modern algebra (N-Z)
For more scripts by modern algebra, see:
modern algebra (A-M)No Zombie Leaders!Version:
1.0Category:
Graphical Utility
Note EditorVersion:
1.0Category:
Miscellaneous
Override Change BGM/MEVersion:
1.0Category:
System Utility
Paragraph FormatterVersion:
1.1Category:
Scripting Utility
Parallax HorizonVersion:
1.0Category:
Graphical Utility
Path FindingVersion:
2.0Category:
Event Utility
Phantasia-esque CMSVersion:
1.0Category:
Menu Systems
Player-Named MapsVersion:
1.0Category:
Custom Scenes
Quest JournalVersion:
1.1Category:
Custom Scenes
Random Encounters By LevelVersion:
1.5Category:
System UtilitySpoiler 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
Record Target VariableVersion:
1.0Category:
Event Utility
Revive StateVersion:
1.1Category:
Database Utility
Scene TutorialVersion:
1.0Category:
Miscellaneous
Scene Window Opacity
Version: 1.0
Category: Graphical Utility
ScreenshotVersion:
1.0Category:
System Utility
Shatter TransitionsVersion:
1.0Category:
Graphical Utility
Show Animated PicturesVersion:
1.0Category:
Event Utility
Show Enemy StatesVersion:
1.0Category:
Graphical Utility
Show Variable-Based Stats in Status SceneVersion:
1.0Category:
Graphical Utility
Skill Teaching Equipment & ItemsVersion:
2.0Category:
Database Utility
Skills that Cost HPVersion:
1.0Category:
Database Utility
Sound Emitting Areas/EventsVersion:
2.0Category:
Event Utility
Stop Animation ActorsVersion:
1.0Category:
Graphical Utility
Switch Operations, by
modern algebraVersion:
1.0Category:
Event UtilitySpoiler for Description:
This script allows you to very easily set the value of an ingame switch to check a number of particular values that would normally be accessible only through knowledge of Ruby syntax and RGSS2 methods. It is also easy to add new checks to this interface and requires very little scripting knowledge.
By default, you can set a switch to check if:
- the current playthrough is a Play Test
- the player is in a given area
- the player is in a vehicle
- the player is on a given square
- any map event is on a given square
- the self-switch of another event on the same map is ON
- any type of weather is currently active
- the message window is open
Teleport Fade OptionsVersion:
1.0Category:
Graphical Utility
Terrain TypesVersion:
1.0Category:
System Utility
Time-Based Encounter RatesVersion:
1.0Category:
System Utility
Update Encounter PercentageVersion:
1.0Category:
System Utility
Variable & Switch Debug HUDVersion:
1.0Category:
Miscellaneous
Versus PopupVersion:
1.0Category:
Battle Systems
Website Launch from TitleVersion:
1.1Category:
System Utility
WordlocksVersion:
1.0Category:
Custom Scenes