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RMVX Script Index

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Menu Systems
Modifications to the graphical and/or functional layout of the default menu scenes.


3 Character Menu, by Dark Gaia
Version: 1.0
Spoiler for Description:
This is a simple menu rewrite that makes it so your menu only shows three characters, instead of the usual four. This is designed for games that use three character parties, like Final Fantasy VIII and Chrono Trigger. It also adds a window displaying the player's current location along the bottom of the screen, just in case you don't already have one.


Chigoo's Sliding Default Menu System, by modern algebra
Version: 1.0
Spoiler for Description:
This is a menu, requested by chigoo, which is the same as the default menu except instead of the status window always being present, the command window shows up in the middle of the screen and the status window is off-screen. Once you select an option, however, the windows slide back into the places they belong.


Compact Menu System, by Rubymatt
Version: 1.0
Spoiler for Description:
This 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.


cozziekuns' Status Screen, by cozziekuns
Version: 1.0
Spoiler for Description:
A touched up version of the dull scene status.


Disable Menu Options, by Mitsarugi
Version: 1.0
Spoiler for Description:
This script allows you to set the selectable options in your menu to be Disabled, handy for anyone not wanting people to enter the option before it's needed in-game.


DT's Simple Modded Menu, by DoctorTodd
Version: 1.0
Spoiler for Description:
Replaces default menu and adds a new one that has the command and status windows flipped, a location window is also added. This is my first script (More of an edit), I made this for noobs who want something a bit different from the default.


Dragon-Quest Style Customizable Menu, by Ekras
Version: 1.20
Spoiler for Description:
Makes the menu mimic the popular Dragon-Quest series.


Final Fantasy VII Menu System, by cozziekuns
Version: 1.1
Spoiler for Description:
A menu system similar to that of Final Fantasy VII's. You MUST be using the font "Calibri", as this was basically made for my own, secret purposes. I might make a version for all fonts, but that depends on your feedback. Seriously, if this script is shunned, I'm not going to bother upgrading it. Because I'm lazy.


Full Status CMS, by modern algebra
Version: 1.0d
Spoiler for Description:
This 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...


Grid Inventory, by modern algebra
Version: 1.0
Spoiler for Description:
  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.


HSTC Total Menu Control [included in HSTC Series], by HungrySnakes
Version: 1.1
Spoiler for Description:
This is a script which enables the user to fully customize the menu.


Integrated Reserve Party, by modern algebra
Version: 1.0b
Spoiler for Description:

    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 algebra
Version: 1.1
Spoiler for Description:
Essentially, 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 Woratana
Version: 1.0
Spoiler for Description:
This script will change your menu style similar to Dragon Warrior style menu.


Load Menu, by jet10985 [included in Jet's Code Snippets]
Version: 2.0
Spoiler for Description:
This snippet adds a load option to the main menu for quick loading.


Lufia II - Rise of the Sinistrals Menu, by TDS
Version: 1.0
Spoiler for Description:
This is a replication of the  Lufia II - Rise of the Sinistrals Menu for VX.


Menu System Options, by Yanfly
Version: 1.0
Spoiler for Description:
The "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.


MOG & SEL STYLED MENUS, by Selacious
Version: 2.0
Spoiler for Description:
This 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-1
Version: 1.0
Spoiler for Description:
This 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.


Neo Save System, by Woratana & Helladen
Version: 5
Spoiler for Description:
This is the new update to Wortana's Save System. Its my favorite save system in Rpg Maker XP and VX combined, so I had to try and improve it.

Features
- Unlimited save slots, you can choose max save slot
- Many configuration options
- Swap tile support
- You can use image for scene's background
- Choose your save file's name, and folder to store save files
- Choose to show only information you want
- Editable text for information's title
- Draw tile map for map that player is currently in
- Remove text you don't want from map's name (e.g. tags for special script)
- Choose map that you don't want to show its name
- Include save confirmation window before overwrite old save


One Person Menu, by DoctorTodd
Version: 1.0.0
Spoiler for Description:
A menu that is modified to work as if you are only using one actor.


PAC Skill Scene Overhaul, by Pacman [included in PAC Build]
Spoiler for Description:
This skill inventory allows you to sort your items in the categories: All, Damage, Healing and Status. You can even make your own categories, if that's how you roll. This PAC format version makes several graphical improvements in Pacman's preference.


Phantasia-esque CMS, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.


Picture Menu, by DoctorTodd
Version: 1.0.0
Spoiler for Description:
Sets the windows opacity to 0 and uses a picture instead.


Scene Menu Customization, by heisenman
Version: 1.0
Spoiler for Description:
The scope of this script is to edit simple values in the Scene_Menu, such as windows coordinates and opacity. It also provides the option to have a picture as background.


Scene Menu Redux, by Yanfly
Version: 1.0
Spoiler for Description:
This 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 Yanfly
Version: 1.0
Spoiler for Description:
There'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.


Simple Sort Inventory, by cozziekuns
Version: 1.0
Spoiler for Desription:
Like in Tales of Phantasia, this inventory allows you to sort your items in the categories: All, Items, Weapons and Armours.


Simple Sort Skill Inventory, by cozziekuns
Version: 1.0
Spoiler for Description:
This skill inventory allows you to sort your items in the categories: All, Damage, Healing and Status. You can even make your own categories, if that's how you roll.


Styled Chrono Trigger Menu, by rafidelis
Version: 1.0
Spoiler for Description:
This 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.


Three Actor Menu, by DoctorTodd
Version: 1.0.0
Spoiler for Description:
A menu that is modified to work as if you are only using three actors.


Window Status Profile, by ehime
Version: 1.01
Spoiler for Description:
It a simple script that draws a image on your status screen

« Last Edit: March 11, 2012, 04:17:04 PM by modern algebra »

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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 man12
Version: 1.1
Spoiler for Description:
Allows 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 algebra
Version: 3.0c
Spoiler for Description:
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 Arclight
Version: 1.00B
Spoiler for Description:
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.


Change MessageBack, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to change the messageback for the message window when you select the Dim Background option.


Character TextBox II, by woratana [included in Wora's Giftbox]
Version: 2.0
Spoiler for Description:
Show text box over character (player or event)


Disable Skipping in Messages, by modern algebra
Version: 1.0
Spoiler for Description:
This 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: 2.0
Spoiler for Description:
Allows you to show a window on screen when the party gains items


Hide Text Box, by jet10985 & Piejamas [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to add scenes where the player can hide the textbox to maybe look at a picture then bring the box back up.


Message Banner, by Marc of Fall From Eden
Version: 1.0
Spoiler for Description:
This script creates a one-line banner at the top of the screen for displaying any text desired by the designer. At present, a number of default messages have been added to the script for automatic messaging when the party moves to a new map, whenever items are gained or lost, HP or MP is lost or gained, and so on. Just about any action you can perform on the party from event commands has had a banner message defined for it. :)

Note: the message queue works on a single message at a time, and operates in a "first-in, first-out" manner. Basically, messages are displayed in the order that they were added to the queue.


Message Filters, by miget man12
Version: 1.1
Spoiler for Description:
Allows you to set word filters for the message window that will automatically replace certain text.


Neo Message System, by woratana
Version: 3.0
Spoiler for Description:
I'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.


+[Quick Face Border]+, by woratana
Version: 1.5
Spoiler for Description:
This script will add the border on Face,

The border will create from window skin you choose

« Last Edit: April 26, 2012, 06:41:43 PM by modern algebra »

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Battle Systems
These scripts either modify elements of the default battle system or replace it entirely


Ambush BGMs, by modern algebra
Version: 1.0
Spoiler for Description:
This 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 man12
Version: 1.1
Spoiler for Description:
Allows 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 Synthesize
Version: 1.00A
Spoiler for Description:
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 NAMKCOR
Version: 1.00
Spoiler for Description:
Plays 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 HUDs, by Pacman [also included in PAC Engine]
Version: 3.0
Spoiler for Description:
There are a lot of battle scripts for VX out there, and they're mostly fantastic. However, they all require so much configuration. This script is the ultimate plug-and-play battle HUD: all you have to do is put it in the editor and alter one thing if you really want to. This script simply puts the actor's defined face into the battle window along with their HP and MP. There is now also a HUD for the enemy selection part of battle. It contains the enemies' names, HPs, MPs and states. You can prevent the HUD from drawing these values buy placing certain tags in the enemy's notebox.


+ [ Battle Result Window ] +, by woratana [Also included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
I 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 algebra
Version: 1.0
Spoiler for Description:
This 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 Vlad
Version: 2.0.5
Spoiler for Description:
An 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 Lettuce
Version: 1.0ß
Spoiler for Description:
Lets you fully customize how skill damages are calculated. Some scripting knowledge required.


Damage Popup, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows damage to popup on top of the battler, rather than being shown in the message box.


Desperation Attacks, by Zylos
Version: 1.5
Spoiler for Description:
This script mimics the Desperation Attack system used in Final Fantasy VI, allowing the actors to randomly perform more powerful last resort attacks instead of their regular attacks when they are in critical health. You need only to set in the HP percentage actors reach critical health upon, the random chance rate for the Desperation Attack to replace a regular attack, and the skill ID each actor uses as their attack.


Disable Battle Commands, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to add a hotkey type system to let players have a handy button to automaticly run or guard. Cannot use with ATB. This script has: 2 customization options.


Display Scanned Enemy, by Yanfly
Version: 1.0
Spoiler for Description:
Similar 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 Yanfly
Version: 1.0
Spoiler for Description:
I'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 ahref
Version: 1.0
Spoiler for Description:
This 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.


Earthbound-ish Battle System, by cozziekuns
Version: 1.0
Spoiler for Description:
My first battle system, so I hope it's a half-decent one. It basically a remade version of the different Earthbound battle systems. Features from both Earthbound and Earthbound 2 come in this battle system, and maybe one or two things snuck in from Earthbound Zero. The rest of the battle system is purely custom.

There might be a bit of lag from the odometer, but it shouldn't be too bad.


Enemy Status Filter, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Can hide parts of enemy status during battle


Final Fantasy Mystic Quest CBS, by TDS
Version: 1.0
Spoiler for Description:
This battle system closely replicates the one found in Final Fantasy Mystic Quest. See the topic for details.


Flash Selected Enemy, by modern algebra
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This 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 algebra
Version: 1.0
Spoiler for Description:
Requested 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.


Gameover to Map, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will send the character to a map with 1 hp when a gameover occurs instead of a regular gameover.


Hexyz Force Encounter System, by cozziekuns
Version: 1.0
Spoiler for Description:
Allows you to set up encounters like the ones in Hexyz Force. This means that you can choose to have a severly weakened enemy if you attack them from the back, a normal enemy if you attack them from the front, and an aggro'd enemy if they run into you. It also makes a (sloppy) swing animation that can be called with the keyboard button S by default.


PAC Escape Bar Removal, by Pacman [included in PAC Build]
Spoiler for Description:
Don't want to give the player the choice to run away? You heartless tyrant. This script will be your accessory, use it to stop displaying the fight or escape prompt at all and go straight from the enemy attack display right to the fight.


PAC Large Troop, by Pacman [included in PAC Build]
Spoiler for Description:
So, you want more than 8 members in your troop? Just want more PAC scripts to make your game look better? Simple, just put this script in, read the instructions and configurate your own mass of monsters.


Pseudo 3D Battlebacks, by cozziekuns
Version: 1.0
Spoiler for Description:
This script is a completely plug and play solution to the aesthetically dull default, wavy looking battle background. It instead takes a snapshot of the screen and then renders a Pseudo 3D image that varies depending on your settings.


Random Encounters By Level, by modern algebra
Version: 1.5
Spoiler for Description:
This 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 Synthesize
Version: 1.2.0A
Spoiler for Description:
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.


Run/Guard Hotkey (+ ATB version), by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to add a hotkey type system to let players have a handy button to automaticly run or guard. Cannot use with ATB. This script has: 2 customization options.


Simple Battle HUD, by Dark Gaia
Version: 1.0
Spoiler for Description:
Sick 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 algebra
Version: 1.0
Spoiler for Description:
This script allows it so that encounters are not necessarily based on step count, but rather on seconds.


Update Action Order per Action, by LoganForrests
Version: 1.0
Spoiler for Description:
Forces the turn order to be redetermined each time a battler makes an action. Thus, speed changes (such as via Haste/Slow like skills) will affect the order a battler makes their action during the action order execution process, not when the action orders are recalculated at the next turn.

Please do note that this is designed primarily for the Default Battle System as it changes the way that make_action_orders works. It will probably conflict with Custom Battle Systems. If you do make use of a CBS, then please direct yourself to the Support section of this post.


Vampyr SBABS, by Vlad
Version: 9
Category: Battle Systems
Spoiler for Description:
A great Action Battle System for VX. It includes party battling.


Variable Controlled Backdrops, by Yanfly
Version: 1.0
Spoiler for Description:
One 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.


Variable Stat Booster for Enemies, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows you to boost the stats of enemies in-game by modifying the value of a variable. It will affect only the stats that you specify and you can specify different variables for different enemies. One of the most obvious uses for this is to modify the difficulty of a game, but it may also be used to make certain enemies stronger at night, etc...


Versus Popup, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.

« Last Edit: January 19, 2012, 02:42:23 AM by Pacman »

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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 Yanfly
Version: 1.0
Spoiler for Description:
This 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 algebra
Version: 1.0
Spoiler for Description:
This 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.


Cheat System, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This script will add a cheat system


Common Event Menu, by Yanfly
Version: 1.0
Spoiler for Description:
Similar 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 Yanfly
Version: 1.0
Spoiler for Description:
Sometimes 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.


Cozziekuns Custom Title Screen, by cozziekuns
Version: 1.0
Spoiler for Description:
What do you get if you combine Yanfly's Main Menu Redux and a title screen? Something pretty awesome, that's for sure. This Custom Title Screen is supposed to make creating your own title commands easily, as well as ensuring as much compatibility as possible.


+[Custom Title Screen Menu]+, by Woratana
Version: 1.0
Spoiler for Description:
This 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 algebra
Version: 1.0
Spoiler for Description:
This 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_falcao
Version: 1.5
Spoiler for Description:
- 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


Enhanced Shopping, by LoganForrests
Version: 1.0a
Spoiler for Description:
The default system involves buying from a predefined list of items on sale by the shop and selling any unwanted goods for a pretty penny (or in some cases peanuts).

But what happens to all those items we sell? And how come the shops never really run out of items despite having only a small counter or a cloak from which our friendly shopkeeper makes his sales? Well, now we can answer those questions for our players.

With this script, we can set up our shops to behave in various ways. From a shop who runs out of items to shops who will receive occassional shipments to replenish shops. We can even make shops sell us back the things we sold him
(for a reduced price if we want too). Of course, we can't forget about the traveling merchant with only a cloak or a pack mule to hold his items - We can limit the amount of items a shop is able to hold altogether.


Evidence Locker, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.


FFTA-like World Map, by dricc
Version: 1.0
Spoiler for Description:
This script will help you to display a world map like in FFTA


FFVIII Card Mod System, by SeMcDun
Version: 1.0
Spoiler for Description:
This script replicates FFVIII's Card Mod system. The player can choose to refine his cards into items. The card is destroyed in the process.


FFVIII Triple Triad Card Menu, by SeMcDun
Version: 1.0
Spoiler for Description:
My first script :) The FFVIII Triple Triad Card Menu gives a game creator the option to use a scene which records how many cards the player has obtained during their journey. These cards can be obtained and lost at the game creator's will.


Fire Emblem Title, by rafidelis
Version: 1.0
Spoiler for Description:
Custom Picture Menu from the game Fire Emblem


Gallery, by Deity
Version: 1.0
Spoiler for Description:
This 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 Crafting System, by SeMcDun
Version: 2.0
Spoiler for Description:
The Grid Crafting System (at the moment) gives the player two boxes into which they can put items. If the items correct and in the correct box a product item will appear on the screen and the player can check it out. If the player decides they want the item, they can click the product box and get the newly crafted item.


Idle Title Intro, by TDS
Version: 1.0
Spoiler for Description:
Allows you to start a map for an intro after idling for a preset period of time in the title screen.


Item & Skills Catalogue, by modern algebra
Version: 1.0
Spoiler for Description:
     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 Deity
Version: 1.0
Spoiler for Description:
This 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 X
Version: 1.0
Spoiler for Description:
This 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: 1.0
Spoiler for Description:
A Credit screen for your game


Minigame: Win the Lottery!, by bulletxt
Version: 0.1
Spoiler for Description:
A 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: 1.1
Spoiler for Description:
Mix 2 or more skills to get new skills


Modified Scene_Name, by cyclope & Helladen
Version: 1.3
Spoiler for Description:
This is a script I modified from Rpg Maker XP. It is something to rename your character with. Someone requested it on rpgmakervx.net forums, so I did it for him. This is the link to the owner of the script.
http://forum.chaos-project.com/index.php?topic=6731.0


Monster Book, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
A tool that allows you to view data on monsters that have been encountered


Monster Catalogue, by modern algebra
Version: 1.0
Spoiler for Description:
This 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 Deity
Version: 1.0
Spoiler for Description:
This 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


Omega Quest System, by Omegas7
Version: 3.0
Spoiler for Description:
A... well, script journal for your game. Create quests linked to a variable in the game. The variable will represent the quest progress (how many "To-do" was done). When the variable is high enough (all "To-do" was done"), the quest is considered complete...


+ [ On-Screen Shop ] +, by Woratana [also included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
It'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.


PAC Pause Screen, by Pacman [included in PAC Build]
Spoiler for Description:
By pressing a specified button or calling the normal menu, you can have a simple window show on the screen until input by the player is made.


Pause Menu, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will allow you make a "Paused" menu that can replace the old menu for simpler games, or just be an add-on to look nice.


PAC Party Management, by Pacman
Verson: 1.0
Spoiler for Description:
VX limits your party to having 4 members. Isn't that terrible? This script won't give you more members in your party, rather be able to change them throughout the game at the player's call. Read the instructions to find out more.


Player-Named Maps, by modern algebra
Version: 1.0
Spoiler for Description:
This 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 algebra
Version: 2.1 (1.1 is also still up)
Spoiler for Description:
This 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 rafidelis
Version: 1.0
Spoiler for Description:
Pictures Title with effects of movements and fade in/fadeout. A different layout for the title scene.


Random Name Generator, by Logan Forrests
Version: 1.0
Spoiler for Description:
Generates random names for actors (through the Name Input Processing scene) using an algorithm which interprets a data set of given names in a particular language to provide fairly good accuracy in actual names used.


Savepoint System, by Rubymatt
Version: 1.0
Spoiler for Description:
This 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.


Scene Shop Redux, by Yanfly
Version: 1.0
Spoiler for Description:
The 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.


Sell-Only Shop, by Enelvon, with assistance from Seiryuki
Version: 1.0
Spoiler for Description:
This script allows for sell-only shops by disabling the "buy" option. My intention was to combine that feature with Mithran's LimitShopBuy script to create a shop that would only buy certain items from your party's inventory whilst hiding all other items. E.g. Using both scripts, a Loot shop would have the ability to buy Loot, and only Loot, from your party's inventory and would be unable to sell Loot back to you.


Sidhenidon's Crafting System, by sidhenidon
Version: 1.1
Spoiler for Description:
I had been playing Minecraft. I love how the crafting table works, being totally dynamic and based on the position of items on it, so I decided to replicate this functionality in RMVX, and it sorted out being better than I expected.


Simple Journal, by XaiL [included in Simple Scripts Pack]
Version: 1.0b
Spoiler for Description:
A scene which can show quest progress.


Simple Mail System, by cozziekuns
Version: 1.0
Spoiler for Description:
A simple mail system akin to the one in Final Fantasy VII: Crisis Core, and Final Fantasy III DS.


Simple Quit, by XaiL [included in Simple Scripts Pack]
Version: 1.0
Spoiler for Description:
A simple end scene with a few features. No need for explaining how it works.


Simple Teleport, by XaiL [included in Simple Scripts Pack]
Version: 1.1
Spoiler for Description:
A scene which allows the player to choose destinations to which to teleport.


Simple Title, by XaiL [included in Simple Scripts Pack]
Version: 1.0
Spoiler for Description:
Just a simple title scene with a few settings.


Simple Word Processing, by cozziekuns
Version: 1.0a
Spoiler for Description:
A simple word processer which lets the player create, store and open various pieces of text. Not really practical, as I did this more as a challenge than as a utility, but it could be useful for things like player journals, organizers and the like.


Skill Tree, by Deity
Version: 1.0
Spoiler for Description:
This Script allow you tu use your own individual SkillTree for your Game.
  • Up to 99 Skills possible
  • Individual SkillTree for everyone
  • Simple using


Stat Distribution System, by Lettuce
Version: 1.71
Spoiler for Description:
If 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)


State Viewer, by modern algebra
Version: 1.1
Spoiler for Description:
The script is very simple - it is just a list of all the states in the game with descriptions. It can be accessed either by call script, by pressing a button in the Status screen, or through a command on the menu. The choice is, of course, up to you.


Subclass Selection System, by Yanfly
Version: 1.0
Spoiler for Description:
There'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.


Success Bar, by jet10985 & Darklich [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to call a success bar, a bar with an area of success you have to hit by pressing the designated button.


Synthesis Shop, by Zylos
Version: 1.0
Spoiler for Description:
This is a simple script for a Final Fantasy IX synthesis shop. In a synthesis shop, the player can combine two materials (along with some money) to create new weapons. This script allows the user to easily turn the synthesis shop on and off with a switch, and set up what items can be made, how much they cost, and what materials are needed, simply by typing the numbers on the item's notebox in the database. No need to edit anything in the script except possibly what switch you'd like to use to turn it on.


Wordlocks, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.


YEZ to YEM Status Biography, by Yanfly & heisenman
Version: 1.0
Spoiler for Description:
This is a patch that brings back the YEZ Biography command in YEM Status Menu Melody. The Biography window displays actors biographies or classes descriptions.

« Last Edit: January 29, 2012, 03:33:41 PM by modern algebra »

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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 Charbel
Version: 2
Spoiler for Description:
Adds the Actor's Options in the Status Window.


Animated Battlers, by Dark_falcao
Version: 1.0
Spoiler for Description:
Are 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 Sprites in Menu, by modern algebra
Version: 1.0
Spoiler for Description:
This 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 Woratana
Version: 1.0
Spoiler for Description:
This 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~


Caterpillar, by Zeriab
Version: 1.0
Spoiler for Description:
Quote from: Zeriab
This 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.


Colour Coded Items/Weapons/Armors, by modern algebra
Version: 2.0
Spoiler for Description:
This 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 algebra
Version: 1.0
Spoiler for Description:
This 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 algebra
Version: 1.0
Spoiler for Description:
This 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 CruzCoda
Version: 1.0
Spoiler for Description:
Simple 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 MP Notations, by LoganForrests
Version: 1.4a
Spoiler for Description:
Allows different actors to be assigned their own terminology for their MP pool, such as AP or SP - whatever fits the character's class/role.


Different Size Icons, by miget man12
Version: 1.1
Spoiler for Description:
Allows you to make iconsets with larger icons.


Display Skill Query, by Yanfly
Version: 1.0
Spoiler for Description:
Sometimes 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 rafidelis
Version: 1.0
Spoiler for Description:
This script shows their equipment on the screen, you can choose between using and not using an image of substance.


Exempt Actor Parameters, by Pacman
Version: 1.05
Spoiler for Description:
This script allows you to choose which actors, if any, should have levels, EXP, HP, MP or Battle Stats displayed. This is most likely to be used in games where you don't want your actor's progress easily trackable or in games where characters don't have levels, stats or gauges, i.e. non-fighting games. This script combines Exempt Actor Stats and Exempt Battle Stats.


Exempt Actor Stats, by Pacman
Version: 1.5
Spoiler for Description:
This script allows you to choose which actors, if any, should have levels, EXP, HP or MP displayed. This is most likely to be used in games where you don't want your actor's progress easily trackable or in games where characters don't have levels, i.e. non-fighting games.


Exempt Battle Stats, by Pacman
Version: 1.5
Spoiler for Description:
This script allows you to choose which actors, if any, should have ATK, DEF, SPI and AGI displayed. This is most likely to be used in non-fighting games.


Exempt Gold, by Pacman
Version: 1.0
Spoiler for Description:
This script will exempt all gold features in-game. This means that in the menu, no gold will be displayed. NOTE: If you use the \G message function, nothing will happen.


Extended Colour Palette, by modern algebra
Version: 1.0
Spoiler for Description:
This 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 algebra
Version: 1.0
Spoiler for Description:
This 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)


Global Text Codes, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.


Glow in the Dark Sprites, by cozziekuns
Version: 1.0
Spoiler for Description:
This script allows for sprites that change their tone depending on the screen tone. Essentially for making glow-in-the-dark sprites, however has a smoother transition from Dark to Bright than other light effect scripts.


Graphical Favourite Items, by modern algebra
Version: 1.0
Spoiler for Description:
This script gives a graphic representation to an actor's favourite item by showing a message when it is first discovered and afterwards showing it in the Status window for that actor. It will also give exp to the party and individual, as much as you specify. It was originally designed to be an addon to the Actor Specific Item Effects script, but I decided to release them separately since I realized it could be used on its own to add a small biographical element to the game's actors or as a minigame to discover actor's favourite foods, with or without any special effects those items give.


Hide 0 MP Cost, by JFace
Version: 1.0
Spoiler for Description:
This script hides the MP cost of a skill when the cost is 0. This is particularly useful if a character has physical attack type skills, and MP should not be displayed. This cleans up the skill list in both the battle and main menus.


Item Icon Hue, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows you to specify a hue for the icons of individual items, weapons, armors, skills, and states. This way you can use the same icon for various items, only changing the hue.


Max Members Fix, by modern algebra
Version: 1.0
Spoiler for Description:
There has always been the option to alter the MAX_MEMBERS in Game_Party and add more than four members to the party. However, there was no graphical support in either the default menu or battle scenes to show more than four members. This little script fixes that.


Monster Collapse VX, by modern algebra & Minto
Version: 1.2
Spoiler for Description:
This 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.


No Zombie Leaders!, by modern algebra
Version: 1.0
Spoiler for Description:
By default, if the lead actor of the party is killed, it will still be his/her graphic being used on the map. This script changes it so that if the leader of the party dies, replaces his/her sprite with that of the next living actor.


One Person Battle Status, by DoctorTodd
Version: 1.1.0
Spoiler for Description:
Modifies any battle system that use Window_BattleStatus to work as if there is only one actor.


Outline Text, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Automatically outlines all text in the game


PAC Enemy Stats, by Pacman [included in PAC Build]
Spoiler for Description:
The Enemy Select window doesn't tell anything but the name, and it displays 2 enemies every line. This script will add in the enemies' names, hp values, mp values and states in its slot and displays 1 enemy per line. You can also choose which enemies to not have these things displayed for with simple notes.


PAC Random Gameover, by Pacman [included in PAC Build]
Spoiler for Description:
Your players will get bored of the gameover screen when they open the game so many times. To keep it interesting, this script will randomly select from a group of pictures in Graphics/System specified by you for the gameover screen


PAC Simple Battle Background, by Pacman [included in PAC Build]
Spoiler for Description:
Sick of the cheesy background swirl that VX does so annoyingly? Worry not, here is a script that will render your concerns ridiculous! We simply take a snapshot of the map you're on and slightly blur it and get rid of the events for you to fight on. !~NOTE THAT IT LOOKS KINDA WEIRD WITH THE DBS~! If in doubt, plug and play. If you want to change some stuff, by all means see the configuration section. This is just another utility script made to make your life just that much easier.


PAC Title Screens, by Pacman [included in PAC Build]
Spoiler for Description:
Your players will get bored of the title screen when they open the game so many times. To keep it interesting, this script will randomly select from a group of pictures in Graphics/System specified by you for the title screen upon startup.


PAC Troop Names, by Pacman
Version: 1.0
Spoiler for Description:
Ever been annoyed at the default 'Slime A, Slime B' system that shows up in battle? Ever wanted to shoot it? Now, you don't have to! All you need is this simple snippet to change the letters into numbers.


Parameter Icons, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to add icons next to parameter names whenever they are shown in windows. Currently Incompatable with Enelvon's Luck and Resistance.


Quest Journal - Add-on, by Mitsarugi [original script by modern algebra]
Version: 2.1b+
Spoiler for Description:
This is a little add-on i needed for my game and since i'm an amateur scriptwriter i made it myself with the help of
  • cozziekuns
  • JonFawkes
  • Pacman
it adds the possibility to see the number of items in possession for a quest in the Quest Journal.


Random Battle Transition, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet makes the battle transition random. The name is self-explanatory. All the transitions MUST be in the Graphics/System folder.


+Random Title Script+, by woratana
Version: 1.0
Spoiler for Description:
This script will random your tile screen.
To make player not get bored every time they start game.


Records Window, by jet10985 [included in Jet's Code Snippets]
Version: 1.1
Spoiler for Description:
This snippet will allow you to show some variables in a window at the bottom-left corner of the screen in a window.


Scene Window Opacity, by modern algebra
Version: 1.0
Spoiler for Description:
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.


Scrolling Window_Help, by cozziekuns
Version: 1.0
Spoiler for Description:
This script allows you to auto scroll the text in Window_Help if it becomes too long for the window to hold. Originally, RPG Maker would auto resize the text to make it thin and aesthetically displeasing to the eye.


Shatter Transitions, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows you to have more dynamic battle transitions that directly change the on-screen image, rather than simply blend it as normal transition graphics do. It also includes a feature to use RMXP style transitions, meaning that the next scene will show up behind the transition instead of simply being black.

For a full list of the types, please visit the full topic.


Show Enemy States, by modern algebra
Version: 1.0
Spoiler for Description:
This 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 Slip Damage, by cozziekuns
Version: 1.2
Spoiler for Description:
A system designed to show the amount of slip damage dealt to both actors and enemies. Originally found in my Tales of Icarus Script Package.


Show Variable-Based Stats in Status Scene, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.


Simple Shadows, by Marc of Fall From Eden
Version: 1.1b
Spoiler for Description:
This is a cosmetic script originally intended to work in tandem with Marc's Dynamic Lighting script in order to create shadows that are cast from the player and other events based on how close they are to a light source.


Sprite Mover, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Allows you to position sprite by pixel


Sprite Reflection, by TDS
Version: 2.4
Spoiler for Description:
Reflects the characters sprite on the water or other reflective surfaces chosen in the tileset editor.


Stand/Walk/Run, by Synthesize
Version: 2.00A
Spoiler for Description:
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 algebra
Version: 1.0
Spoiler for Description:
Requested 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 Yanfly
Version: 1.0
Spoiler for Description:
RPG 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.


Transitions in the Menu and Map, by rafidelis
Version: 1.0
Spoiler for Description:
This 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.


Variable Value, by Crisis Core Master Core
Version: 2.0.0
Spoiler for Description:
This script is creating a new variable value that shows up in the Shop Scene, but you can't buy items with it. You msut still buy items by normal gold.


WindowSkin, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to change the windowskin of every default window in the program.


Zoom Character, by Dark_falcao
Version: 0.5
Spoiler for Description:
a script that allow you to increase or reduce the characters size

« Last Edit: April 26, 2012, 06:46:26 PM by modern algebra »

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System Utility
These scripts change or add system features


1-Dir Movement Style, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Movement is like resident evil. Left and Right turn the character, Up moves the character forward and Down moves the character backward


Actor Approval Rating, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will add a approval system to all your characters. This means that doing certain actions, determined by you, will add to their approval.


Actor Cloning, by dricc
Version: 1.0
Spoiler for Description:
Based on a suggestion on this forum, i have created a script to allow the cloning of actors.


Audio Engine XT, by bulletxt
Version: 1.1
Spoiler for Description:
This 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 Save VX, by bulletxt
Version: 0.1
Spoiler for Description:
This 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.


Change Map Encounter Rate Formula, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will let you change the default random encounter rate. The problem with the old one is, if you set the rate to say... 30 You will get an encounter anywhere from 1 to 61 steps.


Change Party Order, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows the player to change party order on map through the use of the L and R buttons


Checkpoints and Continues, by Zylos
Version: 1.0
Spoiler for Description:
This script allows the game creator to easily set up checkpoint spots for the player to respawn to after the party has been defeated. The creator simply calls this script in an event on the map (such as during a map transfer or after an important cutscene), then when the player reaches what would normally be a game over, they will be allowed to continue the game from the exact spot marked by the creator. Additionally, the creator may allow the player a set number of continues or lives before it is game over for good.


Continue Map's BGM after Battle, by bulletxt
Version: 0.1
Spoiler for Description:
This 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 algebra
Version: 1.0
Spoiler for Description:
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


Dual Wield Fix, by Lytanathan
Version: 1.0
Spoiler for Description:
If you're like me, you may want your dual-wielding characters to be able to use shields. Now, one COULD make shields out of weapons, but then everyone would have to be dual-wielders to use them. This script makes that unnecessary, by allowing a character to equip either a weapon OR a shield in their second hand. (Main hand is still restricted to weapons only)


Encounter Management, by Craze [included in Pockethouse Scripts]
Spoiler for Description:
This allows you to affect the rate of random encounters, or let the player do so.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Equipment Constraints, by modern algebra & Tsunokiette
Version: 2.5b
Spoiler for Description:
This script allows the user to set prerequisites for equipping weapons and armors.


Equipment Requisites, by Tsunokiette
Version: 2.0
Spoiler for Description:
Allows 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.


Extra Title Screen Button, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Add extra buttons in title screen


Full HP/MP upon Level UP, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Restores HP and MP to full when actor levels up


Fullscreen Choice, by Pacman
Version: 1.0
Spoiler for Description:
This script is a rewrite of Main. Do not put it in Materials. Replace Main with this script. This script simply puts a choice of playing windowed or full-screened or simply quitting the game before the title screen shows.


Full-Screen Toggle, by Mr. Wiggles & Helladen
Version: 1.0
Spoiler for Description:
This is a script used to toggle full-screen or windowed mode once. After you save the game it will not appear again. You can change this
in the configuration, but I think it is a good idea, because it gets annoying clicking the option over and over again.
Instructions are in the script, and if you have any questions just post them here.


Fullscreen Toggle Menu Option, by Dark Gaia
Version: 1.0
Spoiler for Description:
Every 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.


Gold Drop Variance, by modern algebra
Version: 1.0
Spoiler for Description:
Gold drops in RMVX are static by default, with every creature always dropping the exact same amount every time you kill them. This script allows you to change that by making them drop a random amount between values that you choose.


Good VS. Evil, by Synthesize
Version: 1.0.0
Spoiler for Description:
This 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.


Gradual Levelling, by TDS
Version: 1.1
Spoiler for Description:
This script modifies attributes such as HP, MP, Attack etc, So that they are gained as you receive experience rather than all at once when you level up.


Hunger/Thirst, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This script will add a hunger and/or thirst factor to every actor. These can effect a lot of things, such as stats in battle, disabling dashing, or even life or death.


Item Price Adjust, by JFace
Version: 1.0
Spoiler for Description:
This script allows the user to adjust the cost and sale price of items during gameplay. This is particularly useful if using a Haggle type of event wherein the hero can pay less than asking price, and receive more money from sales. The cost and sale adjustments are customizable.


Item Price Changer, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Change prices of items, weapons and armors in game.


Jet's Alignment System, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This script adds a simple and easy-to-use alignment system to your game. This will allow the character to be good, evil, or anything in-between. You can even change it up from alignment to other stuff like Rank or Vampirism.


Jet's Item Gauge, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This is my annoying to program item gauge script. I worked on and off on it because i always ran into something wrong. Now though, i have it basically done, and i'm liking it so far. Hope you enjoy it as much as i suffered for it

Note: It allows you to give actors item gauges, and to assign costs to items. So it's essentially MP for items.


Jet's Stamina System, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
Full functional Stamina system
Optional Menu and Map windows
Prevents dashing when stamina runs out
Fully compatible with most extra movement system (swimming, jumping, climbing, etc.)


Jet's Time System, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This is my time system. It has a whole lot of features and customization options. I have obtained opinions from users like you to know what they want in a time system. This has all the features of the time system you may already use, PLUS MORE! Enjoy. =)


Jumping, by miget man12
Version: 1.1
Spoiler for Description:
Allows for the ability of user-input jumping based on tile IDs


Key Equipment Removal, by Lytanathan
Version: 1.0
Spoiler for Decription:
Basically, all this script does is remove weapons or armor with a price of 0 from an actor before the actor is removed from your party. This could be useful if you have a piece of equipment that acts as a key item in your game, and there is the potential that a character may have it equipped when he or she leaves your party for any reason. It would not be good to find yourself in a dungeon, only to discover that your cleric had the Staff of Power equipped when she was kidnapped, and you needed it to open the sealed door barring the way to rescue her, now would it?


Learn Skill Sound Effect, by modern algebra
Version: 1.0
Spoiler for Description:
This script will play an SE when levelling if the actor has learned any new skills.


Level Up Effects, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to add extra effects to the level up process that will happen everytime that a character levels up.


Level Up Effects, by redyugi
Version: 1.4
Spoiler for Description:
Tired 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


Level Up SE, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet allows you to add add a sound effect that plays when an actor levels up in battle or by an event.


Multiple Parties, by modern algebra
Version: 1.0b
Spoiler for Description:
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


No Actor EXP, by jet10985 [included in Jet's Code Snippets]
Version: 1.1
Spoiler for Description:
This snippet allows you to define actors throughout the game that will not gain exp AT ALL. Note: They can still level up trough the event command.


No Failure Display, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This allows you to designate some skills to not display a failure message when they fail.


One Press Sprint, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will make it so they only have to press Shift to sprint, and they will have this sprinting state until they press shift again.


Override Change BGM/ME, by modern algebra
Version: 1.0
Spoiler for Description:
This script will override the BGM or ME changes when you activate chosen switches. This is useful, for instance, if for a boss battle you want to start the battle music early and have it directly continue into the battle or if, for a certain battle where the enemy escapes after the battle, you don't want the Victory ME played.


PAC Level Up, by Pacman [included in PAC Build]
Spoiler for Description:
In some games, when you achieve that glorious level up you've been striving to reach for three dungeons, your health, magic and states are restored to their fullest capacities. In others, you get those last EXP points and then get killed because you didn't recover your stats ;-;. Don't let yours be that kind of game with this script.


PAC Screensaver, by Pacman [included in PAC Build]
Spoiler for Description:
This script will give your game a dimming effect after a certain amount of time when there has been no input from the player.


PAC Skip Title, by Pacman [included in PAC Build]
Spoiler for Description:
Don't want your game to have a title screen? Not liking the scene at all? Simple solution: paste this script in and set SKIP_TITLE to true.


Pokemon Statistics System, by jet10985
Version: 1.0
Spoiler for Description:
This script is the Pokemon Statistics System that will mimic the Pokemon Stat calculations. This means IVs, EVs, Base Stats, Natures and Level will all be taken into account when calculating attack, defence, spirit, and agility. Agility is considered the equivalent of speed, and Spirit is both Special Attack and Special Defence combined. Spirit being both, I now some of you are thinking “But some natures lower one and higher the other! BAHHHHH!” Well, I did not do anything about that =(
Anyways, enjoy the script, and credit if used.


Recover HP/MP/States when Level Up, by woratana
Version: 1.0
Spoiler for Description:
Here 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.


Remove Dead Actors, by Piejamas & jet10985 [included in Jet's Code Snippets]
Version: 1.2
Spoiler for Description:
This snippet will allow you to remove actors from the party all together when they are inflicted with "incapacitated" state. I re-made this from Piejamas' code to make it compatable with a couple of my snippets and to improve checking.


Shop Input Expansion, by Ahnez67
Version: 1.0
Spoiler for Description:
This Script adds 4 new features to the Shop's Number Input. By default, you can buy up to 99 itens at the same time (100+ if you're using my Inventory: Breaking Limits Script).
You can select how many items you want to buy, adding ou subtracting 1/10 units per time. But, if your limit is 9,999, then it will take forever, knowing that you can only add 10 units at the same time.
With this script, you can Add/ Subtract 100 units at same time. Or even skiping all this work, pressing Left when the number of items is 1.


Shortcuts To Scenes, by rafidelis
Version: 1.0
Spoiler for Description:
This script allows you to access the menu items, without having to enter the menu, it occurs through keyboard shortcuts


Shovel, by Dark_falcao
Version: 1.0
Spoiler for Description:
This script allow you dig on fertile ground if you have a shovel equiped

Features

- You can dig only on fertile ground fertilized by the script
- You can choose between 3 different types of treasures, Items, Weapons and armor or all of them at the same time
- Dig if you have a Shovel


Simple Mouse System, by woratana
Version: 1.5
Spoiler for Description:
- 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.


Singular EXP, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will allow you to use a singular actor as a lead actor. This means, only that actor gains exp and the others level up with the leader.


Skip Title, by woratana [included in Wora's Giftbox]
Version: 2.0
Spoiler for Description:
Allows you to skip the title screen


Speed Save, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet adds a hotkey to open the save menu quickly on the map.


Strafe Script Snippet, by Xzygon
Version: 1.0
Spoiler for Description:
Basically, what this does, is, while you're holding down a certain key, you "strafe", or move without changing directions. It was made mainly for ABS systems, so you could move back and forth around a certain monster or run away while attacking.


Throw and Hit Events, by Dark_falcao
Version: 1.0
Spoiler for Description:
  • 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


Update Encounter Percentage, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows you to dynamically alter the rate at which encounters happen. It is useful particularly for making items or skills that can reduce or increase the rate of encounters. What this script does is allow you to specify a variable to control encounter rate, so you can use events and common events to change the percentage of the map default at which encounters occur.


Website Launch from Title, by modern algebra
Version: 1.1
Spoiler for Description:
This script allows you to launch a website from the title screen.

« Last Edit: February 07, 2012, 03:21:28 AM by modern algebra »

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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 vgvgf
Version: 3.0
Spoiler for Description:
This 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 algebra
Version: 1.5
Spoiler for Description:
This adds a few graphical methods to the Bitmap class, namely:
  outline_ellipse
  fill_ellipse
  fill_rounded_rect
  draw_line
  greyscale


Bitmap Flipping, by miget man12
Version: 1.0
Spoiler for Description:
It flips bitmaps.


Catalogue Base, by modern algebra
Version: 1.0
Spoiler for Description:
This 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 Zeriab
Version: 1.0
Spoiler for Description:
This 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 AmIMeYet
Version: 0.8
Spoiler for Description:
    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 A3D
Version: 1.2
Spoiler for Description:
allow 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: 1.0
Spoiler for Description:
A rewritten Input module that allows for full keyboard & mouse input.


Item Instances Base, by modern algebra
Version: 1.0
Spoiler for Description:
This is a scripting tool that changes the way items are handled in the game to allow for item instances. This means that items specially marked will be uniquely saved every time you collect them.

This script was designed since scripts which require items to be saved as instances, even if they were conceptually simple (like durability), were impractical to make since they required a heavy overhaul of the entire item system. Other scripts that have tried tend to be very bulky and usually incompatible with every other item-based script out there. This script was therefore designed to (a) change the way marked items were saved so as to be more dynamic and saved as instances; (b) be compatible or easily made compatible with most other scripts that deal with items; and (c) be easy to create addons which make use of the framework to create functional changes to items, weapons, and armors.


Jet Engine, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This is my handy module i use to hold my regularly used methods. It also stores which of my scripts people are using. I release this to help people write patches for my snippets if needed or they just want my methods.


NEO Gauge, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
A nicer gradient bar than the default


PAC Centred Window, by Pacman [included in PAC Build]
Spoiler for Description:
A command window with centred alignment


Paragraph Formatter, by modern algebra
Version: 2.0
Spoiler for Description:
This 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.


Scene_Base, by Nathmatt
Version: 1.0
Spoiler for Description:
This script is an updated version of the original Scene_Base


Scheduler, by Zeriab
Version: 1.0
Spoiler for:
How 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 man12
Version: 1.1
Spoiler for Description:
Allows you to type in and evaluate script expressions while playing. Requires Vlad's Input script.


Sliding Graphics, by modern algebra
Version: 1.0
Spoiler for Description:
This is a scripter's tool that allows you to slide any graphics in the scene of your choice. It is a very simple function which any scripter could do on their own, of course, but this should make it slightly easier.


Tilemap to Bitmap, by cozziekuns
Version: 1.0
Spoiler for Description:
A scripting tool which converts the RGSS2 Tilemap class into a usable Bitmap


Window ImageList, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
A command window that uses images instead of text


Window Pause Sprite Hijacked, by modern algebra
Version: 1.0
Spoiler for Description:
This script has no effect on its own. It is meant for scripters who wish to vary aspects about the pause graphic.

The pause graphic for windows is extraordinarily boring and, worse still, the sprite that shows pause graphics on instances of the Window class is, by default, unaccessible. This means that you have no control over its opacity, its position, its speed, etc... the only thing a scripter has control over, with regard to the pause graphic, is whether or not it is visible. The purpose of this script is to change that by hiding the original pause graphic and replacing it with a normal sprite over which the scripter has total control. So, if a scripter wants to make the pause graphic bigger, play an animation on it, change its position or speed with which it animates, this script allows him/her to do so. Moreover, the scripter can do this only for certain windows and leave other windows as default. However, the script is engineered so that the default behaviour of the pause sprite is the exact same, so non-scripters will not notice a difference by including this script in their game.

« Last Edit: September 06, 2011, 10:54:57 PM by modern algebra »

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Miscellaneous
Residual category for general bug fixes and all other scripts that do not fit in to any of the other categories


Animation Bug Fix, by Woratana [Also included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
I'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: 1.0
Spoiler for Description:
Automatically backup your rx/rvdata files when you run the game.


Compact RVData, by Exhydra
Version: 1.0
Spoiler for Description:
The overall size of the Data directory can become quite significant in large projects or projects that use large maps. To combat this, Compact RVData can shrink the size of your Data folder significantly without any need for third-party EXEs or DLLs! Controlling the size of your Data directory is just one step you can take to optimize your game for faster distribution.

Since .rvdata files are merely glorified text files, they can be compressed and uncompressed very quickly. This also means that they can be compacted quite heavily. For example, a 500x500 map typically takes up 1.5 megabytes with nothing in it -- which is a huge size for a single map -- but once it is compressed it only takes up around 3 kilobytes!


Craze's Script Asylum, by Craze [included in Pockethouse Scripts]
Version: 1.00i
Spoiler for Description:
This is a testing bed for a number of Craze's scripts and also includes some YEM scripts.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Debug Shortcuts, by Yanfly
Version: 1.0
Spoiler for Description:
Testing 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 AmIMeYet
Version: 2.1
Spoiler for Description:
    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.


F12 Fix, by Zeriab
Version: 1.0
Spoiler for Description:
This fixes the stack error that occurs when pressing F12 due to certain methods being aliased.

It will close the current game and open a new game.
If you have Vista it might require you to give permission since it actually opens a new application.
There might be issues with it, so tell me if you find any.


Fast Forward & Slow Motion, by miget man12
Version: 1.1
Spoiler for Description:
Allows the player to press a key and speed the game up or slow it down.


Gradient Bug Fix, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Fixes a default bug with the gradient bar


HSTC Series, by HungrySnakes
Spoiler for Description:
This series of scripts enable the user to take total control over the: HUD [DONE], Menu[DONE] and Make a window themselves [DONE].


HSTC Total Window Maker [included in HSTC Series], by HungrySnakes
Version: 1.0
Spoiler for Description:
This is a script which lets the user make a custom window. The user can choose to use the window as an HUD or as an option in the Menu.


Icon Preview Window, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Allows developer to easily select icons and discover what its index is for use in scripts


IconSet Creator, by Deity
Version: 1.0
Spoiler for Description:
This little "tool" allow you to manage your IconSets in a very easy way. You can create new icons, resize ones that are an incorrect size, compose new iconsets, etc...


Jet's Code Snippets, by jet10985
Version: 1.0
Spoiler for Description:
This is my collection of code snippets i make for fun. I just release to the public in case they want them or see them as handy. This is not a shop, don't ask me to write you a snippet. I write these in my spare time and therefore, requests ruin my fun.


Note Editor, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.


One Game Instance, by game_guy
Version: 1.0
Spoiler for Description:
This script is to prevent multiple instances of your game. This is really only for online games so players can't cheat.


PAC Engine, by Pacman
Version: 1.5
Spoiler for Description:
PAC stands for Pacman Advanced Creative because I couldn't think of a better name and PAC is a cool acronym. It is in build 1.5 and currently contains 31 scripts. The heart of PAC are the utility and system engines that offer loads of cool features that you'll want in your game. I swear. There are five sections of the engine; Core, Battle, System, Utility and Main. I think they are quite self-explanatory.


Patching System, by Yeyinde
Version: 2.0 Beta
Spoiler for Description:
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 ??? & Jaffer
Version: 1.0
Spoiler for Description:
You 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


Pockethouse Scripts
Spoiler for Description:
Pockethouse was home to many great scripters, including Yanfly, Shanghai, AeroGP, and many more. Since that went down in early 2011, this thread is intended to rehost all of those scripts so that they do not become victims of disuse. Remember to credit the original authors.


Portals, by AmIMeYet
Version: 1.1
Spoiler for Description:
    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


RM Data Checker, by Yeyinde
Version: 1.0
Spoiler for Description:
This program scans through your RMXP or RMVX project for unused or missing graphics and audio, and tells you what database elements are used.  Future versions will of program will provide a more in-depth analysis of your game data, and even make an attempt to fix certain things, like corrupt data files.
I'm sure that this program will be of great assistance to those developing your games, and I hope you will use it to check all of your games.


Scene Tutorial, by modern algebra
Version: 1.0
Spoiler for Description:
This 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.


Screensaver, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will allow you to set a screen dim to occur if the program has been left idle for a certain amount of time.


Screenshot, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows the player to take a screenshot of any area in the game that he/she wants. Useful for sharing achievements I suppose. I made it for my own nefarious purposes and without thinking whether it would have any real purpose in an actual RM game.


Shake Window, by Exhydra
Version: 1.4
Spoiler for Description:
Shaking the screen not enough to emphasize something that happened in game? Want the metor you just dropped on the players to rock more than the pixels inside of the game? Shake Window will allow you to kindly jiggle or ruthlessly rattle the game window in custom directions as well as allow you to shake the screen while you're at it.


Simple Debugger, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Can speed up the frame rate of the game by pressing F5


Simple Map Screenshot, by cozziekuns & Zeus91
Version: 1.0
Spoiler for Description:
This script allows you to take a screenshot of a whole map, depending on the map id. The screenshot will not include the characters.


Simple Scripts Pack, by XaiL
Spoiler for Description:
Simple Scripts Pack is a package filled with a few scripts that I wrote. It has been exclusively for another forum until now. Hope you enjoy them.
It includes the following scripts:
  • Simple Quit
  • Simple Title
  • Simple Teleport
  • Simple Area Extender
  • Simple Transfers
  • Simple Journal
  • Simple Gold HUD
  • Simple Self Switches
  • Simple Map HUD


Tone Tester, by woratana [included in Wora's Giftbox]
Version: 1.0
Spoiler for Description:
Allows a developer to test screen tones to choose the perfect one for the mood.


Vampyr Net Gaming, by Vlad
Version: 1.0.5
Category: Miscellaneous
Spoiler for Description:
Allows for the creation of a server so that your VX game can become playable by multiple players over the internet!


Variable & Switch Debug HUD, by modern algebra
Version: 1.0
Spoiler for Description:
This script is an extra feature that only works in Test Play. Basically, whenever a switch, self switch, or variable are modified, this script will display the modification just made and the result in the bottom left corner of the screen. This is useful for debugging complicated event systems as it allows you to track what is happening to the variable, switch, or self-switch every time you modify them.


Wora's Christmas Giftbox, by woratana
Version: 1.0
Spoiler for Description:
A compilation of a number of wora's best known scripts.


Yanfly Engine Melody, by Yanfly [included in Pockethouse Scripts]
Spoiler for Description:
This is the fourth generation of Yanfly scripts, again revamping many of the default systems and adding new features with a focus on efficiency. It is a collection of a number of wonderful scripts, designed to work with one another.


Yanfly Engine ReDux, by Yanfly [included in Pockethouse Scripts]
Spoiler for Description:
This is the second generation of Yanfly scripts, revamping many of the default systems and adding loads of new features. It is a collection of a number of wonderful scripts, designed to work with one another.


Yanfly Engine Zealous, by Yanfly [included in Pockethouse Scripts]
Spoiler for Description:
This is the third generation of Yanfly scripts, sharing the goal of revamping RMVX but focussed on greater customizability. It is a collection of a number of wonderful scripts, designed to work with one another.

« Last Edit: December 30, 2011, 12:21:34 AM by modern algebra »

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Actor Approval Rating, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This snippet will add a approval system to all your characters. This means that doing certain actions, determined by you, will add to their approval.


Actor Cloning, by dricc
Version: 1.0
Category: System Utility
Spoiler for Description:
Based on a suggestion on this forum, i have created a script to allow the cloning of actors.


Actor Item Synthesis, by Yanfly
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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.


Actor Options as Class Options, by cozziekuns
Version: 1.0
Category: Database Utility
Spoiler for Description:
Each "Actor Option" is now avaliable through classes. For example, if you want your Paladin to dual wield swords, that can be done. If you want your bowman to auto-battle, that can be done. The only reason I find that this could be useful is if you have a class changer or something. So if Ralph was a Viking with the inherit ability of "Super Guard", he could now become a Ninja with the ability of "Two Swords Style".


Actor Options in Status Window, by Charbel
Version: 2
Category: Graphical Utility
Spoiler for Description:
Adds the Actor's Options in the Status Window.


Actor Prefixes, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This 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.


Actor Specific Item Effects, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script allows you to set items that have different effects based on who the item is used on. Thus, if you want to make apples give 50 HP generally but 100 HP to a particular actor who loves apples, you can do it. Similarly, if you want it to give only 25 HP to an actor who hates apples, you may do so. (Note that if you are using a script which predicts the effect of an item before using, it will not predict special effects correctly unless you ask me to write a patch). To add a graphical component to this script, please see the Graphical Favourite Items complementary script.


Added Actor Options, by cozziekuns
Version: 1.0
Category: Database Utility
Spoiler for Description:
Before, there were only six actor options that you could choose from, and they were a bit dull. The only ones that most people actually used were two swords style and critical bonus, and even then they were used quite sparingly. I find that actor options add a lot of variety into the game, so I took it up as my job to create the best actor options I (and Square Enix, as most of them are ripped of FFTA2) could think of.

Note: The best way to use these skills would be with Modern Algebra's Editable actor options, or with that equipment skill that allowed equipment to have actor options (whoever wrote that script, contact me so I can credit you and your script)

Concentration: Gives the actor an added accuracy bonus.
Halve MP: Halves the MP for all skills. Does not stack with the armour option.
Immunity: Grants immunity to all states, good or bad.
Monkey Grip: Allows the actor to equip a shield regardless of whether their weapon is one-handed or two-handed.
Spellbound: States will stay in effect for two times as long.
Razzle Dazzle: Nice name for Auto-Regen.
Unscarred: When the actor is on full health, attack is increased.
Adrenaline: When the actor is on critical health, speed is increased.
Burdened Soul: When the actor is on critical health, he is knocked out and all other party members HP and MP is fully recovered.
Vigilance: When the actor is on critical health, defense is increased.
Blood Prince: Skills take up HP instead of MP.


Advanced Areas, by modern algebra
Version: 1.5
Category: Map Utility
Spoiler for Description:
Adds 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 Equipment Sets, by Pacman [also included in PAC Build]
Version: 1.0
Category: Database Utility
Spoiler for Description:
The maker can create similar items of equipment in the database, and can choose to give the player a bonus for collecting them. This script allows you to decide which of these items give the player a stats boost, which stat it boosts and by how much.

A special thing about these sets is that the sets add up, meaning that if you equip 2 peices from set 1 and 3 pieces from set 2, you get both of the boosts for the sets. It also displays the equipment set name on any equipped items in the status, equipment and item windows.


Advanced Scroll Screen, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: Event Utility
Spoiler for Description:
Gives more advanced options for scrolling the screen, such as decimal speeds


Advanced Text System, by modern algebra
Version: 3.0c
Category: Message Systems
Spoiler for Description:
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


Ambush BGMs, by modern algebra
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This 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_falcao
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
Are 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 algebra
Version: 1.0
Category: Map Utility
Spoiler for Description:
This 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 algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This 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: 1.0
Category: Graphical Utility
Spoiler for Description:
I'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~


Apply State Equipment, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script allows you to assign states to equipment that will be applied to an actor for as long as he/she has that weapon or armor equipped.


Arclight's Enhanced Battle Messages, by Arclight
Version: 1.00B
Category: Message Systems
Spoiler for Description:
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 dricc
Version: 1.0
Category: Map Utility
Spoiler for Description:
So 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 bulletxt
Version: 1.1
Category: System Utility
Spoiler for Description:
This 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: 1.0
Spoiler for Description:
Automatically backup your rx/rvdata files when you run the game.


Auto Event Properties Change, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: Event Utility
Spoiler for Description:
Add tag in 'comment...' in event to change event's properties automatically


Auto-Repeat Animation, by woratana
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This 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 bulletxt
Version: 0.1
Category: System Utility
Spoiler for Description:
This 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.


Automatic Description, by Lecode
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script Write automatically the help window of weapons, items, and armor.
It is completely editable.


Autotile Animation Speed Control, by modern algebra
Version: 1.0
Category: Map Utility
Spoiler for Description:
Tired 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 vgvgf
Version: 3.0
Category: Scripting Utility
Spoiler for Description:
This script simulates the RGSS2 module "Input". It is not the original module, but it has all the original module functions and some new.

« Last Edit: May 18, 2011, 10:17:00 PM by modern algebra »

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2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best RPG Maker User (Scripting)2011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best Use of Avatar and Signature Space2010 Favourite Staff Member2010 Most Mature Member
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Baldur's Gate Travel System, by modern algebra
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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: 1.0
Category: Event Utility
Spoiler for Description:
This script will play SE when show balloon.


Basic HUD, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: Map Utility
Spoiler for Description:
Basic HUD that shows HP and SP of first character in party on map


Battle Background Modifier, by miget man12
Version: 1.1
Category: Battle Systems
Spoiler for Description:
Allows 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 Synthesize
Version: 1.00A
Category: Battle Systems
Spoiler for Description:
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 NAMKCOR
Version: 1.00
Category: Battle Systems
Spoiler for Description:
Plays 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 HUDs, by Pacman [also included in PAC Engine]
Version: 3.0
Category: Battle Systems
Spoiler for Description:
There are a lot of battle scripts for VX out there, and they're mostly fantastic. However, they all require so much configuration. This script is the ultimate plug-and-play battle HUD: all you have to do is put it in the editor and alter one thing if you really want to. This script simply puts the actor's defined face into the battle window along with their HP and MP. There is now also a HUD for the enemy selection part of battle. It contains the enemies' names, HPs, MPs and states. You can prevent the HUD from drawing these values buy placing certain tags in the enemy's notebox.


+ [ Battle Result Window ] +, by woratana [Also included in Wora's Giftbox]
Version: 1.0
Category: Battle Systems
Spoiler for Description:
I 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 algebra
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This 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 algebra
Version: 1.5
Category: Scripting Utility
Spoiler for Description:
This adds a few graphical methods to the Bitmap class, namely:
  outline_ellipse
  fill_ellipse
  fill_rounded_rect
  draw_line
  greyscale


Bitmap Flipping, by miget man12
Version: 1.0
Category: Scripting Utility
Spoiler for Description:
It flips bitmaps.


Blue Magic, by Fomar0153 & jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
This snippet will allow you to use to create a blue mage-type character. This means that the character will learn special enemy skills when they are used on the blue mage.


Boat/Ship Passability for Events, by modern algebra
Version: 1.1
Category: Event Utility
Spoiler for Description:
This 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


Boss Options, by Craze [included in Craze's Script Asylum in Pockethouse Scripts]
Category: Database Utility
Spoiler for Description:
This script lets you customize boss enemies a little more, and balance specific skills so as to remain useful - but not overpowered - against your boss enemies. Some features are effective on normal enemies, too. It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Break States, by gsxiii & jet10985 [included in Jet's Code Snippets]
Version: 1.1
Category: Skills, States, & Elements
Spoiler for Description:
This snippet will allow you designate states to be "break" states. This means that while the character is inflicted with the state, the next hit will kill, or drain the character's mp to 0. This script has: 2 customization options.

« Last Edit: January 19, 2012, 02:42:38 AM by Pacman »

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Call Common Event By Variable, by modern algebra
Version: 1.0
Category: Event Utility
Spoiler for Description:
This 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: 1.0
Category: Event Utility
Spoiler for Description:
It'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 algebra
Version: 1.0
Category: Scripting Utility
Spoiler for Description:
This 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 Zeriab
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
Quote from: Zeriab
This 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 Actor Options, by jet10985 & BigEd781 [included in Jet's Code Snippets]
Version: 2.0
Category: Event Utility
Spoiler for Description:
This snippet allows you to change the options of an actor such as auto battle, super guard, and two swords style.


Change Battle Transition, by modern algebra
Version: 1.0
Category: Event Utility
Spoiler for 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.


Change Gameover, by jet10985 [included in Jet's Code Snippets]
Version: 1.1
Category: Event Utility
Spoiler for Description:
This snippet will allow you to change the graphic shown at the GameOver screen with a simple event command


Change Map Encounter Rate Formula, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This snippet will let you change the default random encounter rate. The problem with the old one is, if you set the rate to say... 30 You will get an encounter anywhere from 1 to 61 steps.


Change MessageBack, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This snippet allows you to change the messageback for the message window when you select the Dim Background option.


Change Party Order, by modern algebra
Version: 1.0
Category: System Utility
Spoiler for Description:
This 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: 1.0
Category: Event Utility
Spoiler for Description:
This is a small snippet to change your windowskin by call script~


Change Windowskin, by jet10985 & Woratana [included in Jet's Code Snippets]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This snippet allows you to change the windowskin of all the windows with a simple script call in-game.


Character Hover Graphics, by modern algebra
Version: 1.0
Category: Event Utility
Spoiler for Description:
This 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: 2.0
Category: Message Systems
Spoiler for Description:
Show text box over character (player or event)


Charm/Manipulation State, by LoganForrests
Version: 2.0
Category: Skills, States, & Elements
Spoiler for Description:
Extracts (from the Description and How It Really Works sections from the script):

This script allows allies and enemies alike to inflict the Charm status on its enemies. Depending on which side of the team inflicts the status, the effect can vary.

This essentially works in the same way that the Manipulate Command Materia in Final Fantasy 7 works (except that version worked a lot better and correctly compared to this script.)

The abilities that the controlling actor normally have are no longer available during the control of an enemy, but are 'returned' once control ends.

When an ally is Charmed by an enemy, the resulting effect is very much like being under the Confused state. Unlike Confuse, however, they will never attack themselves

In addition to being able to use skills from the enemy's action list, the actor gains 2 other abilities: Skip Turn and Release.


Cheat System, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This script will add a cheat system


Checkpoints and Continues, by Zylos
Version: 1.0
Category: System Utility
Spoiler for Description:
This script allows the game creator to easily set up checkpoint spots for the player to respawn to after the party has been defeated. The creator simply calls this script in an event on the map (such as during a map transfer or after an important cutscene), then when the player reaches what would normally be a game over, they will be allowed to continue the game from the exact spot marked by the creator. Additionally, the creator may allow the player a set number of continues or lives before it is game over for good.

Chigoo's Sliding Default Menu System, by modern algebra
Version: 1.0
Category: Menu Systems
Spoiler for Description:
This is a menu, requested by chigoo, which is the same as the default menu except instead of the status window always being present, the command window shows up in the middle of the screen and the status window is off-screen. Once you select an option, however, the windows slide back into the places they belong.


Chronoooo, by dricc
Version: 1.0
Category: Event Utility
Spoiler for Description:
I have added some functionalities :
- you can add time to the timer .
- There is now a "pause" . There is also a Fastforward (2 times or 3 times faster) .
- the timer can start to 00:00 and increase until you stop it .
- There is a top10 per race and you can also have a Top10 at the middle of one race . For the name to put in this TOP10 , you have many options : ask the name before , when the timer starts or when the timer stop . You can also put the name of one of the actors .
- There is a function to know what is the last result .
- I have included the yanfly script "YERD_variable_dash" .
There is exemples in the demo . Have a look and take what you need .


Colour Coded Items/Weapons/Armors, by modern algebra
Version: 2.0
Category: Graphical Utility
Spoiler for Description:
This 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 Yanfly
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
Similar 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 Yanfly
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
Sometimes 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 RubyMatt
Version: 1.0
Category: Menu Systems
Spoiler for Description:
This 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.


Compact RVData, by Exhydra
Version: 1.0
Category: Miscellaneous
Spoiler for Description:
The overall size of the Data directory can become quite significant in large projects or projects that use large maps. To combat this, Compact RVData can shrink the size of your Data folder significantly without any need for third-party EXEs or DLLs! Controlling the size of your Data directory is just one step you can take to optimize your game for faster distribution.

Since .rvdata files are merely glorified text files, they can be compressed and uncompressed very quickly. This also means that they can be compacted quite heavily. For example, a 500x500 map typically takes up 1.5 megabytes with nothing in it -- which is a huge size for a single map -- but once it is compressed it only takes up around 3 kilobytes!


Composite Character Sets / Visual Equipment, by modern algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This 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 bulletxt
Version: 0.1
Category: System Utility
Spoiler for Description:
This 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


Cozziekuns Custom Title Screen, by cozziekuns
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
What do you get if you combine Yanfly's Main Menu Redux and a title screen? Something pretty awesome, that's for sure. This Custom Title Screen is supposed to make creating your own title commands easily, as well as ensuring as much compatibility as possible.


cozziekun's Status Screen, by cozziekun
Version: 1.0
Category: Menu Systems
Spoiler for Description:
A touched up version of the dull scene status.


Craze's Script Asylum, by Craze [included in Pockethouse Scripts]
Version: 1.00i
Category: Miscellaneous
Spoiler for Description:
This is a testing bed for a number of Craze's scripts and also includes some YEM scripts.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Crissaegrim ABS, by Vlad
Version: 2.0.5
Category: Battle Systems
Spoiler for Description:
An Action Battle System that allows you to fight enemies on the map. This type of system is seen in Zelda.


Critical Bonus States, by cozziekuns
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
Gives states the ability to imbue critical bonuses on the one inflicted with the status effect. Somewhat like Sharp Eyes in Maplestory, except critical damage isn't altered (was not meant to be anyways).


Cursed Equipment, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script allows you to make cursed equipment; equipment that, once equipped, cannot be unequipped from the Equip scene. The only way it can be removed is manually, by an event command or a script call, or through items and skills that are specifically noted to remove curses.

Essentially, it operates like the Fix Equipment Actor Option, but it applies to weapons and armors, rather than by actor, and an actor will not be prevented from unequipping other equipment, only the cursed ones.


Custom Skill Damage Calculation, by Lettuce
Version: 1.0ß
Category: Battle Systems
Spoiler for Description:
Lets you fully customize how skill damages are calculated. Some scripting knowledge required.


+[Custom Title Screen Menu]+, by Woratana
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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.

« Last Edit: December 30, 2011, 04:35:29 AM by modern algebra »

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Damage Cap and Damage Multiplier, by Ahnez67
Version: 1.0b
Category: Actors and Enemies
Spoiler for Description:
This script allows you to set the max damage that one attack can cause.
This works much like Final Fantasy, where attacks can't deal more than 9,999 damage.


Damage Popup, by modern algebra
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This script allows damage to popup on top of the battler, rather than being shown in the message box.


Dash Animation, by modern algebra
Version: 1.0
Category: Graphic Utility
Spoiler for Description:
This 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 algebra
Version: 1.0
Category: System Utility
Spoiler for Description:
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


Database Breaker, by game_guy
Version: 1.0
Category: Database Utility
Spoiler for Description:
Database Breaker is a simple GUI ruby app designed to break RMVX's database limits. For example, you just happen to need more then 999 items, RMVX won't let you. So you can use a script to change the items or you can use this.

Cthulhu knows why I'm releasing this or why anyone would need over 1000 items or weapons etc. but it gets the job done. I made it mainly for practice and I don't expect anyone to use it.


Debug Shortcuts, by Yanfly
Version: 1.0
Category: Miscellaneous
Spoiler for Description:
Testing 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 CruzCoda
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
Simple 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 algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
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...


Desperation Attacks, by Zylos
Version: 1.5
Category: Battle Systems
Spoiler for Description:
This script mimics the Desperation Attack system used in Final Fantasy VI, allowing the actors to randomly perform more powerful last resort attacks instead of their regular attacks when they are in critical health. You need only to set in the HP percentage actors reach critical health upon, the random chance rate for the Desperation Attack to replace a regular attack, and the skill ID each actor uses as their attack.


Diagonal Map Scroll, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This snippet will allow you scroll the map diagonally during events.


Dialog System, by Zeriab
Version: 1.0
Category: Scripting Utility
Spoiler for Description:
This 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 algebra
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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 MP Notations, by LoganForrests
Version: 1.4a
Category: Graphical Utility
Spoiler for Description:
Allows different actors to be assigned their own terminology for their MP pool, such as AP or SP - whatever fits the character's class/role.


Different Size Icons, by miget man12
Version: 1.1
Category: Graphical Utility
Spoiler for Description:
Allows you to make iconsets with larger icons.


Different Ways to Die, by BigEd781
Version: 1.0
Category: Database Utility
Spoiler for Description:
It 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_falcao
Version: 1.5
Category: Custom Scenes
Spoiler for Description:
- 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 bulletxt
Version: 0.1
Category: Map Utility
Spoiler for Description:
This 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 Battle Commands, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This snippet allows you to add a hotkey type system to let players have a handy button to automaticly run or guard. Cannot use with ATB. This script has: 2 customization options.


Disable Dash States, by modern algebra
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
This script allows you to set states that, if possessed by any actor in the party, will disable dashing until the state is removed.


Disable Menu Options, by Mitsarugi
Version: 1.0
Category: Menu Systems
Spoiler for Description:
This script allows you to set the selectable options in your menu to be Disabled, handy for anyone not wanting people to enter the option before it's needed in-game.


Disable Skipping in Messages, by modern algebra
Version: 1.0
Category: Message Systems
Spoiler for Description:
This 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 Yanfly
Version: 1.0
Category: Battle Systems
Spoiler for Description:
Similar 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 Yanfly
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
Sometimes 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 Yanfly
Version: 1.0
Category: Battle Systems
Spoiler for Description:
I'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 Ekras
Version: 1.20
Category: Menu Systems
Spoiler for Description:
Makes the menu mimic the popular Dragon-Quest series.


Drop Options, by modern algebra
Version: 1.1
Category: Database Utility
Spoiler for Description:
This script is very simple. All it does is allow you to make item drops a little less static in two very simple ways: (a) you can make more than two drops for each enemy, so enemies can drop a greater variety of loot; and (b) you can randomize the amount of gold dropped by setting a range within which it can fall.


DT's Level Up +, by DoctorTodd
Version: 1.0.1
Category: Actor's & Enemies
Spoiler for Description:
Gives the option to play a sound effect, ME, and/or animation when you level up.


DT's Simple Modded Menu, by DoctorTodd
Version: 1.0
Category: Menu Systems
Spoiler for Description:
Replaces default menu and adds a new one that has the command and status windows flipped, a location window is also added. This is my first script (More of an edit), I made this for noobs who want something a bit different from the default.


Dual Wield Fix, by Lytanathan
Version: 1.0
Category: System Utility
Spoiler for Description:
If you're like me, you may want your dual-wielding characters to be able to use shields. Now, one COULD make shields out of weapons, but then everyone would have to be dual-wielders to use them. This script makes that unnecessary, by allowing a character to equip either a weapon OR a shield in their second hand. (Main hand is still restricted to weapons only)

« Last Edit: April 27, 2012, 12:28:54 AM by modern algebra »

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Earthbound Battle Backgrounds, by ahref
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This 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.


Earthbound-ish Battle System, by cozziekuns
Version: 1.0
Category: Battle Systems
Spoiler for Description:
My first battle system, so I hope it's a half-decent one. It basically a remade version of the different Earthbound battle systems. Features from both Earthbound and Earthbound 2 come in this battle system, and maybe one or two things snuck in from Earthbound Zero. The rest of the battle system is purely custom.

There might be a bit of lag from the odometer, but it shouldn't be too bad.


Editable Actor Options, by modern algebra
Version: 1.0
Category: Event Utility
Spoiler for Description:
This 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 Damage Boosts, by Craze [included in Craze's Script Asylum in Pockethouse Scripts]
Category: Skills, States, & Elements
Spoiler for Description:
Allow certain states and pieces of equipment to raise the damage a battler does with specific elements, such as an armor increasing the power of Fire spells.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Element Efficiency States, by modern algebra
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
By default, a state can only be setup to halve the damage done by an elemental attack of any nature. This script allows you to create states which can modify the damage done by any percentage you choose. Want to create a state which completely nullifies all damage from a fire attack? This script can do that. Want to create a state which makes attacks from a particular element heal instead of damage? That can be done too.


Element HEC Boost, by Craze [included in Craze's Script Asylum in Pockethouse Scripts]
Category: Skills, States, & Elements
Spoiler for Description:
Allow certain states and pieces of equipment to raise the chance that a battler inflicts a critical hit with an element, or evades a specific element. This is inspired entirely by Persona 4.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Element Imbuing States, by cozziekuns
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
States that imbue elements, akin to those in Summon Night: Swordcraft Story 2.


Element Immunities, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This 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.


Encounter Management, by Craze [included in Pockethouse Scripts]
Category: System Utility
Spoiler for Description:
This allows you to affect the rate of random encounters, or let the player do so.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Enemy Level Control, by Yanfly
Version: 1.0
Category: Database Utility
Spoiler for Description:
I 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 algebra
Version: 1.1
Category: Database Utility
Spoiler for Description:
This 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
Category: Battle Systems
Spoiler for Description:
Can hide parts of enemy status during battle


Enemy Summon Skill, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script allows you to make skills for enemies where they can summon or call additional enemies to the battlefield. This is NOT a summon skill that can be used by actors - it can ONLY be used by enemies.


Enhanced Shopping, by LoganForrests
Version: 1.0b
Category: Custom Scenes
Spoiler for Description:
The default system involves buying from a predefined list of items on sale by the shop and selling any unwanted goods for a pretty penny (or in some cases peanuts).

But what happens to all those items we sell? And how come the shops never really run out of items despite having only a small counter or a cloak from which our friendly shopkeeper makes his sales? Well, now we can answer those questions for our players.

With this script, we can set up our shops to behave in various ways. From a shop who runs out of items to shops who will receive occassional shipments to replenish shops. We can even make shops sell us back the things we sold him
(for a reduced price if we want too). Of course, we can't forget about the traveling merchant with only a cloak or a pack mule to hold his items - We can limit the amount of items a shop is able to hold altogether.


Equipment Constraints, by modern algebra & Tsunokiette
Version: 2.5b
Category: System Utility
Spoiler for Description:
This script allows the user to set prerequisites for equipping weapons and armors.


Equipment Groups, by Lytanathan
Version: 1.0
Category: Database Utility
Spoiler for Description:
Basically, what it does it allows you to create groups of equipment, and when you create an actor's class, you can select that group as being equippable rather than selecting every single item in the group.
For example, rather than having a knight who can equip Guard's Sword, Longsword, Mythril Sword, and Heron Sword, you simply have a knight who can equip Swords, and the script takes care of the rest.


Equipment Level Bonus, by TDS
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script makes equipment give a bonus based on the character's level. If the bonus is 5 and the characters level is 5 then the bonus would be 25.


Equipment Licenses, by modern algebra
Version: 1.0
Category: Items and Equipment
Spoiler for Description:
This script allows you to set it up so that an actor will be able to equip weapons and armors not normally assigned to his or her class. It can be useful if you want to create a licensing system, if you want the actor to have to purchase training before being able to use a certain type of weapon, etc...

However, it has no graphical or system component. It is meant to be used only through events within some system that you create yourself. If you'd like a full system, I'm open to suggestions.


Equipment On Screen, by rafidelis
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This script shows their equipment on the screen, you can choose between using and not using an image of substance.


Equipment Requisites, by Tsunokiette
Version: 2.0
Category: System Utility
Spoiler for Description:
Allows 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.


Equipment Set Bonuses, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script allows you to set bonuses to stats if an actor is wearing equipment of the same set, such as in Diablo II or Dragon Age: Origins. With this script, for instance, you could make a sword with ATK 10 and a Shield with DEF 10, but if you have both that sword and shield equipped you would get an additional 5 ATK and DEF, so that you would get 15 ATK and 15 DEF. By default, you can make sets that can give bonuses to maxhp, maxmp, atk, def, spi, and agi, as well as apply states.


Equips Change Skill MP Cost, by Xzygon
Version: 1.0
Category: Database Utility
Spoiler for Description:
What this script does is, if you put <mp1> in the notebox of a weapon or armor, it'll make all skills (By default) use up only 1 MP, just like in Final Fantasy.


Evasion Upgrade, by cozziekuns
Version: 1.0
Category: Database Utility
Spoiler for Description:
Actors and classes now have their individual evasion properties, and states can now change an actors evasion. Originally, I was just going to make the alter the state properties, but I realised that you cannot set actor and class evasion through the database, so I added them in as a bonus.


Event Duplicator, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: Event Utility
Spoiler for Description:
Replace event's page with other event's page


Event Scripter, by AmIMeYet
Version: 0.8
Category: Scripting Utility
Spoiler for Description:
    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 algebra
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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.


Exempt Actor Parameters, by Pacman
Version: 1.05
Category: Graphical Utility
Spoiler for Description:
This script allows you to choose which actors, if any, should have levels, EXP, HP, MP or Battle Stats displayed. This is most likely to be used in games where you don't want your actor's progress easily trackable or in games where characters don't have levels, stats or gauges, i.e. non-fighting games. This script combines Exempt Actor Stats and Exempt Battle Stats.


Exempt Actor Stats, by Pacman
Version: 1.5
Category: Graphical Utility
Spoiler for Description:
This script allows you to choose which actors, if any, should have levels, EXP, HP or MP displayed. This is most likely to be used in games where you don't want your actor's progress easily trackable or in games where characters don't have levels, i.e. non-fighting games.


Exempt Battle Stats, by Pacman
Version: 1.5
Category: Graphical Utility
Spoiler for Description:
This script allows you to choose which actors, if any, should have ATK, DEF, SPI and AGI displayed. This is most likely to be used in non-fighting games.


Exempt Gold, by Pacman
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This script will exempt all gold features in-game. This means that in the menu, no gold will be displayed. NOTE: If you use the \G message function, nothing will happen.


Expansion Suite, by AmIMeYet
Version: 2.1
Category: Miscellaneous
Spoiler for Description:
    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 algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This 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 algebra
Version: 1.0
Category: Event Utility
Spoiler for Description:
For 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 algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This 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 Woratana
Version: 1.0
Category: Event Utility
Spoiler for Description:
You 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 Self Switches, by modern algebra
Version: 1.0
Category: Event Utility
Spoiler for Description:
This is just a wrapper to make it easy to create and control more than four self switches for each event.


Extra Skill Features, by Mr G W
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
Gives many features to skills. Particulary useful for physical skills that are meant to work similarly to normal attacks, such as hitratio or elements.
  • Allows skills to inherit many data from normal attack, such as hitratio, critical, elements.
  • Allows a skill to damage both HP and MP.
  • Allows a skill to be silenced without setting SPI F above zero. Useful for status skills or fixed damage spells.
  • Can also turn physical skills into magical skills if using Magical Weapons script.


Extra Title Screen Button, by Woratana [included in Wora's Giftbox]
Version: 1.0
Category: System Utility
Spoiler for Description:
Add extra buttons in title screen

« Last Edit: January 15, 2012, 12:00:30 PM by Pacman »

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F12 Fix, by Zeriab
Version: 1.0
Category: Miscellaneous
Spoiler for Description:
This fixes the stack error that occurs when pressing F12 due to certain methods being aliased.

It will close the current game and open a new game.
If you have Vista it might require you to give permission since it actually opens a new application.
There might be issues with it, so tell me if you find any.


Fal-MapName, by Dark_falcao
Version: 1.0
Category: Map Utility
Spoiler for Description:
Here 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 man12
Version: 1.1
Category: Miscellaneous
Spoiler for Description:
Allows the player to press a key and speed the game up or slow it down.


FFTA-like World Map, by dricc
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This script will help you to display a world map like in FFTA


FFVIII Card Mod System, by SeMcDun
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This script replicates FFVIII's Card Mod system. The player can choose to refine his cards into items. The card is destroyed in the process.


FFVIII Triple Triad Card Menu, by SeMcDun
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
My first script :) The FFVIII Triple Triad Card Menu gives a game creator the option to use a scene which records how many cards the player has obtained during their journey. These cards can be obtained and lost at the game creator's will.


Final Fantasy Mystic Quest CBS, by TDS
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This battle system closely replicates the one found in Final Fantasy Mystic Quest. See the topic for details.


Final Fantasy VII Menu System, by cozziekuns
Version: 1.1
Category: Menu Systems
Spoiler for Description:
A menu system similar to that of Final Fantasy VII's. You MUST be using the font "Calibri", as this was basically made for my own, secret purposes. I might make a version for all fonts, but that depends on your feedback. Seriously, if this script is shunned, I'm not going to bother upgrading it. Because I'm lazy.


Fire Emblem Title, by rafidelis
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
Custom Picture Menu from the game Fire Emblem


Fix Pictures to Map, by modern algebra
Version: 1.1a
Category: Event Utility
Spoiler for Description:
This allows you to set the position of a picture by the X and Y position of the map, rather than the screen, so that the picture won't move with you when the screen scrolls. It also has a couple other features, such as allowing you to set the Z value to show below characters, or below the tiles to add another parallax (kind of).


Flash Selected Enemy, by modern algebra
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This 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: 1.0
Category: Event Utility
Spoiler for Description:
Show event name over event on map


Fog Effects, by Dark_falcao
Version: 1.0
Category: Map Utility
Spoiler for Description:
Are 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


Fog of War, by modern algebra
Version: 1.0
Category: Map Utility
Spoiler for Description:
This script allows you to create "fog of war" on specified maps. This is a concept familiar to RTS games as it is used to hide the movement of enemy units when they are not in range of your own units. This script brings that concept to RMVX, and allows for two layers: a permanent one that is cleared forever once a unit explores the area, and a temporary one that is clear only for as long as it is within range of a unit. You can use either layer or both for any given map.

This script also allows for other events (not just the player) to have vision, and will hide other events not within direct vision of a unit unless you specify that event to show anyway.


Full HP/MP upon Level UP, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: System Utility
Spoiler for Description:
Restores HP and MP to full when actor levels up


Full Status CMS, by modern algebra
Version: 1.0d
Category: Menu Systems
Spoiler for Description:
This 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 Choice, by Pacman
Version: 1.0
Category: System Utility
Spoiler for Description:
This script is a rewrite of Main. Do not put it in Materials. Replace Main with this script. This script simply puts a choice of playing windowed or full-screened or simply quitting the game before the title screen shows.


Full-Screen Toggle, by Mr. Wiggles & Helladen
Version: 1.0
Category: System Utility
Spoiler for Description:
This is a script used to toggle full-screen or windowed mode once. After you save the game it will not appear again. You can change this
in the configuration, but I think it is a good idea, because it gets annoying clicking the option over and over again.
Instructions are in the script, and if you have any questions just post them here.


Fullscreen Toggle Menu Option, by Dark Gaia
Version: 1.0
Category: System Utility
Spoiler for Description:
Every 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.

« Last Edit: February 07, 2012, 03:21:44 AM by modern algebra »

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Gallery, by Deity
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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 algebra
Version: 1.0
Category: Battle Systems
Spoiler for Description:
Requested 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.


Gameover to Map, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Battle Systems
Spoiler for Description:
This snippet will send the character to a map with 1 hp when a gameover occurs instead of a regular gameover.


Geomancy, by modern algebra
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
This script, used in conjunction with a terrain tags script, allows you to set it so that specified skills can only be used on particular types of terrain.


Get Item Window, by woratana [included in Wora's Giftbox]
Version: 2.0
Category: Message Systems
Spoiler for Description:
Allows you to show a window on screen when the party gains items


Get Note's Data, by A3D
Version: 1.2
Category: System Utility
Spoiler for Description:
allow 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 algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This 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 algebra
Version: 1.0
Category: Event Utility
Spoiler for Description:
This script allows you to have the timer update in any scenes you want, not just Scene_Map and Scene_Battle


Glow in the Dark Sprites, by cozziekuns
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This script allows for sprites that change their tone depending on the screen tone. Essentially for making glow-in-the-dark sprites, however has a smoother transition from Dark to Bright than other light effect scripts.


Gold Drop Variance, by modern algebra
Version: 1.0
Category: System Utility
Spoiler for Description:
Gold drops in RMVX are static by default, with every creature always dropping the exact same amount every time you kill them. This script allows you to change that by making them drop a random amount between values that you choose.


Gold on Map, by Dark_falcao
Version: 1.0
Category: Map Utility
Spoiler for Description:
A 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.


Gold/EXP Boost, by Craze [included in Craze's Script Asylum in Pockethouse Scripts]
Category: Database Utility
Spoiler for Description:
Allow certain states and pieces of equipment to raise the amount of gold and experience that enemies grant. Similar to KGC's version, but expanded and definitely compatible with Battle Engine Zealous.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


Good VS. Evil, by Synthesize
Version: 1.0.0
Category: System Utility
Spoiler for Description:
This 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: 1.0
Category: Miscellaneous
Spoiler for Description:
Fixes a default bug with the gradient bar


Gradual Levelling, by TDS
Version: 1.1
Category: System Utility
Spoiler for Description:
This script modifies attributes such as HP, MP, Attack etc, So that they are gained as you receive experience rather than all at once when you level up.


Graphical Favourite Items, by modern algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This script gives a graphic representation to an actor's favourite item by showing a message when it is first discovered and afterwards showing it in the Status window for that actor. It will also give exp to the party and individual, as much as you specify. It was originally designed to be an addon to the Actor Specific Item Effects script, but I decided to release them separately since I realized it could be used on its own to add a small biographical element to the game's actors or as a minigame to discover actor's favourite foods, with or without any special effects those items give.


Grid Crafting System, by SeMcDun
Version: 2.0
Category: Custom Scenes
Spoiler for Description:
The Grid Crafting System (at the moment) gives the player two boxes into which they can put items. If the items correct and in the correct box a product item will appear on the screen and the player can check it out. If the player decides they want the item, they can click the product box and get the newly crafted item.


Grid Inventory, by modern algebra
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
  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.

« Last Edit: October 08, 2011, 09:29:04 PM by modern algebra »

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Hexyz Force Encounter System, by cozziekuns
Version: 1.0
Category: Battle Systems
Spoiler for Description:
Allows you to set up encounters like the ones in Hexyz Force. This means that you can choose to have a severly weakened enemy if you attack them from the back, a normal enemy if you attack them from the front, and an aggro'd enemy if they run into you. It also makes a (sloppy) swing animation that can be called with the keyboard button S by default.


Hide 0 MP Cost, by JFace
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This script hides the MP cost of a skill when the cost is 0. This is particularly useful if a character has physical attack type skills, and MP should not be displayed. This cleans up the skill list in both the battle and main menus.


Hide Text Box, by jet10985 & Piejamas [included in Jet's Code Snippets]
Version: 1.0
Category: Message Systems
Spoiler for Description:
This snippet allows you to add scenes where the player can hide the textbox to maybe look at a picture then bring the box back up.


HP/MP Equipment Bonuses, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script allows you to set Equipment that give bonuses to your Max HP and Max MP


HSTC Series, by HungrySnakes
Category: Miscellaneous
Spoiler for Description:
This series of scripts enable the user to take total control over the: HUD [DONE], Menu[DONE] and Make a window themselves [DONE].


HSTC Total HUD Control [included in HSTC Series], by HungrySnakes
Version: 1.0
Category: Map Utility
Spoiler for Description:
This is a script which enables the user to fully take control of the HUD.


HSTC Total Menu Control [included in HSTC Series], by HungrySnakes
Version: 1.1
Category: Menu Systems
Spoiler for Description:
This is a script which enables the user to fully customize the menu.


HSTC Total Window Maker [included in HSTC Series], by HungrySnakes
Version: 1.0
Category: Miscellaneous
Spoiler for Description:
This is a script which lets the user make a custom window. The user can choose to use the window as an HUD or as an option in the Menu.


Hunger/Thirst, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This script will add a hunger and/or thirst factor to every actor. These can effect a lot of things, such as stats in battle, disabling dashing, or even life or death.

« Last Edit: October 07, 2011, 11:05:39 PM by modern algebra »

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Icon Preview Window, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: Miscellaneous
Spoiler for Description:
Allows developer to easily select icons and discover what its index is for use in scripts


IconSet Creator, by Deity
Version: 1.0
Category: Miscellaneous
Spoiler for Description:
This little "tool" allow you to manage your IconSets in a very easy way. You can create new icons, resize ones that are an incorrect size, compose new iconsets, etc...


Idle Title Intro, by TDS
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
Allows you to start a map for an intro after idling for a preset period of time in the title screen.


"If Party Has Equipped", by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This snippet will allow you to check if anyone in the current party has an item equipped. This simplifies the many conditional branches..


"If Party Has Skill", by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This snippet will allow you to check if anyone in the current party has a skill learned. This simplifies the many conditional branches.


Immortal States, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
This snippet will allow you designate states to be "immortal" states. This means that while the character is inflicted with the state, they will not die. This script has: 1 customization options.


+[Improved & Special Move Commands]+, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This 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~


Improved Damage, by Lecode
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script will change the damage received on a target that has a specific state.


Individual Collapse Sounds, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script allows you to set individual collapse sounds for your enemies and actors. Want humans to scream when they die but robots to break down? This is what this script does.


In-game System Audio Definition, by modern algebra
Version: 2.0
Category: Event Utility
Spoiler for Description:
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: 1.0
Category: Scripting Utility
Spoiler for Description:
A rewritten Input module that allows for full keyboard & mouse input.


Integrated Reserve Party, by modern algebra
Version: 1.0b
Category: Menu Systems
Spoiler for Description:

    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.


Inventory: Breaking Limits, by Ahnez67
Version: 1.20
Category: Database Utility
Spoiler for Description:
This Script can change the default limit for Gold (default: 9999999). Itens, Weapons and Armour (Default: 99 each)


Item Cap, by Pacman
Version: 1.0
Category: Database Utility
Spoiler for Description:
There are quite a few scripts that serve a similar purpose to this one, but to my knowledge this is the only one that does this specifically: gives each item, weapon or armor it's own possession cap, that is displayed in shop, equip and item screens. You can also set (and change in-game) the maximum amount of gold attainable.


Item Drop Ranks, by modern algebra
Version: 1.0b
Category: Database Utility
Spoiler for Description:
This 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 Icon Hue, by modern algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
This script allows you to specify a hue for the icons of individual items, weapons, armors, skills, and states. This way you can use the same icon for various items, only changing the hue.


Item Instances Base, by modern algebra
Version: 1.0
Category: Scripting Utility
Spoiler for Description:
This is a scripting tool that changes the way items are handled in the game to allow for item instances. This means that items specially marked will be uniquely saved every time you collect them.

This script was designed since scripts which require items to be saved as instances, even if they were conceptually simple (like durability), were impractical to make since they required a heavy overhaul of the entire item system. Other scripts that have tried tend to be very bulky and usually incompatible with every other item-based script out there. This script was therefore designed to (a) change the way marked items were saved so as to be more dynamic and saved as instances; (b) be compatible or easily made compatible with most other scripts that deal with items; and (c) be easy to create addons which make use of the framework to create functional changes to items, weapons, and armors.


Item Price Adjust, by JFace
Version: 1.0
Category: System Utility
Spoiler for Description:
This script allows the user to adjust the cost and sale price of items during gameplay. This is particularly useful if using a Haggle type of event wherein the hero can pay less than asking price, and receive more money from sales. The cost and sale adjustments are customizable.


Item Price Changer, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: System Utility
Spoiler for Description:
Change prices of items, weapons and armors in game.


Item SE, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Database Utility
Spoiler for Description:
This snippet will allow you to specify a sound effect that will be played when a specific item is used.


Item & Skills Catalogue, by modern algebra
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
     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.
« Last Edit: October 08, 2011, 09:29:12 PM by modern algebra »

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Jet Engine, by jet10985 [included in Jet's Code Snippets]
Category: Scripting Utility
Spoiler for Description:
This is my handy module i use to hold my regularly used methods. It also stores which of my scripts people are using. I release this to help people write patches for my snippets if needed or they just want my methods.


Jet's Alignment System, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This script adds a simple and easy-to-use alignment system to your game. This will allow the character to be good, evil, or anything in-between. You can even change it up from alignment to other stuff like Rank or Vampirism.


Jet's Code Snippets, by jet10985
Version: 1.0
Category: Miscellaneous
Spoiler for Description:
This is my collection of code snippets i make for fun. I just release to the public in case they want them or see them as handy. This is not a shop, don't ask me to write you a snippet. I write these in my spare time and therefore, requests ruin my fun.


Jet's Item Gauge, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This is my annoying to program item gauge script. I worked on and off on it because i always ran into something wrong. Now though, i have it basically done, and i'm liking it so far. Hope you enjoy it as much as i suffered for it

Note: It allows you to give actors item gauges, and to assign costs to items. So it's essentially MP for items.


Jet's Stamina System, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
Full functional Stamina system
Optional Menu and Map windows
Prevents dashing when stamina runs out
Fully compatible with most extra movement system (swimming, jumping, climbing, etc.)


Jet's Time System, by jet10985 [also included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This is my time system. It has a whole lot of features and customization options. I have obtained opinions from users like you to know what they want in a time system. This has all the features of the time system you may already use, PLUS MORE! Enjoy. =)


Jumping, by miget man12
Version: 1.1
Category: System Utility
Spoiler for Description:
Allows for the ability of user-input jumping based on tile IDs

« Last Edit: April 16, 2010, 01:11:39 AM by modern algebra »

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Key Equipment Removal, by Lytanathan
Version: 1.0
Category: System Utility
Spoiler for Decription:
Basically, all this script does is remove weapons or armor with a price of 0 from an actor before the actor is removed from your party. This could be useful if you have a piece of equipment that acts as a key item in your game, and there is the potential that a character may have it equipped when he or she leaves your party for any reason. It would not be good to find yourself in a dungeon, only to discover that your cleric had the Staff of Power equipped when she was kidnapped, and you needed it to open the sealed door barring the way to rescue her, now would it?


Kill Autoshadows, by Abt Plouton & modern algebra
Version: 2.0
Category: Map Utility
Spoiler for Description:
This script gives you the option to remove the autoshadows from appearing in your game.

« Last Edit: May 08, 2011, 06:33:08 PM by modern algebra »

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Learn a Skill Items, by jet10985 & Jens009 [included in Jet's Code Snippets]
Version: 1.0
Category: Database Utility
Spoiler for Description:
This snippet will allow you make an item that will teach the actor that it is used on a skill without all those conditional branches.


Learn Skills By Use, by modern algebra
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
This 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 algebra
Version: 1.0
Category: System Utility
Spoiler for Description:
This script will play an SE when levelling if the actor has learned any new skills.


Level Up Effects, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This snippet allows you to add extra effects to the level up process that will happen everytime that a character levels up.


Level Up Effects, by redyugi
Version: 1.4
Category: System Utility
Spoiler for Description:
Tired 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


Level Up Items, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Database Utility
Spoiler for Description:
This snippet will allow you make an item that will level up the actor that it is used on without all those conditional branhces for each actor possibility.


Level Up SE, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: System Utility
Spoiler for Description:
This snippet allows you to add add a sound effect that plays when an actor levels up in battle or by an event.


Limited Inventory, by modern algebra
Version: 1.1
Category: Menu Systems
Spoiler for Description:
Essentially, 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 Woratana
Version: 1.0
Category: Menu Systems
Spoiler for Description:
This script will change your menu style similar to Dragon Warrior style menu.


Load Menu, by jet10985 [included in Jet's Code Snippets]
Version: 2.0
Category: Menu Systems
Spoiler for Description:
This snippet adds a load option to the main menu for quick loading.


+ [ Lock Screen ] +, by Woratana [also available from Wora's GiftBox]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This 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 Deity
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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


Luck Stat, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
Lots of things in RMVX are determined randomly - whether you hit or critical or they evade, whether a state attaches, when a state lets go, etc... This script introduces a luck stat which makes good things more likely to happen dependent on this stat's value and bad things less likely.


Lufia II Enemy Movement, by TDS
Version: 1.0
Category: Event Utility
Spoiler for Description:
This script replicates the enemy movement alongside the player on map from the game "Lufia II".
It makes events move with the player.


Lufia II - Rise of the Sinistrals Menu, by TDS
Version: 1.0
Category: Menu Systems
Spoiler for Description:
This is a replication of the  Lufia II - Rise of the Sinistrals Menu for VX.

« Last Edit: November 28, 2011, 11:29:39 PM by modern algebra »

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Magica Scroll System, by Dark Dragon X
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
This 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..


Magical Weapons, by Mr G W
Version: 1.0
Category: Database Utility
Spoiler for Description:
Allows weapons to deal magical damage on normal attack, so it uses SPI instead of ATK and DEF. Works with YEM RES stat. This is similar to Magic Weapons in Fire Emblem, such as Runesword or Fire Lance.


Manual Leader Control, by modern algebra
Version: 1.0
Category: Map Utility
Spoiler for Description:
This script allows you to override the default fact that the lead actor in the party is the one shown on the map and instead control it by setting an in-game variable to the ID of the actor you want. This makes it useful for games where you either don't want the main character to be in battles or where you have a party organization screen and always want the main character showing.


Map Credit, by woratana [included in Wora's Giftbox]
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
A Credit screen for your game


Map Actor Name Window, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Map Utility
Spoiler for Description:
This snippet will show a window on the map with the first character's name in it. Not sure what it's useful for, but someone may need it.


Map Tint Carry-over, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Map Utility
Spoiler for Description:
This snippet will make it so if the map has a tint applied when the character enters battle, the tint will be applied to the battle screen as well.


Max Members Fix, by modern algebra
Version: 1.0
Category: Graphical Utility
Spoiler for Description:
There has always been the option to alter the MAX_MEMBERS in Game_Party and add more than four members to the party. However, there was no graphical support in either the default menu or battle scenes to show more than four members. This little script fixes that.


Menu System Options, by Yanfly
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
The "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.


Menu Use SEs, by modern algebra
Version: 1.0
Category: Database Utility
Spoiler for Description:
This script restores the lost RMXP ability to set individual sound effects when using items and skills in the menu.


Message Banner, by Marc of Fall From Eden
Version: 1.0
Category: Message Systems
Spoiler for Description:
This script creates a one-line banner at the top of the screen for displaying any text desired by the designer. At present, a number of default messages have been added to the script for automatic messaging when the party moves to a new map, whenever items are gained or lost, HP or MP is lost or gained, and so on. Just about any action you can perform on the party from event commands has had a banner message defined for it. :)

Note: the message queue works on a single message at a time, and operates in a "first-in, first-out" manner. Basically, messages are displayed in the order that they were added to the queue.


Message Filters, by miget man12
Version: 1.1
Category: Message Systems
Spoiler for Description:
Allows you to set word filters for the message window that will automatically replace certain text.


Mime Skill, by modern algebra
Version: 1.0
Category: Skills, States, & Elements
Spoiler for Description:
This script allows you to make mime skills, meaning that the person using such a skill will perform the same action as the ally who went before him/her.


Mimic Event, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This snippet will let you make evhts that will move with the player. As in, they press up, and both the player and event wil move.


Minigame: Win the Lottery!, by bulletxt
Version: 0.1
Category: Custom Scenes
Spoiler for Description:
A 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: 1.1
Category: Custom Scenes
Spoiler for Description: