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Author Topic: RMVX Script Index  (Read 59414 times)

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« Reply #25 on: January 17, 2009, 04:39:39 PM »

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    Quest Journal, by modern algebra
    Version: 1.1
    Category: Custom Scenes
    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.


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

    The border will create from window skin you choose


    Quick Save / Load / Delete, by woratana [included in Wora's Giftbox]
    Version: 1.0
    Category: Event Utility
    Spoiler for Description:
    Save/Load/Delete save file you want with call script

    « Last Edit: April 11, 2010, 08:28:42 PM by modern algebra »
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    « Reply #26 on: January 17, 2009, 04:39:56 PM »

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    Rafidelis Title X, by rafidelis
    Version: 1.0
    Category: Custom Scenes
    Spoiler for Description:
    Pictures Title with effects of movements and fade in/fadeout. A different layout for the title scene.


    Random Battle Transition, by jet10985 [included in Jet's Code Snippets]
    Version: 1.0
    Category: Graphical Utility
    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 Encounters By Level, by modern algebra
    Version: 1.5
    Category: Battle Systems
    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


    Random Fadein, by Deity
    Version: 1.0
    Category: Graphical Utility
    Spoiler for Description:
    This script allows you to use transition files for regular teleports instead of default fade, similar to the battle transitions. it selects from them randomly 


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


    Record Target Variable, by modern algebra
    Version: 1.0
    Category: Event Utility
    Spoiler for Description:
    This script allows you to save the ID of an actor or enemy targetted by a skill or item to a designated variable. It is perfect for use in Common Events that are called by using items or weapons, as you can add additional effects that effect the specific target through the common event.

    Note that it only works for targetted items and skills - if the scope has multiple targets, than it will not update the value.


    Records Window, by jet10985 [included in Jet's Code Snippets]
    Version: 1.1
    Category: Graphical Utility
    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.


    Recover HP/MP/States when Level Up, by woratana
    Version: 1.0
    Category: System Utility
    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.


    Regenerate HP/MP on Defense, by Synthesize
    Version: 1.2.0A
    Category: Battle Systems
    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.


    Relatively Simple Fogs, by miget man12
    Version: 1.5
    Category: Graphical Utility
    Spoiler for Description:
    This script takes a different approach to fogs. Instead of having you enter a script call to make a fog appear, it will draw a different fog every time you transfer. In other words, each map has it's own fog that is automatically drawn. I originally made it for use in Twilight1300's Legend of Zelda: Realm of the Gods, then I decided to use it in my own project. I eventually edited it quite a bit, and I did some research, and I found that Woratana's is one of the few working fog scripts. I don't know about every one else, but that script creates a ton of lag for me Cheesy. Anyway, I decided to post this for others. Version 1.5 gives you the ability to use multiple fogs!


    Remove Dead Actors, by Piejamas & jet10985 [included in Jet's Code Snippets]
    Version: 1.2
    Category: System Utility
    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.


    Revive State, by modern algebra
    Version: 1.1
    Category: Database Utility
    Spoiler for Description:
    This script allows you to make states that will revive the actor who has it immediately upon KO. You can set to what health it revives them to, either directly or by percentage, and you can set the SE and message that plays when it works.


    RM Data Checker, by Yeyinde
    Version: 1.0
    Category: Miscellaneous
    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.


    Run/Guard Hotkey (+ ATB version), 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.

    « Last Edit: July 13, 2010, 03:29:52 PM by modern algebra »

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    « Reply #27 on: January 17, 2009, 04:40:08 PM »

  • S


    Savepoint System, by Rubymatt
    Version: 1.0
    Category: System Utility
    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.


    Saving Events, by miget man12
    Version: 1.1
    Category: Event Utility
    Spoiler for Description:
    Useful for: saving event locations, saving event graphics, and makes lack of self switch amount issues go away


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


    Scene Menu Redux, by Yanfly
    Version: 1.0
    Category: Menu Systems
    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 Shop Redux, by Yanfly
    Version: 1.0
    Category: Custom Scenes
    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.


    Scene Status Redux, by Yanfly
    Version: 1.0
    Category: Menu Systems
    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.


    Scene Tutorial, by modern algebra
    Version: 1.0
    Category: Miscellaneous
    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.


    Scene Window Opacity, by modern algebra
    Version: 1.0
    Category: Graphical Utility
    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.


    Scheduler, by Zeriab
    Version: 1.0
    Category: Scripting Utility
    Spoiler for Description:
    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.


    Screensaver, by jet10985 [included in Jet's Code Snippets]
    Version: 1.0
    Category: Miscellaneous
    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
    Category: System Utility
    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.


    Script Inputter, by miget man12
    Version: 1.1
    Category: Scripting Utility
    Spoiler for Description:
    Allows you to type in and evaluate script expressions while playing. Requires Vlad's Input script.


    Set Actor Max Level, by jet10985 [included in Jet's Code Snippets]
    Version: 1.1
    Category: Database Utility
    Spoiler for Description:
    This snippet will allow you to set each actor to have an individual maximum level that they can reach in-game.


    Shatter Transitions, by modern algebra
    Version: 1.0
    Category: Graphical Utility
    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.


    Shortcuts To Scenes, by rafidelis
    Version: 1.0
    Category: System Utility
    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
    Category: System Utility
    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


    Show Animated Pictures, by modern algebra
    Version: 1.0
    Category: Event Utility
    Spoiler for Description:
    This script allows you to show animated pictures through the regular event commands.


    Show Enemy States, by modern algebra
    Version: 1.0
    Category: Graphical Utility
    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 Variable-Based Stats in Status Scene, by modern algebra
    Version: 1.0
    Category: Graphical Utility
    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 Battle HUD, by Dark Gaia
    Version: 1.0
    Category: Battle Systems
    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.


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


    Simple Footsteps Script, by miget man12
    Version: 2.0
    Category: System Utility
    Spoiler for Description:
    I made this because I wanted to be able to use footsteps without having to use the confusing (in my opinion) configurations of DeadlyDan's Footstep's script. I also made this to have the ability to have events have footsteps, which DeadlyDan's lacks.


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


    Simple Mouse System, by woratana [Also included in Wora's Giftbox]
    Version: 1.5
    Category: System Utility
    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.


    Simple Pedometer HUD, by cozziekuns
    Version: 1.1a
    Category: Graphical Utility
    Spoiler for Description:
    A simple pedometer HUD. The only reason I can see that this could be useful is if you have an item akin to an egg in pokemon, where the item will hatch, break, etc on a specific step count, and you want your player to be able to see how many steps his walked.


    Simple Sort Inventory, by cozziekuns
    Version: 1.0
    Category: Menu Systems
    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
    Category: Menu Systems
    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.


    Singular EXP, by jet10985 [included in Jet's Code Snippets]
    Version: 1.0
    Category: System Utility
    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.


    Skill Teaching Equipment & Items, by modern algebra
    Version: 2.0
    Category: Database Utility
    Spoiler for Description:
    This script allows you to assign skills to items, weapons and armors. When assigned to an item, it is possible to permanently learn the skill assigned when the item is used. For weapons and armors, you are able to learn the skill while the weapon or armor is equipped. Once the weapon or armor is unequipped, you will no longer have access to that skill.


    Skills from Equipment, by woratana [included in Wora's Giftbox]
    Version: 1.0
    Category: Database Utility
    Spoiler for Description:
    Allows the player to learn skills from equipment


    Skills that Cost HP, by modern algebra
    Version: 1.0
    Category: Database Utility
    Spoiler for Description:
    This script allows you to assign hp cost to skills. This means that you can make it so that a skill can hurt (or heal) the user when he casts it.


    Skill Tree, by Deity
    Version: 1.0
    Category: Custom Scenes
    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


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


    Sound Emitting Areas/Events, by modern algebra
    Version: 2.0
    Category: Event Utility
    Spoiler for Description:
    This script allows you to set a bgm, bgs, se, or me to areas or events and it dynamically calculates the volume depending on how far the player is from the area or event, creating the impression that the sound is emitting from that area or event.


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


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


    Sprite Reflection, by TDS
    Version: 2.4
    Category: Graphical Utility
    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
    Category: Graphical Utility
    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.


    Stat Distribution System, by Lettuce
    Version: 1.71
    Category: Custom Scenes
    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)


    Stop Animation Actors, by modern algebra
    Version: 1.0
    Category: Graphical Utility
    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.


    Styled Chrono Trigger Menu, by rafidelis
    Version: 1.0
    Category: Menu Systems
    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.


    Subclass Selection System, by Yanfly
    Version: 1.0
    Category: System Utility
    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
    Category: Custom Scenes
    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.


    Swap Dummies, by Yanfly
    Version: 1.0
    Category: Graphical Utility
    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.


    Swap Tileset, by bulletxt
    Version: 0.1
    Category: Graphical Utility
    Spoiler for Description:
    Did you ever dream of having more tilesets in your game? Did you ever dream of changing walls or terrains in real time? Did you ever dream of having more passage settings for the same tileset?
    Well, tell your dreams the waiting has finished!
    This script does all that, and it's very easy to use! You can have unlimited tilesets, each tileset can have it's own passage setting and you can load/unload them any time.... even on the same map in real time creating cool special effect like a wall changing its tile type!

    The script is very easy to use, you just have to place the tile file in a folder, do a simple script call inside an event and then turn a switch on! You can then unload it by simply turning the switch off!

    I uploaded a fast demo to show you its features! The script is inside it. Please read instructions for more details.


    Switch Operations, by modern algebra
    Version: 1.0
    Category: Event Utility
    Spoiler 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

    « Last Edit: June 29, 2010, 08:34:11 AM by modern algebra »

    modern algebra Male
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    « Reply #28 on: January 17, 2009, 04:40:16 PM »

  • T


    TDS Control Self-Switch, by TDS
    Version: 1.0
    Category: Event Utility
    Spoiler for Description:
    Just a simple script that allows you to control self switches of events even if they are on other maps.


    Teleport Fade Options, by modern algebra
    Version: 1.0
    Category: Graphical Utility
    Spoiler for Description:
    This script allows you to use different fades from the default fade to black of teleports. You can now choose up to 32 different colours to fade to, as well as an option for no fade at all upon teleport, which allows you to custom fade and transition.


    Terrain Types, by modern algebra
    Version: 1.0
    Category: System Utility
    Spoiler for Description:
    This script restores the Terrain Types of RM2k3. Not only does this include a restoration of terrain tags (from XP), but it gives special settings that apply to tiles with those IDs.

    • Restores many of the features of 2k3 Terrain Types
    • Scrolling Background (and Foreground) images for battle, depending on the terrain type you are standing on.
    • Encounter Multiplier for certain terrain types, so that encounters can be more or less frequent depending on the terrain
    • Footstep Sound Effects that apply not only to players, but to events as well (if you specify that they should). Further, the footsteps of events increase in volume as they approach the player and decrease in volume as they move away from the player
    • Terrain types that can hurt (or heal) the player when they step on
    • Walking Speed can be influenced by the type of terrain
    • You can set some terrains to disable dashing
    • You can set some terrains to prevent airship landing and others to allow it. Perfect for Airports!
    • And much more! Read Editable Region B at line 131 for more details


    Thomas Edison VX, by bulletxt
    Version: 0.1
    Category: Graphical Utility
    Spoiler for Description:
    This script is an enhanced version of the well known Light Effects written from Kylock. I decided to pick it up, fix some things and add some new important features. The most important one is that you can enable/disable a light through a switch call based on its type. For example you can make all FIRE lights go on/off with a switch, and with another switch make all GROUND lights go on/off. There are also new lights, for a total of 12. The script is also smart when using KGC Day Night system! When it's day, the lights keep off and when it's night they automatically go on! Instructions are inside the script.


    Throw and Hit Events, by Dark_falcao
    Version: 1.0
    Category: System Utility
    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


    Tile ID, by Dils & sojabird
    Version: 1.0
    Category: Event Utility
    Spoiler for Description:
    Actually, this is based on SojaBird's Tile-HUD, so ALL credit goes to him. Well, my dad helped a lot as well, so if you find a gamer on Halo that shoots himself, credit him too.

    This Script changes the A Tile you're standing on to 3 Variables which can be used for eventing and/or Scripting. I wanted to make this since I was inspired by the Camo Index from MGS 3.


    Time-Based Encounter Rates, by modern algebra
    Version: 1.0
    Category: System Utility
    Spoiler for Description:
    This script allows it so that encounters are not necessarily based on step count, but rather on seconds.


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


    Transitions in the Menu and Map, by rafidelis
    Version: 1.0
    Category: Graphical Utility
    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.

    « Last Edit: July 22, 2010, 12:18:16 PM by modern algebra »

    modern algebra Male
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    « Reply #29 on: January 17, 2009, 04:40:24 PM »

  • U


    Update Encounter Percentage, by modern algebra
    Version: 1.0
    Category: System Utility
    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.

    « Last Edit: April 29, 2010, 09:30:23 PM by modern algebra »

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    « Reply #30 on: January 17, 2009, 04:40:33 PM »

  • V


    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!


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


    Variable & Switch Debug HUD, by modern algebra
    Version: 1.0
    Category: Miscellaneous
    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.


    Variable Controlled Backdrops, by Yanfly
    Version: 1.0
    Category: Battle Systems
    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.


    Vehicle Landing Restrictions, by ahref
    Version: 1.00
    Category: System Utility
    Spoiler for Description:
    This script restricts where a player can exit their boats an ships. they can only exit their vehicles at specified events whose names contain "port". THIS DOES NOT WORK WITH AIRSHIPS.


    Versus Popup, by modern algebra
    Version: 1.0
    Category: Battle Systems
    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: April 15, 2010, 05:53:17 PM by modern algebra »

    modern algebra Male
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    « Reply #31 on: January 17, 2009, 04:40:41 PM »

  • W


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


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


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


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


    Wordlocks, by modern algebra
    Version: 1.0
    Category: Custom Scenes
    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.

    « Last Edit: May 04, 2010, 10:58:23 AM by modern algebra »

    modern algebra Male
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    « Reply #32 on: January 17, 2009, 04:40:48 PM »

  • X

    « Last Edit: January 18, 2009, 03:07:27 PM by Modern Algebra »

    modern algebra Male
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    « Reply #33 on: January 17, 2009, 04:40:57 PM »

  • Y

    « Last Edit: January 18, 2009, 03:07:37 PM by Modern Algebra »

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    « Reply #34 on: January 17, 2009, 04:58:20 PM »

  • Z


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

    « Last Edit: August 25, 2009, 09:55:21 PM by modern algebra »
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    Title: #
    « Reply #35 on: January 17, 2009, 05:18:57 PM »

  • #


    1-Dir Movement Style, by woratana [included in Wora's Giftbox]
    Version: 1.0
    Category: System Utility
    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


    5 Line Messages, by miget man12
    Version: 1.1
    Category: Message Systems
    Spoiler for Description:
    Allows you to have messages that changes the maximum number of lines shown in the message window from 4 to 5.

    « Last Edit: April 15, 2010, 09:05:17 AM by modern algebra »
    HaloOfTheSun Male
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    I love Nouman
    Author: A3D
    « Reply #36 on: January 17, 2009, 06:01:04 PM »

  • A3D


    Get Note's Data
    Version: 1.2
    Category: Scripting 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.

    « Last Edit: April 15, 2010, 09:06:07 AM by modern algebra »
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    Author: Abt Plouton
    « Reply #37 on: January 17, 2009, 06:04:27 PM »

  • Abt Plouton


    Kill Autoshadows, with modern algebra
    Version: 1.0
    Category: Graphical Utility
    Spoiler for Description:
    This script gives you the option to remove the autoshadows from appearing in your game.

    « Last Edit: April 15, 2010, 09:07:11 AM by modern algebra »
    Holk Male
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    You think I fear death, boy?
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    Author: ahref
    « Reply #38 on: January 17, 2009, 06:13:22 PM »

  • ahref


    Earthbound Battle Backgrounds
    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.


    Vehicle Landing Restrictions
    Version: 1.00
    Category: System Utility
    Spoiler for Description:
    This script restricts where a player can exit their boats an ships. they can only exit their vehicles at specified events whose names contain "port". THIS DOES NOT WORK WITH AIRSHIPS.

    « Last Edit: April 15, 2010, 09:08:47 AM by modern algebra »
    modern algebra Male
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    « Reply #39 on: January 17, 2009, 08:05:19 PM »

  • AmIMeYet


    Event Scripter
    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.


    Expansion Suite
    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.


    Portals
    Version: 1.1
    Category: Miscellaneous
    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

    « Last Edit: August 06, 2009, 11:18:28 AM by modern algebra »

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    Author: Arclight
    « Reply #40 on: January 17, 2009, 08:53:44 PM »

  • Arclight


    Arclight's Enhanced Battle Messages
    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.

    « Last Edit: April 15, 2010, 09:11:15 AM by modern algebra »
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    Bone Keeper Pokemon
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    Author: Arrow-1
    « Reply #41 on: January 17, 2009, 10:40:33 PM »

  • Arrow-1


    Mother-Style CMS, with Woratana
    Version: 1.0
    Category: Menu Systems
    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.

    « Last Edit: April 15, 2010, 09:31:49 AM by modern algebra »
    modern algebra Male
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    « Reply #42 on: January 18, 2009, 03:26:20 PM »

  • Dark Dragon X


    Magica Scroll System
    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..

    « Last Edit: April 15, 2010, 09:32:29 AM by modern algebra »

    modern algebra Male
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    Author: Dark_falcao
    « Reply #43 on: January 18, 2009, 03:26:47 PM »

  • Dark_falcao


    Animated Battlers
    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


    Dinamic Monsters Bestiary
    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


    Fal-MapName
    Version: 1.0
    Category: Graphical 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.


    Fog Effects
    Version: 1.0
    Category: Graphical 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


    Gold on Map
    Version: 1.0
    Category: Graphical 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.


    Shovel
    Version: 1.0
    Category: System Utility
    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


    Throw and Hit Events
    Version: 1.0
    Category: System Utility
    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


    Zoom Character
    Version: 0.5
    Category: Graphical Utility
    Spoiler for Description:
    a script that allow you to increase or reduce the characters size

    « Last Edit: April 14, 2010, 10:50:55 PM by modern algebra »

    modern algebra Male
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    « Reply #44 on: January 18, 2009, 03:27:09 PM »

  • Ekras


    Dragon-Quest Style Customizable Menu
    Version: 1.20
    Category: Menu Systems
    Spoiler for Description:
    Makes the menu mimic the popular Dragon-Quest series.

    « Last Edit: April 15, 2010, 09:33:08 AM by modern algebra »

    modern algebra Male
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    Author: Lettuce
    « Reply #45 on: January 18, 2009, 03:27:41 PM »

  • Lettuce


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


    Stat Distribution System
    Version: 1.71
    Category: Custom Scenes
    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)

    « Last Edit: April 15, 2010, 09:34:30 AM by modern algebra »

    modern algebra Male
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    « Reply #46 on: January 18, 2009, 03:28:15 PM »

  • modern algebra (A-M)


    For more scripts by modern algebra, see: modern algebra (N-Z)

    Actor Prefixes
    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.


    Advanced Areas
    Version: 1.5
    Category: System 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 Text System
    Version: 3.0b
    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
    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 Parallax
    Version: 1.0
    Category: Graphical 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
    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.


    Apply State Equipment
    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.


    Autotile Animation Speed Control
    Version: 1.0
    Category: Graphical 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.


    Baldur's Gate Travel System
    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.


    Battle Scapes
    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
    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


    Boat/Ship Passability for Events
    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


    Call Common Event By Variable
    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.


    Catalogue Base
    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.


    Change Battle Transition
    Version: 1.0
    Category: Graphical 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 Party Order
    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


    Character Hover Graphics
    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.


    Colour Coded Items/Weapons/Armors
    Version: 1.0
    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.


    Composite Character Sets / Visual Equipment
    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.


    Damage Popup
    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
    Version: 1.0
    Category: Graphical 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
    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


    Description Codes
    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...


    Diary
    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.


    Disable Dash States
    Version: 1.0
    Category: Database Utility
    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 Skipping in Messages
    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.


    Editable Actor Options
    Version: 1.0
    Category: System 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 Efficiency States
    Version: 1.0
    Category: Database Utility
    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 Immunities
    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.


    Enemy Stat Variance
    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 Summon Skill
    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.


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


    Equipment Set Bonuses
    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.


    Evidence Locker
    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.


    Extended Colour Palette
    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
    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
    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 Self Switches
    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.


    Fix Pictures to Map
    Version: 1.0
    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
    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.


    Fog of War
    Version: 1.0
    Category: Graphical 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 Status CMS
    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...


    Gameover -> Common Event
    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.


    Global Text Codes
    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
    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


    Grid Inventory
    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.


    HP/MP Equipment Bonuses
    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


    Individual Collapse Sounds
    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
    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.


    Integrated Reserve Party
    Version: 1.0
    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.


    Item Drop Ranks
    Version: 1.0b
    Category: System 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 & Skills Catalogue
    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.


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


    Learn Skills By Use
    Version: 1.0
    Category: Database Utility
    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
    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.


    Limited Inventory
    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.


    Mime Skill
    Version: 1.0
    Category: Database Utility
    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.


    Monster Catalogue
    Version: 1.0
    Category: Custom Scenes
    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


    Monster Collapse VX, with Minto
    Version: 1.2
    Category: Graphical Utility
    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.


    Multiple Parties
    Version: 1.0b
    Category: System Utility
    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

    « Last Edit: July 13, 2010, 03:45:14 PM by modern algebra »

    modern algebra Male
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    « Reply #47 on: January 18, 2009, 03:28:36 PM »

  • modern algebra (N-Z)


    For more scripts by modern algebra, see: modern algebra (A-M)

    No Zombie Leaders!
    Version: 1.0
    Category: Graphical Utility
    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.


    Note Editor
    Version: 1.0
    Category: Miscellaneous
    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.


    Override Change BGM/ME
    Version: 1.0
    Category: System Utility
    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.


    Paragraph Formatter
    Version: 1.1
    Category: Scripting Utility
    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.


    Parallax Horizon
    Version: 1.0
    Category: Graphical Utility
    Spoiler for Description:
    This script allows you to set a speed for a parallax to scroll extra when the player is moving. It will scroll in the opposite direction, to give the illusion of a horizon to which the player is moving.


    Path Finding
    Version: 2.0
    Category: Event Utility
    Spoiler for Description:
    This script finds the shortest path from an event's current position to a target position specified by the user. It then sets that path into action. Be careful when using it though. Depending on the layout of the map, it can take a fair amount of time to calculate. So, don't use it for any huge, funky mazes or anything.


    Phantasia-esque CMS
    Version: 1.0
    Category: Menu Systems
    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.


    Player-Named Maps
    Version: 1.0
    Category: Custom Scenes
    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
    Version: 1.1
    Category: Custom Scenes
    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.


    Random Encounters By Level
    Version: 1.5
    Category: System Utility
    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


    Record Target Variable
    Version: 1.0
    Category: Event Utility
    Spoiler for Description:
    This script allows you to save the ID of an actor or enemy targetted by a skill or item to a designated variable. It is perfect for use in Common Events that are called by using items or weapons, as you can add additional effects that effect the specific target through the common event.

    Note that it only works for targetted items and skills - if the scope has multiple targets, than it will not update the value.


    Revive State
    Version: 1.1
    Category: Database Utility
    Spoiler for Description:
    This script allows you to make states that will revive the actor who has it immediately upon KO. You can set to what health it revives them to, either directly or by percentage, and you can set the SE and message that plays when it works.


    Scene Tutorial
    Version: 1.0
    Category: Miscellaneous
    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.


    Scene Window Opacity
    Version: 1.0
    Category: Graphical Utility
    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.


    Screenshot
    Version: 1.0
    Category: System Utility
    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.


    Shatter Transitions
    Version: 1.0
    Category: Graphical Utility
    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 Animated Pictures
    Version: 1.0
    Category: Event Utility
    Spoiler for Description:
    This script allows you to show animated pictures through the regular event commands.


    Show Enemy States
    Version: 1.0
    Category: Graphical Utility
    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 Variable-Based Stats in Status Scene
    Version: 1.0
    Category: Graphical Utility
    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.


    Skill Teaching Equipment & Items
    Version: 2.0
    Category: Database Utility
    Spoiler for Description:
    This script allows you to assign skills to items, weapons and armors. When assigned to an item, it is possible to permanently learn the skill assigned when the item is used. For weapons and armors, you are able to learn the skill while the weapon or armor is equipped. Once the weapon or armor is unequipped, you will no longer have access to that skill.


    Skills that Cost HP
    Version: 1.0
    Category: Database Utility
    Spoiler for Description:
    This script allows you to assign hp cost to skills. This means that you can make it so that a skill can hurt (or heal) the user when he casts it.


    Sound Emitting Areas/Events
    Version: 2.0
    Category: Event Utility
    Spoiler for Description:
    This script allows you to set a bgm, bgs, se, or me to areas or events and it dynamically calculates the volume depending on how far the player is from the area or event, creating the impression that the sound is emitting from that area or event.


    Stop Animation Actors
    Version: 1.0
    Category: Graphical Utility
    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.


    Switch Operations, by modern algebra
    Version: 1.0
    Category: Event Utility
    Spoiler 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 Options
    Version: 1.0
    Category: Graphical Utility
    Spoiler for Description:
    This script allows you to use different fades from the default fade to black of teleports. You can now choose up to 32 different colours to fade to, as well as an option for no fade at all upon teleport, which allows you to custom fade and transition.


    Terrain Types
    Version: 1.0
    Category: System Utility
    Spoiler for Description:
    This script restores the Terrain Types of RM2k3. Not only does this include a restoration of terrain tags (from XP), but it gives special settings that apply to tiles with those IDs.

    • Restores many of the features of 2k3 Terrain Types
    • Scrolling Background (and Foreground) images for battle, depending on the terrain type you are standing on.
    • Encounter Multiplier for certain terrain types, so that encounters can be more or less frequent depending on the terrain
    • Footstep Sound Effects that apply not only to players, but to events as well (if you specify that they should). Further, the footsteps of events increase in volume as they approach the player and decrease in volume as they move away from the player
    • Terrain types that can hurt (or heal) the player when they step on
    • Walking Speed can be influenced by the type of terrain
    • You can set some terrains to disable dashing
    • You can set some terrains to prevent airship landing and others to allow it. Perfect for Airports!
    • And much more! Read Editable Region B at line 131 for more details


    Time-Based Encounter Rates
    Version: 1.0
    Category: System Utility
    Spoiler for Description:
    This script allows it so that encounters are not necessarily based on step count, but rather on seconds.


    Update Encounter Percentage
    Version: 1.0
    Category: System Utility
    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.


    Variable & Switch Debug HUD
    Version: 1.0
    Category: Miscellaneous
    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.


    Versus Popup
    Version: 1.0
    Category: Battle Systems
    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.


    Website Launch from Title
    Version: 1.1
    Category: System Utility
    Spoiler for Description:
    This script allows you to launch a website from the title screen.


    Wordlocks
    Version: 1.0
    Category: Custom Scenes
    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.

    « Last Edit: July 12, 2010, 04:49:45 PM by modern algebra »

    modern algebra Male
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    Author: rafidelis
    « Reply #48 on: January 18, 2009, 03:28:53 PM »

  • rafidelis


    Equipment On Screen
    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.


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


    Rafidelis Title X
    Version: 1.0
    Category: Custom Scenes
    Spoiler for Description:
    Pictures Title with effects of movements and fade in/fadeout. A different layout for the title scene.


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


    Styled Chrono Trigger Menu
    Version: 1.0
    Category: Menu Systems
    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.


    Transitions in the Menu and Map
    Version: 1.0
    Category: Graphical Utility
    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.

    « Last Edit: April 15, 2010, 09:38:26 AM by modern algebra »

    modern algebra Male
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    Author: RubyMatt
    « Reply #49 on: January 18, 2009, 03:29:29 PM »

  • RubyMatt


    Compact Menu System
    Version: 1.0
    Category: Custom Scenes
    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.


    Savepoint System
    Version: 1.0
    Category: System Utility
    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.

    « Last Edit: January 13, 2010, 03:05:45 PM by modern algebra »

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