection System, by YanflyVersion: 1.0There's been a lot of scripts where class changing is possible, but I've yet to see anything about a subclass system. Although this script allows changing primary classes, its main focus is the subclass system. There are many rules you may set for your subclass system. You can enable or disable equipment sharing amongst classes. You can choose how subclasses affect your base stats or not at all. You can determine how skills can be learned via subclass, etc.
CLASS SYSTEM Classes are now split between primary and secondary classes. You can set many different rules for each class here inside the script. Secondary classes will expand the skill pool and equipment pool an actor has. With the class system, actors can also get a change in their base stats depending on which class they have equipped at the time. They can also get different amounts of boosts for their stats upon leveling up. The possibilities are vast.
JP SYSTEM There is a new stat for each actor called JP. This new stat can be earned through various ways. It can be earned in battle, from items, attacking, using skills and items, and guarding. All of that can be modified. What JP does is allow your actors to learn new skills through a JP purchase system. These skills are unlocked when JP is spent on them and an actor will permanently have the skill at their disposal.
Switch Operations, by modern algebraVersion: 1.0This script allows you to very easily set the value of an ingame switch to check a number of particular values that would normally be accessible only through knowledge of Ruby syntax and RGSS2 methods. It is also easy to add new checks to this interface and requires very little scripting knowledge. By default, you can set a switch to check if: - the current playthrough is a Play Test
- the player is in a given area
- the player is in a vehicle
- the player is on a given square
- any map event is on a given square
- the self-switch of another event on the same map is ON
- any type of weather is currently active
- the message window is open
Terrain Types, by modern algebraVersion: 1.0This script restores the Terrain Types of RM2k3. Not only does this include a restoration of terrain tags (from XP), but it gives special settings that apply to tiles with those IDs. - Restores many of the features of 2k3 Terrain Types
- Scrolling Background (and Foreground) images for battle, depending on the terrain type you are standing on.
- Encounter Multiplier for certain terrain types, so that encounters can be more or less frequent depending on the terrain
- Footstep Sound Effects that apply not only to players, but to events as well (if you specify that they should). Further, the footsteps of events increase in volume as they approach the player and decrease in volume as they move away from the player
- Terrain types that can hurt (or heal) the player when they step on
- Walking Speed can be influenced by the type of terrain
- You can set some terrains to disable dashing
- You can set some terrains to prevent airship landing and others to allow it. Perfect for Airports!
- And much more! Read Editable Region B at line 131 for more details
TDS Control Self-Switch, by TDSVersion: 1.0Just a simple script that allows you to control self switches of events even if they are on other maps.
Throw and Hit Events, by Dark_falcaoVersion: 1.0- Allow you to throw events on map
- When you throw an event you can hit other event target then START
- Allow you create wepons like bow, boomerang or any tool you want
- Eeasy to use
Vehicle Landing Restrictions, by ahrefVersion: 1.00This script restricts where a player can exit their boats an ships. they can only exit their vehicles at specified events whose names contain "port". THIS DOES NOT WORK WITH AIRSHIPS.
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« Last Edit: March 04, 2010, 03:20:13 PM by Modern Algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #7 on: January 17, 2009, 04:27:11 PM » |
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Scripting Utility These scripts are for other scripters to use as resources in creating their own scripts AWorks Input Module, by vgvgfVersion: 3.0This script simulates the RGSS2 module "Input". It is not the original module, but it has all the original module functions and some new.
Bitmap Addons, by modern algebraVersion: 1.5This adds a few graphical methods to the Bitmap class, namely: outline_ellipse fill_ellipse fill_rounded_rect draw_line greyscale
Bitmap Flipping, by miget man12Version: 1.0 Catalogue Base, by modern algebraVersion: 1.0This script acts as a base script for my catalogue scripts, and it is required for each of those scripts. It has a number of shared classes and methods that thereby reduce unnecessary coding for those scripts.
It is, however, strictly a support script. It has no useful purpose on its own.
Dialog System, by ZeriabVersion: 1.0This is a framework for making dialogs. What is a dialog? You can consider it as a scene that runs on top of the current scene.
Event Scripter, by AmIMeYetVersion: 0.8 With this script, you can easily spawn events through scripting. In this script, I have done the research and documentation, and you only have to call the simplified methods in your own class! Try it, it's pretty easy! (Well, still pretty advanced, but easier than handcoding everything!)
Please note that this script is far from complete (50+ EventCommands to go!)
Common users probably won't have any use of this, but for those who want to add that 'extra touch' (guns, etc.), this script is superb.
Get Note's Data, by A3DVersion: 1.2allow you to put your new data in note area, and you can pick them up via script. it will make your data in each item unlimitable.
Input, by Vlad [included in miget man12's Miniature Script Collection] Version: 1.0A rewritten Input module that allows for full keyboard & mouse input.
NEO Gauge, by woratana [included in Wora's Giftbox] Version: 1.0A nicer gradient bar than the default
Paragraph Formatter, by modern algebraVersion: 1.1This is a scripting tool. It's purpose is to allow the user to input an unbroken string and have returned a paragraph which has the ends of each line in line with each other. It serves roughly the same function as does the justifying option in Microsoft Word. See the screenshots if you are still confused.
Scheduler, by ZeriabVersion: 1.0How many of you tried creating a parallel process where you put in an amount of frames and then a script call or something else afterwards? Basically a simply way of doing something after an amount of frames. This is the principle behind the script. To schedule pieces of code to be executed after an arbitrary amount of frames. No making decrementing counters. The scheduler takes care of all that or well most of it. It is still not as simple as using the wait event command.
Script Inputter, by miget man12Version: 1.1Allows you to type in and evaluate script expressions while playing. Requires Vlad's Input script.
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« Last Edit: January 21, 2010, 10:15:10 AM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #8 on: January 17, 2009, 04:27:30 PM » |
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Miscellaneous All scripts that do not fit in to any of the other categories Animation Bug Fix, by Woratana [Also included in Wora's Giftbox] Version: 1.0I'm not sure how many people noticed that...
when you show animation on character, and you move in the map that bigger than 17 x 13 which cause map to scroll. The animation will move with the screen, instead of stay on character.
So I scripted this one to fixed it~
Auto Backup, by woratana [included in Wora's Giftbox] Version: 1.0Automatically backup your rx/rvdata files when you run the game.
Debug Shortcuts, by YanflyVersion: 1.0Testing things over and over can get lame and stupid when you have to go through so many different things just to see if you can get one thing working properly or not. Well, I bound some effects to some of the FKeys at the top of the keyboard. These shortcuts will only trigger during test play. There's not much currently, but you can do stuff like instantly kill the enemy party, heal your own party, increase or decrease gold when shopping, or pull the save menu on the map field. Go check it out.
Expansion Suite, by AmIMeYetVersion: 2.1 Expansion_Suite (ES) is, mainly, someting I've loved making... but I thought it was good enough uploading.. It's supposed to be a warm, cuddly fur, to wrap around your game. How it turned out, is for you to decide. To understand Expansion_Suite, take a look a the feature list.
Gradient Bug Fix, by woratana [included in Wora's Giftbox] Version: 1.0Fixes a default bug with the gradient bar
Icon Preview Window, by woratana [included in Wora's Giftbox] Version: 1.0Allows developer to easily select icons and discover what its index is for use in scripts
Note Editor, by modern algebraVersion: 1.0This script allows you to edit the note field of an item with script calls in-game. This is useful for editing features of other scripts that use the note field for adding features; this will allow you to add those features as part of the gameplay. The edits will only apply within the same game file, so the note field will be clean whenever the player starts a new game. It does not overwrite the regular note field - anything written in note field in the database will be permanent in every save file.
Patching System, by YeyindeVersion: 2.0 Beta This script allows you to "patch" your released RPG Maker VX game with small-ish files, rather than having to upload the fixed version every time. The script has the ability to alter game data (Actors, Enemies, Items, Maps, etc.), graphics, and even music and sound effects. It can even add to existing scripts!
PNG Output Module, by  & JafferVersion: 1.0You could use this as an in-game screen-shot feature (instead of having to printscreen, paste in paint, etc), or my personal use, use it to take snapshots of the current game screen for save menus. With the module update, the processing takes a lot less time if you specify the size you want, instead of relying on the clear_rect() function. Can also be used as an in-game camera, if you wanted a mini-game like that.
The forum doesn't like Kanji, so please see the link to the original script Jaffer provides in his topic for proper accreditation
Portals, by AmIMeYetVersion: 1.1 It's finally here.. a portalgun for RPG Maker VX!
This allows you to use portalgun functionality as seen in the popular Valve game Portal
Scene Tutorial, by modern algebraVersion: 1.0This script allows you to create tutorials for the scenes in your game, such as for the menu or for the battle system, by freezing user input and allowing you to control the movement of the scene through a special tutorial common event.
Simple Debugger, by woratana [included in Wora's Giftbox] Version: 1.0Can speed up the frame rate of the game by pressing F5
Tone Tester, by woratana [included in Wora's Giftbox] Version: 1.0Allows a developer to test screen tones to choose the perfect one for the mood.
Vampyr Net Gaming, by VladVersion: 1.0.5Category: MiscellaneousAllows for the creation of a server so that your VX game can become playable by multiple players over the internet!
Wora's Christmas Giftbox, by woratanaVersion: 1.0A compilation of a number of wora's best known scripts.
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« Last Edit: December 29, 2009, 12:14:24 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #9 on: January 17, 2009, 04:32:49 PM » |
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A Actor Item Synthesis, by YanflyVersion: 1.0Category: Custom ScenesThis item synthesis script is influenced after Gust RPG's famous synthesizing systems. To synthesize an item, one would need a recipe and the required actor in your party. Different actors can yield different outcomes, but they all possess and use the same ingredients.
Another thing this script will provide (for the player) is that any items that were synthesized through the shop's recipes can then be bought without need to synthesize them again. The need to constantly resynthesize items to get more of them becomes rather tedious and that really isn't something we should put the player through.
This script also allows playing events after item creation similar to that of the Gust RPG's. There you can play out little skits and such or even unlock certain parts of the game for synthesizing a particular item.
Actors Options in Status Window, by CharbelVersion: 2Adds the Actor's Options in the Status Window.
Actor Prefixes, by modern algebraVersion: 1.0Category: System UtilityThis allows you to set prefixes to your classes that are based on actor level. Perfect if you want your classes to be rank based. For instance, with this script, your warrior can be Squire Philip between levels 1 and 10, Sir Philip between levels 11 and 30, Lord Philip between levels 31 and 60, and King Philip after level 60.
Advanced Areas, by modern algebraVersion: 1.5Category: System UtilityAdds the ability to turn areas on and off with a swtich, as well set an encounter_step for the area that is independent of the map.
Advanced Scroll Screen, by woratana [included in Wora's Giftbox] Version: 1.0Gives more advanced options for scrolling the screen, such as decimal speeds
Advanced Text System, by modern algebraVersion: 2.0c Category: Message SystemsThis script allows for various complex message commands. Among the features are some that will be familiar from previous message scripts, such as Seasons in the Abyss' SMS and AMS. Others, such as the formatted text and the animated facesets, are completely new (as far as I know). See below for the features and command codes
Ambush BGMs, by modern algebraVersion: 1.0Category: Battle SystemsThis script will allow you to set different BGMs to play depending on the ambush conditions of the battle. Thus, if it is a pre-emptive attack (heroes have the upper hand), you can set it to play a different BGM from the regular, or if it is an enemy surprise attack, then you can set it to play still another BGM.
Animated Battlers, by Dark_falcaoVersion: 1.0Category: Graphical UtilityAre you tire about that ESTATIC Battlers? here i bring you the best solution in an easy way. This script allow you animate the battlers graphicts
Features
Breath effect in battlers
Animated Parallax, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to set an animated parallax background by having multiple frames and switching between them at a user-defined speed.
Animated Sprites in Menu, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to draw an actor's sprite in any scene that already draws the actor's face. You can either use it to supplement the face graphic or replace the face graphic altogether. For each scene where you choose to use this feature, you can configure a number of options, such as where the sprite will show up (in relation to the face graphic), whether or not the face will also be drawn, what pose the sprite will start in, whether it will be animated, whether it will change directions (and if so, over what time interval), and if subsequently drawn sprites should be drawn in a different pose.
Animation Bug Fix, by Woratana [Also included in Wora's Giftbox] Version: 1.0Category: Graphical UtilityI'm not sure how many people noticed that...
when you show animation on character, and you move in the map that bigger than 17 x 13 which cause map to scroll. The animation will move with the screen, instead of stay on character.
So I scripted this one to fixed it~
Arclight's Enhanced Battle Messages, by ArclightVersion: 1.00B Allows for extra combat messages to be defined. You can make many messages for the same event and then each time the event happens script will pick one of them at random to use. Example: if you define "%s Emerged!" and "%s Got Angry!" as type 'emr', each time a enemy emerges the script will pick one of the two messages to display at the beginning of the battle.
Area Plus, by driccVersion: 1.0Category: System UtilitySo i add 3 more features : - The name of the area you're currently in is now displayed (only the first one if you are in two areas) . Of course , if the hero is not in an area , nothing is displayed . - If you put "[AREA]" in the name of the event and put this event in random move , the event will never go out the area . This is based of the name of the area , so if you have 2 areas with exactly the same name , the event can move in both . In the demo , some soldiers are affected to specific streets . - The event can tell you in what area he is .
Audio Engine XT, by bulletxtVersion: 1.1Category: System UtilityThis audio engine will: - pause BGM when a battle starts and resumes from where it stopped when battle ends! - BGM is normally set from VX editor as you normally do! The audio engine is fully integrated with VX editor! - by turning a switch to ON, BGM will continue playing in battle! - by turning a switch to ON, you will have support for Random Battle BGM! - BGM always automatically loops! - by pressing a key, it will Pause the game with BGM/BGS volume lowered/muted! - at battle end, Victory ME will fade out (so ME can be as long as you want)!
Auto Backup, by woratana [included in Wora's Giftbox] Version: 1.0Automatically backup your rx/rvdata files when you run the game.
Auto Event Properties Change, by woratana [included in Wora's Giftbox] Version: 1.0Add tag in 'comment...' in event to change event's properties automatically
Auto-Repeat Animation, by WoratanaVersion: 1.0This is a little snippet that will allow you to set repeat animation on character in map.
Repeat animation will show again and again after the last animation in that character finished~
Auto Save VX, by bulletxtVersion: 0.1Category: System UtilityThis script by default will automatically save when you do a map transfer, after winning a battle and after exiting menu. You can also manually call an autosave inside an event by simply doing a call script like this: Auto_Save.new
The script doesn't disable normal saving system so player can still save on his slots, he will not be able to overwrite the autosave slot.
The script also lets you set how many saving slots you want.
Autotile Animation Speed Control, by modern algebraVersion: 1.0Category: Graphical UtilityTired of your waterfall (or any other autotile) animating too slowly (or too quickly)? This script allows you to set the speed that your A1 autotiles animate at.
AWorks Input Module, by vgvgfVersion: 3.0Category: Scripting UtilityThis script simulates the RGSS2 module "Input". It is not the original module, but it has all the original module functions and some new.
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« Last Edit: February 19, 2010, 09:02:05 PM by Modern Algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #10 on: January 17, 2009, 04:33:08 PM » |
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B Baldur's Gate Travel System, by modern algebraVersion: 1.0This script is an alternative to World Map Travel and calls a menu so that the player may choose their next destination. It also allows for ambushes in the course of this journey.
Balloon SE, by Woratana [Also included in Wora's Giftbox] Version: 1.0This script will play SE when show balloon.
Basic HUD, by woratana [included in Wora's Giftbox] Version: 1.0Basic HUD that shows HP and SP of first character in party on map
Battle Background Modifier, by miget man12Version: 1.1Category: Battle SystemsAllows you to change aspects of the default battle background, such as whether or not it has a radial blur, whether it's wavy, or how blurred it is.
Battle Backgrounds, by SynthesizeVersion: 1.00A This simple script allows you to have a battle background instead of the abstract background which is the default for RPG Maker VX. Simply define the Background filename in the customization section, along with your Map_ID.
Battle Cry, by NAMKCORVersion: 1.00Plays user configured battle cries for characters at the start of battle and at the end of battle. Pre-battle cries are selected by the difficulty of the enemy troop, and post-battle cries are selected by the remaining hp percentage of the actor that scored the final blow.
+ [ Battle Result Window ] +, by woratana [Also included in Wora's Giftbox] Version: 1.0I discussed about battle result window for VX with my friend for a while. The problem is that there is no built-in battle result window in VX. (The result will show in message box instead)
So I try to script this to see if it's possible to make one. I put the same information as the battle result window in XP.
Battle Scapes, by modern algebraVersion: 1.0Category: Battle SystemsThis script allows you to create dynamic battle backgrounds consisting of as many layers of pictures as you want that can be zoomed in on, scrolled, blended, or a number of other effects to make your battle scenes look beautiful. Further, unlike other battleback scripts, you can make battlebacks for areas and not just by maps. You need to supply your own pictures and import them into the Parallaxes folder of your game.
Bitmap Addons, by modern algebraVersion: 1.5Category: Scripting UtilityThis adds a few graphical methods to the Bitmap class, namely: outline_ellipse fill_ellipse fill_rounded_rect draw_line greyscale
Bitmap Flipping, by miget man12Version: 1.0Category: Scripting Utility Boat/Ship Passability for Events, by modern algebraVersion: 1.1This script allows you to set events as boats or ships, and thus forces them to adhere to the passability of boats or ships. The most obvious use for it is for making a boat or ship event with random movement. Or really, any boat or ship events
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« Last Edit: December 29, 2009, 05:10:08 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #11 on: January 17, 2009, 04:33:20 PM » |
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C Call Common Event By Variable, by modern algebraVersion: 1.0This script allows you to call a common event by setting a variable to its ID.
+ [ Call Event ] +, by Woratana [Also included in Wora's Giftbox] Version: 1.0It's a little snippet that will add thing like event command 'Call Event' in RM2K.
If you haven't use RM2K before, 'Call Event' use to run event commands in other event. Basically, it's similar to 'Call Common Event', just change from common event to event in map.
I also added option to use call event with event from other map.
Catalogue Base, by modern algebraVersion: 1.0Category: Scripting UtilityThis script acts as a base script for my catalogue scripts, and it is required for each of those scripts. It has a number of shared classes and methods that thereby reduce unnecessary coding for those scripts.
It is, however, strictly a support script. It has no useful purpose on its own.
Caterpillar, by ZeriabVersion: 1.0Category: Graphical UtilityThis script creates a caterpillar of the party members by using events present on the map. (You need to actually make the events in the editor) When the caterpillar is deactivated they act just like any other event. Most event commands still works on the events when the caterpillar is activated, but the results be strange.
There are also the additional features of allowing events who are not in the party to follow the player as well (which I am pretty sure is unique to this caterpillar script), and also an ability to set the events to be solid and letting only the player pass through them automatically and to all other events they react as if they are solid, so other events can't just walk through your party members (unless you set them to Through) Change Battle Transition, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to change the transition graphic in-game, so you can have multiple different transitions and can even randomize between them.
Change Party Order, by modern algebraVersion: 1.0This script allows the player to change party order on map through the use of the L and R buttons
Change Windowskin, by Woratana [Also included in Wora's Giftbox] Version: 1.0This is a small snippet to change your windowskin by call script~
Character Hover Graphics, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to place a graphic to hover over any characters in the map. Like in Diablo, when an NPC has something important to say, you can place an exclamation mark or any other thing over his/her head.
Character TextBox II, by woratana [included in Wora's Giftbox] Version: 2.0Show text box over character (player or event)
Colour Coded Items/Weapons/Armors, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to set a special colour to any item, weapon or armor in the party's possession. SO, in scenes like Item or Equip, these items/weapons/armors would be drawn in whatever colour you specify.
Common Event Menu, by YanflyVersion: 1.0Category: Custom ScenesSimilar to the Common Event Shop, the Common Event Menu lets you create your menus to list various common event options. Now, you don't have to use all of those obnoxiously tedious Show Choice branches and conditional branches just to let the player get somewhere in range.
This script lets you create your own generated common event menus with ease. Set the style of the menu, the nature of the menu, and the contents of the menu. Afterwards, set the switches (if required) for the common events to even appear, any pictures to go along with it, and descriptions on what the common event can do for the player.
Common Event Shop, by YanflyVersion: 1.0Category: Custom ScenesSometimes the lack of things you can do with money can become a little boring since it's only ever used for buying items and equipment and that's it. Well, now your players can expend their funds on common events (that you can decide what will happen). They can purchase common events that may unlock extras, recruit characters, teleport to unique places, anything your eventing ability allows you to do.
Compact Menu System, by RubymattVersion: 1.0This script is a very compact CMS, similar to the one I used in castorvian legends - but for VX! The script was basically to get me into RGSS2 more than anything so I can start makin' some VX scripts.
Composite Character Sets / Visual Equipment, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to create character sets from multiple character sheets, layering them on top of each other. It also allows you to set character graphics to armors and weapons, and these character sets will be layered on top of the character, thus making it a Visual Equipment script as well.
Continue Map's BGM after Battle, by bulletxtVersion: 0.1Category: System UtilityThis script will make your map's bgm continue playing after battle ends instead of restarting. It uses parts of Audio Engine XT, however this is a "light" edition, less intrusive and totally plug&play. The demo includes the script and all necessary files. It should be compatible with all scripts. And before you ask, it does support ogg
Crissaegrim ABS, by VladVersion: 2.0.5Category: Battle SystemsAn Action Battle System that allows you to fight enemies on the map. This type of system is seen in Zelda.
Custom Skill Damage Calculation, by LettuceVersion: 1.0ß Lets you fully customize how skill damages are calculated. Some scripting knowledge required.
+[Custom Title Screen Menu]+, by WoratanaVersion: 1.0This script will help you add, arrange, and edit menu in title screen easier.
You can easily move, change its size, change skin, and change opacity.
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« Last Edit: October 29, 2009, 10:06:04 AM by Owyn »
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Rep: +314/-110 Level 71 (46%)
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« Reply #12 on: January 17, 2009, 04:33:28 PM » |
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D Damage Popup, by modern algebraVersion: 1.0Category: Battle SystemsThis script allows damage to popup on top of the battler, rather than being shown in the message box.
Dash Animation, by modern algebraVersion: 1.0This script allows you to set a dash sprite to your player character, so that when the player is dashing, the graphic changes to that new sprite.
Dashing Ethereality, by modern algebraVersion: 1.0 This script makes it so that you all events are set to through when the player is dashing. It is a feature in Harvest Moon: Back to Nature
Debug Shortcuts, by YanflyVersion: 1.0Category: MiscellaneousTesting things over and over can get lame and stupid when you have to go through so many different things just to see if you can get one thing working properly or not. Well, I bound some effects to some of the FKeys at the top of the keyboard. These shortcuts will only trigger during test play. There's not much currently, but you can do stuff like instantly kill the enemy party, heal your own party, increase or decrease gold when shopping, or pull the save menu on the map field. Go check it out.
Default Font Options, by CruzCodaVersion: 1.0Category: Graphical UtilitySimple script to change the default font options of the game. With just a few changes to the script, the user can easily input which font name('face') they wish to use in their game. The user can also change the default font size, boldness, italics, and shadowing.
Description Codes, by modern algebraVersion: 1.0This script is essentially for the lazy person inside all of us. It basically allows you to use replacement codes inside a description for an item, weapon, armor, or skill. So, \n[1] would print the name of the Actor with ID 1, and \vocab[hp] would print the Vocab you set for HP in the Terms tab, etc...
Dialog System, by ZeriabVersion: 1.0Category: Scripting UtilityThis is a framework for making dialogs. What is a dialog? You can consider it as a scene that runs on top of the current scene.
Diary, by modern algebraVersion: 1.0Category: Custom ScenesThis script allows you to add entries into a diary, much like the system in Baldur's Gate. It allows you to make any number of entries and add them into the journal at any time, and they will be ordered by the playtime you encountered them in. Unlike Baldur's Gate, you can also set pictures in the entries, to appear to the left, right, or center at the top of the entry. Further, you can use a number of special codes in the script to make the entries more interesting.
This script also has built-in capabilities to add itself to the menu, though it may not be compatible with some custom menu systems.
Different Size Icons, by miget man12Version: 1.1Category: Graphical UtilityAllows you to make iconsets with larger icons.
Different Ways to Die, by BigEd781Version: 1.0Category: System UtilityIt makes so when a certain status effect happens to allof your party members, it's game over.
Like Petrify in Final Fantasy.
Dinamic Monsters Bestiary, by Dark_falcaoVersion: 1.5Category: Custom Scenes- Disaplay mosters parameter like HP,MP,DEF AGI etc. - when you deafeat a monsters is added to bestiary by itself - Script sort 5 diferent enemy classes like amateaur, noob, boss etc. based on parameters - Beatyful breath effects was added to enemy battler - Display enemy power based on parameters - easy to use
Disable Autoshadow Plus, by bulletxtVersion: 0.1Category: Graphical UtilityThis script will make you choose what tiles on map must have autoshadow disabled. This can be very useful for good-professional mappers out there. There isn't much to say about it, this script is plug&play and it's very easy to use (instructions inside script).
Please report any issues you encounter and be sure to attach the map file so I can fix the script way faster.
Disable Dash States, by modern algebraVersion: 1.0Category: System UtilityThis script allows you to set states that, if possessed by any actor in the party, will disable dashing until the state is removed.
Disable Skipping in Messages, by modern algebraVersion: 1.0Category: Message SystemsThis script is a feature extracted from my ATS. But, since it is a useful feature and not all people want an entire message system for one little feature, I decided to make it its own little script. Basically, it allows you to set a code in a message that will make it so that the player cannot skip the message but has to wait for it to draw completely before going forward with the message.
Display Scanned Enemy, by YanflyVersion: 1.0Category: Battle SystemsSimilar to the Display Skill Query script, I've made one for enemies. This was mostly to replace my Display Target Data script, considering it didn't display much data at all about the target. This one was also made on the account of making a proper scan skill property in addition to different parts of enemy data that it can scan.
I've disliked scan systems where you would have to keep rescanning an enemy to see its HP, MP, etc. It felt counterproductive on the player side since valuable turns are wasted just to view some numbers. This system allows you to pull up enemy data upon enemy selection (where I believe it matters most). After all, providing convenience for the player is absolutely important since it reduces metagaming, which is something that should never have to happen for an RPG Maker project.
For the users who fear giving too much information to their players, users can disable parts of the script and prevent certain pages from appear at all. You can limit how much and how little you want to show your players through <hide> tags, too, for the enemies' noteboxes.
Display Skill Query, by YanflyVersion: 1.0Category: Graphical UtilitySometimes with all the features I add to skills, there's always the question of what stat affects what. There's also questions of how long some skills will take to charge and all the other fun stuff. Well, hopefully this script will provide a solution to that.
This script adds a new window to your skill menu both in battle and outside of battle. When pressing Shift (or whatever button you bind it to), the skill query window will appear and list various information about the skill. The information provided ranges from base damage to MP costs to status changes, and elements. If you have some other Yanfly Engine ReDux scripts, there are even more pages that will appear.
For the users who fear giving too much information to their players, users can disable parts of the script and prevent certain pages from appear at all. For users who have lots of custom skills and are afraid that the skills won't reflect properly, there are tags they can add to the skills' noteboxes to force reflect information and data properly.
Display Victory Aftermath, by YanflyVersion: 1.0Category: Battle SystemsI'm remaking this script for multiple reasons. Biggest of which is so that the code's a whole lot cleaner. The second biggest reason is because I actualy know what I'm doing this time around. And the third reason is that out there in the VX scripting community, a decent victory aftermath script has yet to be made. This will hopefully provide everything adequate for a victory aftermath.
This script consists of a couple of phases. The first being displayed exp for each member prior to gaining the experience earned in battle. Nothing too special here, you basically see what happens before the experience is applied.
The second phase goes into giving each of the actors experience. This supports multi-leveling as well as learning a whole bunch of skills. Actors that level up will create a window that displays their previous stats in comparison to their new stats. Alongside that is also a list of the new skills they have learned from the level up.
This script leaves an "extra" phase if there's any add-ons made for Victory Aftermath in the future. By default, there's nothing visible here, but should add-ons be made, this phase will be providing for it without need to actually modify the script itself.
The last phase goes into the drop listing. This generates a list of drops and displays them from most to least number of drops. This means that drops of the same type will stack upon another. If no drops present, this phase is skipped.
Dragon-Quest Style Customizable Menu, by EkrasVersion: 1.20Makes the menu mimic the popular Dragon-Quest series.
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« Last Edit: January 21, 2010, 10:16:47 AM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #13 on: January 17, 2009, 04:33:35 PM » |
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E Earthbound Battle Backgrounds, by ahrefVersion: 1.0This script takes the core from Battle Backgrounds and modifies a few things. The picture is determined by the group/troop id and the abstract wavey pattern can be controlled. This is intended to recreate the backgrounds found in earthbound.
Editable Actor Options, by modern algebraVersion: 1.0This script allows you to change the actor options of Two Swords Style, Fix Equipment, Auto Battle, Super Guard, Pharmacology, and Critical Bonus in game, so that actors can learn these special feats in-game instead of either having them at the start of the game or not at all
Element Immunities, by modern algebraVersion: 1.0This script allows you to make it so that only weapons, skills, or items with a certain element can target an enemy, as denoted by you. So, if you want to make a flying enemy that can only be hit by ranged weapons, then you can set it so that only weapons with the element 'Ranged' can hit that enemy.
Enemy Level Control, by YanflyVersion: 1.0Category: Battle SystemsI actually rewrote this script three times just to make sure I'm doing things right, and to ensure enemy levels would be a bit more manageable. Oh well... I didn't like the enemy leveling scripts out there that would require you to set the stats for an enemy to be at level 100 and then calculate the level stats as a percentage from that. It felt a bit too unnatural and would essentially mean that from level 1 to level 2, enemies would double in stats and the increase from there would feel for lower. This script allows you to adjust all of the level aspects for the enemy including the minimum and maximum levels, the individual stat growths, and special traits they can earn after reaching x levels.
For those that would like enemies to grow a little bit here and there in stats or otherwise, this script will allow for such possibilities. Enemies will adjust their stats based on your party's levels. The stat growth can include a set amount per level as well as a percentile amount (of the base stats) per level. Also, functionality of "Party Level" under the enemy action lists is now changed to reflect the enemy's current level instead of party's.
Enemy Stat Variance, by modern algebraVersion: 1.1This script allows you to attach a variance to each enemy stat, so that enemy instances aren't all just clones of each other but can have stat differences.
Enemy Status Filter, by woratana [included in Wora's Giftbox] Version: 1.0 Can hide parts of enemy status during battle
Equipment Constraints, by modern algebra & TsunokietteVersion: 2.5b This script allows the user to set prerequisites for equipping weapons and armors.
Equipment On Screen, by rafidelisVersion: 1.0This script shows their equipment on the screen, you can choose between using and not using an image of substance.
Equipment Requisites, by TsunokietteVersion: 2.0Allows the game designer to designate requisites for the equipment. Items will not be equipped unless all requisites are met, and will be unequipped if the item they require is unequipped.
Event Duplicator, by woratana [included in Wora's Giftbox] Version: 1.0Replace event's page with other event's page
Event Scripter, by AmIMeYetVersion: 0.8Category: Scripting Utility With this script, you can easily spawn events through scripting. In this script, I have done the research and documentation, and you only have to call the simplified methods in your own class! Try it, it's pretty easy! (Well, still pretty advanced, but easier than handcoding everything!)
Please note that this script is far from complete (50+ EventCommands to go!)
Common users probably won't have any use of this, but for those who want to add that 'extra touch' (guns, etc.), this script is superb.
Evidence Locker, by modern algebraVersion: 1.0This script allows the player to choose an evidence item from his or her inventory and set conditions depending on which item is chosen. This allows for an interactive exchange, particularly in games where the presentation of evidence is necessary, such as detective games or minigames.
Expansion Suite, by AmIMeYetVersion: 2.1Category: Miscellaneous Expansion_Suite (ES) is, mainly, someting I've loved making... but I thought it was good enough uploading.. It's supposed to be a warm, cuddly fur, to wrap around your game. How it turned out, is for you to decide. To understand Expansion_Suite, take a look a the feature list.
Extended Colour Palette, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to have more colours beyond the 32 in the windowskin. It's primary use will be in messages, as you can now put in codes higher than \c[31]. Any numbers below 32 will take the colours from the windowskin.
Extra Event Pictures, by modern algebraVersion: 1.0For complicated Picture eventing, it is quite clear that 20 pictures is not enough. This script allows you to use more, albeit in a slightly non-intuitive way
Extra Movement Frames, by modern algebraVersion: 1.0This script allows you to import characters with more than 3 movement frames. In other words, It allows you to make movement animation a little bit smoother, if that is what is desired. One use for it is it allows RMXP format characters to be imported into a VX game without editing (you'll need to rename the file though)
+Extra Movement Speed+, by WoratanaVersion: 1.0You will allow to change character's speed by decimal point. e.g. +0.5, -1.2
And you can increase speed more than 6, which is the limit of speed that you can change by event command.
Extra Title Screen Button, by woratana [included in Wora's Giftbox] Version: 1.0Add extra buttons in title screen
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« Last Edit: February 13, 2010, 12:51:28 PM by Modern Algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #14 on: January 17, 2009, 04:33:45 PM » |
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F Fal-MapName, by Dark_falcaoVersion: 1.0Category: Graphical UtilityHere a script that allow you to display the map name on map with a handsome fade effect
Intructions: Just copy and paste to your project. yeah! easy like eat a peace of cake, but if you want to configure some thing like the display position you can do it in the module Fal_map_name of the script.
if you want to disable de display window you can activate the switch 50 (by deafault) you can change it.
Fast Forward & Slow Motion, by miget man12Version: 1.1Category: System UtilityAllows the player to press a key and speed the game up or slow it down.
Fire Emblem Title, by rafidelisVersion: 1.0Custom Picture Menu from the game Fire Emblem
Flash Selected Enemy, by modern algebraVersion: 1.0Category: Battle SystemsThis script blinks the battler of the enemy when it is hovered over in the targetting window of the battle scene, so you know exactly which battler is being targetted.
Floating Event's Name, by woratana [included in Wora's Giftbox] Version: 1.0Show event name over event on map
Fog Effects, by Dark_falcaoVersion: 1.0Category: Graphical UtilityAre you tire of those monotone maps? here i bring you the solution!! This script allow you show Fog Effects on map,
Features
- Fog effects graphics on map - Fog zoom - Fog Scrool X or Y - Others features
Full HP/MP upon Level UP, by woratana [included in Wora's Giftbox] Version: 1.0Restores HP and MP to full when actor levels up
Full Status CMS, by modern algebraVersion: 1.0Category: Menu SystemsThis screen shows a full status window in the menu itself. It also allows for command list customization and design customization by giving you the options of which commands and scenes you can call from the menu, and also allows you to call common events from any of these commands. It further allows you to choose which other windows show up in the menu, such as location, gold, steps, etc...
Fullscreen Toggle Menu Option, by Dark GaiaVersion: 1.0Category: System UtilityEvery RPG Maker VX user knows that to toggle full screen mode you just hit Alt and Enter at the same time. But what happens when you give your game to people who aren't very familiar with RPG Maker (such as your friends and family) and they don't know this? As someone who presents their games to people outside of the RPG Maker community, I for one know that people will eventually send emails asking "how the hell do I put the game in full screen?" This simple, plug and play script remedies that by adding a simple "Full Screen" option to your title screen menu, which will put the game into full screen upon selection.
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« Last Edit: January 16, 2010, 11:05:54 AM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #15 on: January 17, 2009, 04:33:51 PM » |
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G Gallery, by DeityVersion: 1.0Category: Custom ScenesThis script opens a gallery with pictures from the Pictures folder that the player can view. It allows you to add as many pictures as you like to as many galleries as you like, so you can, for instance, have the player unlock them as bonus achievements or use them as photo journal for the game, or do both in separate galleries!
Gameover -> Common Event, by modern algebraVersion: 1.0Requested by zzzdude, I figured I would post it in case anyone else wanted it. Instead of calling up the GameOver scene when you die in battle, it calls a common event you specify. This can be used for an epilogue, or any kind of evented Game Over cutscene. Bear in mind that you do have to call the Game Over screen at the end, or else arrange an alternate game over. You will need to set everything in the common event. The script does not do anything a regular Game Over scene does.
Get Item Window, by woratana [included in Wora's Giftbox] Version: 2.0Allows you to show a window on screen when the party gains items
Get Note's Data, by A3DVersion: 1.2allow you to put your new data in note area, and you can pick them up via script. it will make your data in each item unlimitable.
Global Text Codes, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to use some of the special message codes in any window or scene. Want to bold the name of the lead actor or colour the name of special skills? You can do that with this script. For a full list of the codes you can use and what they do, look at the instructions. You can also create your own replacement codes with a minimum of scripting knowledge through a simple interface.
Global Timer, by modern algebraVersion: 1.0Category: System UtilityThis script allows you to have the timer update in any scenes you want, not just Scene_Map and Scene_Battle
Gold on Map, by Dark_falcaoVersion: 1.0Category: Graphical UtilityA script to show the amount of gold in the map. The script draws in the map an Icon of a little bag of money also.
Good VS. Evil, by SynthesizeVersion: 1.0.0This script allows the end user (you) to give each playable character an alignment and alignment points. The system works similar to the Baldur's Gate 'reputation system', where x amount of Upgrade points increase the actors alignment. The script automatically draws the alignment in the status screen.
Gradient Bug Fix, by woratana [included in Wora's Giftbox] Version: 1.0Fixes a default bug with the gradient bar
Grid Inventory, by modern algebraVersion: 1.0Category: Custom Scenes This script does multiple things. First: it gives each actor their own inventory. Second: that inventory is displayed through a grid, with each item taking up a specific amount of squares. How many squares is completely customizable for each and every item.
You are also able to set a maximum number of instances of that item each slot can hold. This means that for each item, say for instance, arrows, you can define how many arrows could fit into one displayed slot of arrows. See the demo for clarification.
You can also set a picture graphic for each item, though if you do not it will default to using the item's icon. Beyond that, you can easily set up permanent storage events, each of which are easy to set up and save what items are stored in them at any given time. When received, items will be automatically distributed amongst the party in order, meaning that they will be given to the first party member, then the second once the first party member's inventory is full, and so on. If, upon gaining an item, you cannot fit that item or items into the party member's inventories, it will call up a loot inventory and the player can decide which items to discard and which to keep. As well, you can customize the size of each actor's inventory and you can modify that at any time with a simple script call.
A good system to compare this to is the system from Betrayal at Krondor, as that is what it was based on, but as that is not very well known, this system is similar to the item system of the Diablo series.
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« Last Edit: January 11, 2010, 06:42:27 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #16 on: January 17, 2009, 04:34:05 PM » |
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H HP/MP Equipment Bonuses, by modern algebraVersion: 1.0This script allows you to set Equipment that give bonuses to your Max HP and Max MP
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« Last Edit: May 07, 2009, 06:25:59 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #17 on: January 17, 2009, 04:34:26 PM » |
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I Icon Preview Window, by woratana [included in Wora's Giftbox] Version: 1.0Allows developer to easily select icons and discover what its index is for use in scripts
+[Improved & Special Move Commands]+, by WoratanaVersion: 1.0This script will edit old move commands and add new move commands.
It script will be good for minigame, ABS (for enemy's move route), or any system to do with move thing~
In-game System SE Definition, by modern algebraVersion: 1.0b This script allows you to change what sound effect files are associated with the system at any time during the game. That's a bit abstract, so an easier way to explain it would be that if, for whatever reason, you want to be able to change the sound effect that is played when you press enter on something, then this script allows you to change that in-game. In other words, you don't have to have only one decision SE for the entire game.
Input, by Vlad [included in miget man12's Miniature Script Collection] Version: 1.0Category: Scripting UtilityA rewritten Input module that allows for full keyboard & mouse input.
Integrated Reserve Party, by modern algebraVersion: 1.0bCategory: Menu Systems This script allows you to have a reserve party. Basically, this means that it allows you to have a larger number of actors in the party than are active at any given time, and it allows the player to choose which actors are active. This is a system implemented in a number of games in the Final Fantasy series, as well as the Tales series and numerous other RPGs. What makes this different from other reserve party scripts is that it is integrated in the DMS, thus allowing you to access menus such as the status menu on party members in reserve, rather than only in the active party. Characters in reserve can be swapped into the active party by the player at any time and vice versa.
As the game maker, you have a number of options to limit this. You can set a minimum size for the active party, so if you wish the player cannot have fewer than whatever number you set, and as well you can set a maximum size for the reserve party. Further, you can set the percentage of exp received by characters in the reserve party, thus allowing you to limit how much exp is received by characters not in the active party. You can also lock individual actors to either the active party or the reserve.
Item Price Changer, by woratana [included in Wora's Giftbox] Version: 1.0Change prices of items, weapons and armors in game.
Item Drop Ranks, by modern algebraVersion: 1.0bCategory: System UtilityThis script allows you to set up a dummy item that, when added to the inventory, randomly dispenses one item of a specified rank instead. This can have many uses, from increasing the number of items a monster can drop to changing potential drops based on the difficulty level the player is at.
Basically, you can give any item, weapon or armor an integer rank, and you can also setup items that dispense a random item by rank rather than just itself. For instance, you can set Potion, Magic Water, and Antidote to be rank 1, and you can then make a dummy item that dispenses items of rank 1. Whenever the party gets that dummy item, whether through a monster drop or an event, it will instead randomly pick either a Potion, Magic Water, or Antidote and give that instead.
Item & Skills Catalogue, by modern algebraVersion: 1.0Category: Custom Scenes This script allows you to create custom catalogues containing any of the items, weapons, armors, or skills that you have encountered. Wish to make a catalogue that will show every item you've ever encountered? That can be done. Want to make a catalogue that contains all paladin equipment and/or skills, whether encountered or not? That can be done too!
Unlike other Item Logs, this script gives you the customizability to make different item logs that can show different things. Items, weapons, armors, and skills are auto-encountered (or not, if you wish), but you can also manually encounter items with a code. All of this means that there is a lot you can do with this script if you want to, but if all of that configuration seems a bit too complicated for you than that's OK too - the script will work plug & play too.
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« Last Edit: October 08, 2009, 08:23:29 AM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #18 on: January 17, 2009, 04:38:23 PM » |
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J Jumping, by miget man12Version: 1.1Category: System UtilityAllows for the ability of user-input jumping based on tile IDs
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« Last Edit: September 30, 2009, 12:06:53 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #19 on: January 17, 2009, 04:38:33 PM » |
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K Kill Autoshadows, by Abt Plouton & modern algebraVersion: 2.0This script gives you the option to remove the autoshadows from appearing in your game.
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« Last Edit: May 11, 2009, 08:08:28 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #20 on: January 17, 2009, 04:38:48 PM » |
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L Learn Skills By Use, by modern algebraVersion: 1.0Category: System UtilityThis script allows you to have actors learn skills by using other skills. For instance, you could set it so that an actor will learn Fire II only after he has used Fire 50 times. You can also set it so that there can be multiple paths to learning a skill and multiple skill requirements. For instance, that same actor could also learn Fire II if he has used Flame 60 times and Flame II 25 times. However, you can also set class prohibitions and level requirements, so if you never want a Paladin to learn Fire II no matter how many times he uses its root skills, then it is easy to set that up, and if you don't want Fire II to be learned by any actor until they are at least level 7, then that can be setup too. You may also set it up so that it is like an upgrade - Fire becomes obsolete once Fire II is learned, and so you can simply forget Fire once you have Fire II
Learn Skill Sound Effect, by modern algebraVersion: 1.0Category: System UtilityThis script will play an SE when levelling if the actor has learned any new skills.
Level Up Effects, by redyugiVersion: 1.4Category: System UtilityTired of not having your HP heal when you level up? Well this script will help fix that. It has a feauture to manage how much HP and MP are healed as well as if and which states are removed.
Features
-Manage how HP and MP heals on level up -Manage how states are healed on level up -Give player items upon level up -Plays common event upon level up
Limited Inventory, by modern algebraVersion: 1.1Category: Menu SystemsEssentially, this allows you to limit the number of items a party can carry. Rather than being able to hold 99 of all items, this script divides inventory space into a limited number of slots, each of which can hold a single item type, and for which you can set a maximum stack size. So, for instance, if you have 6 potions, and the maximum stack size for potions is 5, then potions will take up two slots in the inventory, one with 5 in it and the other with only 1. This script allows you to change the number of slots in the inventory in-game with ease, as well. It allows you to discard items easily (and set items as non-discardable), and if there is ever a time in which you get more items than you have space for, it will call a loot screen so you can choose which items to discard.
Lite Menu, by WoratanaVersion: 1.0Category: Menu SystemsThis script will change your menu style similar to Dragon Warrior style menu.
+ [ Lock Screen ] +, by Woratana [also available from Wora's GiftBox] Version: 1.0Category: System UtilityThis script will lock the screen from scroll when the switch that you choose turn ON. I think this should be good for cut scene or something like that
Lockpicking System, by DeityVersion: 1.0Category: Custom ScenesThis script simulates a lockpicking system similar to that in Oblivion which allows you to set certain chests to only open once successfully picking the lock. Essentially, the system requires the player to successfully push all of the "sticks" into the up position - a failure results in a destroyed lockpick. Once all sticks are up, self-switch A of the particular event is turned on and you can put in the success results
Lufia II - Rise of the Sinistrals Menu, by TDSVersion: 1.0Category: Menu SystemsThis is a replication of the Lufia II - Rise of the Sinistrals Menu for VX.
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« Last Edit: January 08, 2010, 06:02:41 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #21 on: January 17, 2009, 04:38:58 PM » |
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M Magica Scroll System, by Dark Dragon XVersion: 1.0This script allows you to equip your party with scrolls before entering a battle, which allows them to use certain skills. This will make a player think of a strategy before entring a battle and then applying it in the battle ground..
Map Credit, by woratana [included in Wora's Giftbox] Version: 1.0A Credit screen for your game
Menu System Options, by YanflyVersion: 1.0Category: Custom ScenesThe "End Game" option is quite possibly the most useless function in RPG Maker VX games. Not only does it have little functionality but its functions can be reproduced by Alt+F4 and F12. This script replaces "End Game" with a new menu altogether and giving the player some familiar options seen in many of today's commercial RPG's such as changing window skins, adjust sound volume, turning off animations during battle, and the like.
Message Filters, by miget man12Version: 1.1Category: Message SystemsAllows you to set word filters for the message window that will automatically replace certain text.
Minigame: Win the Lottery!, by bulletxtVersion: 0.1Category: Custom ScenesA great minigame for your game. Player can play the lottery and win a jackpot prize! It's very simple, there are 10 balls and three of them get extracted. Player must choose and guess the three numbers that will get extracted!!
According to Probability, the chances player wins are 1 out of 120~. There isn't much to say about, it's a lottery minigame!
Mix Skills System, by woratana [included in Wora's Giftbox] Version: 1.1Mix 2 or more skills to get new skills
MOG & SEL STYLED MENUS, by SelaciousVersion: 2.0This demo contains the original MOG Menu & Status Scenes, with the VX versions of the ITEM, SKILL, EQUIP, and SHOP XP scripts. Also contained is an adjustment to the Skill Shop by Nechigawara Sanzenin to fit the SEL style.
Monster Book, by woratana [included in Wora's Giftbox] Version: 1.0A tool that allows you to view data on monsters that have been encountered
Monster Catalogue, by modern algebraVersion: 1.0Category: Custom ScenesThis script allows you to create multiple monster catalogues that shows a small information window on any monsters you have encountered (and have included in the particular catalogue). As with all my Catalogue scripts, you can make many different catalogues. Want a catalogue that shows all monsters? That can be done. Want a catalogue that only shows Undead monsters? That can be done too. You can also turn auto encounter to off and manually set when monsters should show up, or you could turn the show all option on for a catalogue and have it reveal all monsters included in the catalogue. The choice is yours to make
Monster Collapse VX, by modern algebra & MintoVersion: 1.0bCategory: Graphical UtilityThis is a complete rewrite of Minto's Monster Collapse script in order for it to function optimally in RMVX. While the implementation was entirely rewritten, the basic algorithms are Minto's and so he deserves much of the credit for this script.
The script is very simple and allows for two basic functions: 1) Can play a specified animation upon the death of a monster 2) Can specify a special collapse effect, rather than the default fade.
Mother-Style CMS, by Woratana & Arrow-1Version: 1.0This script, edited from Worale's "Lite Menu" script, is meant to be a replicate of the CMS in the Mother series. I'm using this to sort of learn the ins and outs of RGSS2.
Move Commands +Plus, by woratana [included in Wora's Giftbox] Version: 1.0Improve some move commands and add move commands
Multiple Fog, by woratana [included in Wora's Giftbox] Version: 1.0Allows you to set unlimited number of fogs per map
Multiple Parties, by modern algebraVersion: 1.0b This script allows you to maintain multiple parties (separate item lists, step count, everything) and allows you to merge them at will. Primarily useful for a game where parties split up or a game where you can have separate parties
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« Last Edit: September 30, 2009, 12:07:33 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #22 on: January 17, 2009, 04:39:08 PM » |
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N NEO Gauge, by woratana [included in Wora's Giftbox] Version: 1.0A nicer gradient bar than the default
Neo Message System, by WoratanaVersion: 3.0I've used AMS in RMXP before. When I changed to RMVX, I wonder why I can't find any Message System Script. That's reason why I scripted this~ for myself to use, and share to anyone who'd like to use Basically, most of the features now (Version 1.0) are from AMS.
Note Editor, by modern algebraVersion: 1.0Category: MiscellaneousThis script allows you to edit the note field of an item with script calls in-game. This is useful for editing features of other scripts that use the note field for adding features; this will allow you to add those features as part of the gameplay. The edits will only apply within the same game file, so the note field will be clean whenever the player starts a new game. It does not overwrite the regular note field - anything written in note field in the database will be permanent in every save file.
Notebook VX, by DeityVersion: 1.0Category: Custom ScenesThis script permits the game player to have a notebook to jot down reminders of a quest or draw special symbols or any number of cool things. It allows complete user input on a canvas, in addition to shoosing a larger size for the pencil or a different colour. Can make for a great tool for the player to take notes to remind him/herself of their objectives or as simply a way to pass the time!
It also supports mouse input in addition to key input
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« Last Edit: January 21, 2010, 10:25:45 AM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #23 on: January 17, 2009, 04:39:21 PM » |
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O + [ On-Screen Shop ] +, by Woratana [also included in Wora's Giftbox] Version: 1.0It's not really new interface Mostly just move windows and change the size.
But I think it's look not too bad though. So I'd like to share.
Outline Text, by woratana [included in Wora's Giftbox] Version: 1.0Automatically outlines all text in the game
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« Last Edit: May 07, 2009, 06:21:15 PM by modern algebra »
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Rep: +314/-110 Level 71 (46%)
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« Reply #24 on: January 17, 2009, 04:39:29 PM » |
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P Paragraph Formatter, by modern algebraVersion: 1.1Category: Scripting UtilityThis is a scripting tool. It's purpose is to allow the user to input an unbroken string and have returned a paragraph which has the ends of each line in line with each other. It serves roughly the same function as does the justifying option in Microsoft Word. See the screenshots if you are still confused.
Parallax Change In-Game, by miget man12Version: 1.1Category: Graphical UtilityAllows you to change the parallax of a map in-game with a script-call. Is not a permanent change
Parallax Horizon, by modern algebraVersion: 1.0Category: Graphical UtilityThis script allows you to set a speed for a parallax to scroll extra when the player is moving. It will scroll in the opposite direction, to give the illusion of a horizon to which the player is moving.
Patching System, by YeyindeVersion: 2.0 Beta Category: MiscellaneousThis script allows you to "patch" your released RPG Maker VX game with small-ish files, rather than having to upload the fixed version every time. The script has the ability to alter game data (Actors, Enemies, Items, Maps, etc.), graphics, and even music and sound effects. It can even add to existing scripts!
Path Finding, by modern algebraVersion: 2.0Category: System UtilityThis script finds the shortest path from an event's current position to a target position specified by the user. It then sets that path into action. Be careful when using it though. Depending on the layout of the map, it can take a fair amount of time to calculate. So, don't use it for any huge, funky mazes or anything.
Phantasia-esque CMS, by modern algebraVersion: 1.0Category: Menu SystemsThis script gives you a menu design that is inspired by a mix between the Tales of Phantasia Menu and my own Full Status CMS. Like Tales of Phantasia, each actor gets their own window and their sprite is shown walking in the top right corner. Like FSCMS, the command window and optional windows are hugely customizable, allowing you to relatively easily add new scripts to be accessible from the menu (with an automatic index finder so that you don't need to modify the return_scene methods of the respective scripts that you add to the menu), call common events from the menu (including the ability to select an actor and have your common event operate only on the actor chosen) and you can use any of the five optional windows that are in the FSCMS - Location, Playtime, Gold, Steps, and Variable.
Player-Named Maps, by modern algebraVersion: 1.0Category: Custom ScenesThis was a bizarre request and very close to useless, but basically this script allows you to call a scene that lets the player change the name of the maps. It only really makes sense if you have another script that actually shows the names of the maps in-game. It might be useful for a stronghold or something.
PNG Output Module, by  & JafferVersion: 1.0Category: MiscellaneousYou could use this as an in-game screen-shot feature (instead of having to printscreen, paste in paint, etc), or my personal use, use it to take snapshots of the current game screen for save menus. With the module update, the processing takes a lot less time if you specify the size you want, instead of relying on the clear_rect() function. Can also be used as an in-game camera, if you wanted a mini-game like that.
The forum doesn't like Kanji, so please see the link to the original script Jaffer provides in his topic for proper accreditation
Portals, by AmIMeYetVersion: 1.1Category: Miscellaneous It's finally here.. a portalgun for RPG Maker VX!
This allows you to use portalgun functionality as seen in the popular Valve game Portal
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« Last Edit: December 29, 2009, 12:14:04 PM by modern algebra »
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