RMVX Script Index

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SeMcDun


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


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


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

« Last Edit: September 14, 2011, 11:27:09 PM by modern algebra »

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HungrySnakes


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


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


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


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


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Items & Equipment
These scripts relate to items or equipment


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


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

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


Apply State Equipment, by modern algebra
Version: 1.0
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.


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

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


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


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


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


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

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


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


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



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


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


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


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


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


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


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


Perishable Items, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows you to make items (and weapons or armors) that have a lifespan and will turn into another item eventually. Ie, a player could get a warm milk that has special properties if drunk within 60 seconds. Otherwise, it would become a cold milk and be worse. You can also make it so that the item will be destroyed when it perishes.


Random Stat Variance for Items, by modern algebra
Version: 1.0
Spoiler for Description:
This script allows weapons or armors to have randomly varying stats. So, one long sword could have 5 ATK while another could have 7 ATK.


Skill Teaching Equipment & Items, by modern algebra
Version: 2.0
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
Spoiler for Description:
Allows the player to learn skills from equipment


« Last Edit: January 15, 2012, 11:59:56 AM by Pacman »

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Skills, States, & Elements
These scripts relate to skills or states


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


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


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

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

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

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

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

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


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


Disable Dash States, by modern algebra
Version: 1.0
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.


Element Damage Boosts, by Craze [included in Craze's Script Asylum in Pockethouse Scripts]
Spoiler for Description:
Allow certain states and pieces of equipment to raise the damage a battler does with specific elements, such as an armor increasing the power of Fire spells.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


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


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


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


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


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


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


Learn Skills By Use, by modern algebra
Version: 1.0
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


Mime Skill, by modern algebra
Version: 1.0
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.


Multiple Hit Skills, by LoganForrests
Version: 1.0
Spoiler for Description:
Updates are planned to allow for additional properties with regards to multiple hits that skills may be assigned such as varying critical hit rates, accuracy rates and more - suggestions will be considered.

Further skill properties may also be implemented as a means of extending the Extra Skill Properties script by Mr G W (see Author's Notes for more info).


No Encounters Condition, by jet10985 [included in Jet's Code Snippets]
Version: 1.0
Spoiler for Description:
This snippet will let you make conditions that will make it so the player will have no radnom encounters on the map.


PAC Counterattack, by Pacman [included in PAC Build]
Spoiler for Description:
This script allows you to set a certain state(s) that when inflicted upon an actor or enemy allows (enforces) a counter-attack which automatically attacks the assaulting enemy with the default skill.


Recharge Skills, by modern algebra
Version: 1.0
Spoiler for Description:
This allows you to make it so that skills can be set to need to recharge after use. In other words, you can make it so that once an actor uses Heal, he or she cannot use Heal again for x number of turns. This script will also allow you to make items, weapons, and states that can increase or reduce the amount of time it takes to recharge a skill, as well as create items and skills that can immediately recharge any skills that are charging.


Replace Skill, by modern algebra
Version: 1.0
Spoiler for Description:
This script is very simple. It allows you to specify skills to forget when a certain skill is learned. As a corollary, you also will not learn a new skill if you already have a skill that would have replaced it.

Sounds useless? Kind of. But it can be helpful if, say, you want to give the impression of a skill levelling up. Say you have a series of skills: Heal I is learned at level 2, Heal II is learned at level 14, and Heal III is learned at level 32. With this script, you can set it so that Heal I is forgotten when you learn Heal II, and Heal II is forgotten when you learn Heal III.


Revive State, by modern algebra
Version: 1.1
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.


Skills that Cost HP, by modern algebra
Version: 1.0
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.


State Infliction Rates, by Craze [included in Craze's Script Asylum in Pockethouse Scripts]
Spoiler for Description:
Now you can affect the chance that a skill inflicts its states.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.

« Last Edit: October 08, 2011, 09:14:10 PM by modern algebra »

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sidhenidon


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


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XaiL


Simple Area Extender [included in Simple Scripts Pack]
Version: 1.0
Category: Map Utility
Spoiler for Description:
This adds options to areas.


Simple Gold HUD, with IceDragon & Jet [included in Simple Scripts Pack]
Version: 1.1a
Category: Map Utility
Spoiler for Description:
Creates an HUD which shows Gold.


Simple Journal [included in Simple Scripts Pack]
Version: 1.0b
Category: Custom Scenes
Spoiler for Description:
A scene which can show quest progress.


Simple Map HUD [included in Simple Scripts Pack]
Version: 1.1a
Category: Map Utility
Spoiler for Description:
Creates an HUD which shows the name of the map.


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


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


Simple Self Switches [included in Simple Scripts Pack]
Version: 1.0
Category: Event Utility
Spoiler for Description:
This gives you options to control switches from outside of the event.


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


Simple Title [included in Simple Scripts Pack]
Version: 1.0
Category: Custom Scenes
Spoiler for Description:
Just a simple title scene with a few settings.


Simple Transfers [included in Simple Scripts Pack]
Version: 1.0
Category: Map Utility
Spoiler for Description:
This script basically just changes the method when a player is transferring. You can set up a random transition to use when they are changing the map.

« Last Edit: December 30, 2011, 12:13:35 AM by modern algebra »

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For more scripts beginning with the letter S, see: S (A-M)

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.


Special Damage, by Mr G W
Version: 1.0
Category: Database Utility
Spoiler for Description:
Allows creation of weaknesses and resistances independent to the enemy's elemental weaknesses.


Special Transfers, by LoganForrests
Version: 0.1
Category: Map Utility
Spoiler for Description:
By using a script call in the desired transfer event's commands list, you can change the transition effect.


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)


State Infliction Rates, by Craze [included in Craze's Script Asylum in Pockethouse Scripts]
Category: Skills, States, & Elements
Spoiler for Description:
Now you can affect the chance that a skill inflicts its states.
It can be found under the Craze subheading of Other Pockethouse Scripters in the Pockethouse Scripts thread.


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


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.


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


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: Custom Scenes
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: Map 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


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

« Last Edit: January 21, 2012, 11:07:49 AM by Pacman »

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


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


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


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


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


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

« Last Edit: April 27, 2012, 12:29:28 AM by modern algebra »

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

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


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

« Last Edit: April 26, 2012, 06:46:49 PM by modern algebra »