Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Forum Script Listings
#21
[Image: map.png]
Systems that change the way the map moves or operates are in here.

Map Systems: Mg-R

MGC Iso Engine
MGC ( March 31, 2012)

Back in the summer of 2006, MGC worked on a system for RPGMaker XP that let you create an isometric map, some of later retooled by Siegfried, Gubid and clarabel. While he later made a second system using Seigfried's height system, he returned to the first one and ported over versions for RPGMaker VX and RPGMaker VXAce.


MGC's Mode7 Edit
DerVVulfman (June 10, 2014)

Based mainly on MGC's (MGCaladtogel's) original Mode7, this script adds a form of forced perspective depth for maps. Animated Autotiles with a four pattern diaplay are supported in maps up to 250x250 in size. All maps that exceed this size limit, either width and/or height, will not display autotile animations. And this system now supports transparent wall effects, though you have no support for angled/perspective maps when in use.


Minichars on World Map
by Charlie Fleed (January 12th, 2008)

The script resizes and shifts the player's sprite so that it fits with most of the world-map tilesets.


MiniMap DVV
by DerVVulfman (January 12, 2010)

This script is designed to draw a minimap on the field according to whatever location and scaled appearance the user sees fit. It can use both a self rendering (fill_rect) system and/or use cached graphics for the display.


Mirror Events
PK8 (April 25, 2012)

This script is my attempt at an NPC mirror effect I saw in games such as Super Mario RPG, and it's also an answer to Clockwork Angel's request. This lets you set up which events would move and how they would move according to player input.


Mode7 Script
by MGCaladtogel (May 05, 2007)

This new mode7 script is written from an old french script I created, and it is far different from Mewsterus's Mode07 script. Features: flat maps (not curved), high resolution (each screen line is independent), map looping (x or/and y), animated autotiles, and more.


Neo Mode 7 Script
by MGCaladtogel (May 05, 2007)

This new mode7 script is written from an old french script I created, and it is far different from Mewsterus's Mode07 script. Features: flat maps (not curved), high resolution (each screen line is independent), map looping (x or/and y), animated autotiles, and more.


Neo Mode 7 +
MGC (September 15, 2010)

This add-on for the Neo Mode 7 script was designed to increase a little the performances. Results may vary depending on the machine.


OtherLayers
by kyonides (August 3, 2023)

This script allows you to use a static picture or a series of pictures as a custom upper layer for the current map.


Passability Mini Map
by Selwyn (May 30th, 2006)

This script draws a minimap showing the passable map tiles in one of the screen's corner.


Passability Mini-Map
by Charlie Fleed (February 22nd, 2009)

The script draws a semi-transparent mini-map indicating the passability of each tile and the position of the player.


Passability Mini Map for Tonbi's Random map
Cortez (October 2, 2012)

An edit of the Passability MiniMap script by Selwyn, this script has been altered to be more readily compatible with Tonbi's Random Map Generator script.


Platformer (By XRXS, tiny edit by me.)
by XRXS
Edited by PK8 (July 21st, 2007)

What's pretty cool about the script is that it allows you, the maker to decide which maps you want to have the platformer script enabled and disabled.

Press Up to jump. If you do not want up to be the jump button then you can change UP to any button you want. (A, B, C, X, Y, Z, UP, LEFT, DOWN, RIGHT)


Pre-title maps
by Valdred (April 21, 2010)

Many people have requested a way to have one or more maps executed before the title screen so I decided to make this. I guess it's mainly for cutscenes and stuff but it can be used for gameplay as well.


Punk's Autoswitcher
by PK8 (January 15, 2008)

After years of creating event systems, one thing I had grown tired of was having to make a map event activate some switch just to start a couple of my common events. No more having to activate the switch via some random map! *celebrates*

This script allows the game creator to activate the switches they want to activate AND alter the values of the variables they want altered.


P's Priority Checking
by PK8 (May 10th, 2009)

This script adds a feature that was lacking in the default scripts: Getting the priority value of a tile. There's also a few niceties added just to make the script stand out a little from any possible priority-checking scripts.


Permanent Event Erase
DerVVulfman (March 13, 2013)

Are you tired of having erased events from the map only to see them pop up again once you return? Sick of having to make switches for something that shouldn't even re-appear? This script may be for you. This feature takes the Map Event call: ERASE EVENT and makes it permanent.


RandomEnkounters XP
kyonides

This scriptlet adds a very simple but curious feature to your game mechanics, it shows one of the semi-randomly generated monsters that could emerge out of the blue every other hero's step. Once this happens the hero can't do much about it but turn around in desperation possibly. Later on the player would listen to some "I'm here" or "Come and get me" or any similar (customizable) sound effect just a few moments before the battle starts.


Random Map Generator Script
by Tonbi (January 2, 2006)
Posted by DerVVulfman (November 20, 2009)

This script automatically creates random maps.


Rataime's Passability Indicator Tool
PK8 (April 30, 2012)

This script show you what tiles in your map are passable or not.


RM2K Defined Encounters Areas
by RPG Advocate (before December, 2005)

This script allows you to set up rectangular areas with different encounters like the map editor functionality of RPG Maker 2000 and 2003.


[/Highlight]Refreshable Events[/Highlight]
by kyonides (June 1, 2023)

Let's be serious!
Who would ever love watching how the same old loot that nobody cares about is still lying on the floor of that dungeon? That's specially true after getting lost in several other maps!
If you were using Self Switches as Page Conditions, then this script is for you!
Just follow the instructions already embedded in my script and you'll be fine!


Roguelike Dungeon Darkness
MechanicalPen (April 27, 2017)

This is a modification of the Fog of War script that uses shadowcasting to extend the visible area to what the player could reasonably see. This method allows the developer to hide monsters, chests, and other events that aren't in the player's line of sight. Suspenseful! Just like a rougelike!


Reply }
#22
[Image: map.png]
Systems that change the way the map moves or operates are in here.

Map Systems: S-Z

Self Parameters
by PK8 (November 5, 2009)

This script is pretty confusing to explain. Basically, it allows the developer to tag events with any kind of information. (example: Map 1's event 1's "gender" => "male") I'm not sure what it would be useful for, or how someone would make use of it but this was an idea I didn't want to go to waste. It's like self switches/my self variables script but for giving events certain information.


Set Map's Display Name ACE
by kyonides (December 16, 2022)

Do you need to show the map's display name at any given moment?
Like when you stepped on a transparent event facing downwards or upwards or anywhere else...
Take advantage of it and make a script call that will set the temporary name and show it on screen for you!


Sleipnir Mapping Overlay System
SoulPour777 (November 17, 2015)

A plugin designed to aid mappers on Parallax Mapping and Map Design.


Smooth Scroller
LiTTleDRAgo (May 14, 2017)

This script makes scroll movement smoother when player is moving.


Smooth Scrolling Script
by Toby Zerner / Posted by PK8 (October 3rd, 2008)

This script allows the map to in a way slowly move to adjust to your location when you move.


Soul Engine Ace – Altitude Changer
SoulPour777 (February 27, 2014)

This script can change the altitude of the airship vehicle at will.


Soul Engine Ace – Map Description
SoulPour777 (February 27, 2014)

This allows a description of each map when you enter them. The Display name’s location is also modified for it not to contradict when the developer decides to use the map name instead of the description.


Soulpour’s Limited Screen
SoulPour777 (February 27, 2014)

A VX script ported to Ace. It cuts the screen into a smaller size depending on the indicated value.


Super Simple Map Transition Scriptette
DerVVulfman (October 2, 2013)

With this, you can use any of the 'transitions' in your Graphics\Transitions folder for map transitions as well as your battle transitions!


Super Simple Vehicle System - Enhanced
by DerVVulfman (September 28, 2007)

This is a vehicle system that is similar to the Final Fantasy system.


Super Simple Vehicle Add-On: Script Call Transfer
by DerVVulfman (July 17th, 2009)

"Hey DerVVulfman. This is a great script and I just had a question about it. Is there a way to transport you character from a map directly into a vehicle?" - Habs11

Well, he asked and I took the initiative. Seriously, it was a feature I never thought about and overlooked. Now the feature is available.


Super Simple Vehicle System: Caterpillar Compatability
by DerVVulfman (October 19, 2011)

A request was made in regards to the fukuyama caterpillar system because the caterpillar system continued to leave a trail of party members behind the vehicles as they traveled. So I took the job and made... 'two' options. One option allows you to turn off the trailing character sprites when you board a vehicle only to turn back on once you enter a Headquarters or leave the vehicle. The other option resets all the party members to start in the very spot as the player once he disembarks, just as they would when entering a new map.


Tile Substitution & Placement
PK8 (June 25, 2012)

This once classic event-command-turned-script lets users substitute a particular tile (either picked out from the tileset or through map coordinates) with another (also picked out by tile index or coordinate) on any or all layers through a call. This also comes with a tile placing call which lets users place a tile picked out from the tileset or through map coordinates onto multiple tiles and layers.


Tileset Changer VX
by Syvkal

Looking through the features missing to VX, I thought that changing tilesets would be easy enough. My script probably isn't the easiest way to change them, nor the most user-friendly, but it works.


Tileset ID Checker

Do you need to check if the current tileset is good for your heroes?
Or perhaps you need to make sure it is as dangerous as possible after the heroes messed up with some poor witches?
Well, now you can do that via a script call!


Tileset Reader VX
by DerVVulfman (April 12th, 2008)

This is a system to reintroduce terrain tags and passabilities into your project. I have the terrain tags fully worked out, but I do plan to update this system for other options... including 4-way passables.


Tileset Swap
by Ccoa (February 3, 2007)

For those of you who used RM2k(3), you might remember a nice feature that allowed you to switch which tileset was in use for the current map. While there is a script to duplicate this functionality in RMXP already, it doesn't save which tileset to use for that map! Which means that if you teleport away and then come back or save, quit, and then restart, the tileset will have reset to the default for that map - bad if you left whilst on a bridge.


Timer Rewrite
by Mac ()

This script allows you to turn your timer display on/off, it allows you to change the opacity of the timer, it allows you to used fixed positioning e.g. Top Left, Bottom Right etc and it also allows you to set an exact position on the screen for it to appear, along with being able to change it's exact font size and font type.


Tiny Overworld Sprites XP
by Ccoa (September 5th, 2008)

This script gives you little bitty characters when on any map marked as an overworld map, similar to the feature in Chrono Trigger with no extra graphics required. Should be compatible with all location window scripts (menus and HUDs) and with any menu.


Tiny Overworld Sprites VX
by Ccoa (September 5th, 2008)

This script gives you little bitty characters when on any map marked as an overworld map, similar to the feature in Chrono Trigger with no extra graphics required. Should be compatible with all location window scripts (menus and HUDs) and with any menu.


TouchNewMapEvent XP + VX + ACE
by kyonides (September 29, 2022)

Did you ever want that the engine would autorun events right after being touched by the player or another event?
Especially once it finishes transferring the player to a new map...
Now you can do that! Just copy and past the following snippet on your script editor!


Unlimited Fogs[/Highlght]
by DerVVulfman (February 26, 2024)

Ever need more than one fog for a map? Maybe more than two fogs? With this unique script, you can have unlimited fogs on one map! And with a few easy script calls, you can customize every aspect of a fog at anytime! Do be aware, the fogs applied with this script only appear after the field map(s) have been entered. As fast as it may be, only those fogs that are attached to tileets are created simultaneously. Fortunately,this script is only a supplement, able to work in tandem with the default system.


[highlight]Veiw Range Script
by Near Fantastica (June 14, 2005)

This system lets events see the player and interact with it in different ways depending on how close the player is. To add this script make a script call it View_Range and add the following into it then call it accordingly with a script call. It can also be used to handle BGS effects.


Victor Engine - Custom Vehicles
Victor Sant (December 30, 2011)

This scripts allow the creation of new vehicle types with a new set of options available.


Victor Engine - Encounter Rates Mod
Victor Sant (January 13, 2012)

This script allows to change the encounter rates based on the terrain ID or Region ID.


Victor Engine - Events Conditions
Victor Sant (January 15, 2012)

This script allows to set custom conditions for event pages, you can use any valid script code as the condition for the page to start.


Victor Engine - Fixed Parallax
by Victor Sant (December 21, 2011)

This script allows to fix the parallax in a way that it follows the tileset movement. Useful for parallax mapping


Victor Engine - Fog Effects
by Victor Sant (December 21, 2011)

This script allows to add varied of effects to the maps. Fos are picutres placed above the player layer and loops. Differently from pictures the fog follows the map movement instead of the screen (this behavior can be changed). You can add various fogs to the map.


Victor Engine - Anti Lag
Victor Sant (August 3, 2012)

This script was designed to reduce the lag cause by many events on map. Most anti lag script just skip the update of events that outside the screen while still loops though all of them. This one, instead, dinamically manage the list of events for update, and keeps events that aren’t going to be updated outside of the list.


VPassengersLimit XP
The Unofficial Super Simple Vehicle System Add On
by Kyonides Arkanthes (August 17, 2021)

Did you ever want to limit a furry werewolf's script called Super Simple Vehicle System in a curious way?
Now you can with this add for it lets you set the maximum passengers capacity of any vehicle.


Wrap Map
by Dirtie (March 10, 2005)

This will allow any map you choose to "wrap-around" or go continously (like a globe), very useful for world maps, especially if you have a vehicle (eg. airship or boat). For users of RM2K/3, you probably know that this functionality was built in, but for some inexplicable reason they removed it from RMXP. It was under the map properties, and was known as "Scrolling" in RM2K and "Wrapping" in RM2K3.


Zeriab's Anti Event Lag System ~ Version 0.8
by Zeriab (September 3rd, 2007)

This system changes the design used for controlling the events on the game map as well as reducing the number of character sprites outside of the visible area. The new design for the events should in most cases give faster collision detection. In certain situations this system should be slightly slower though I doubt it can make any noticeable difference. This script only makes event collision detection faster in the case where all the events are visible. The greatest benefit from this script comes from large maps with sparse population of events.

Basically, events do no come together loads at a time.


Zeriab's Autoswitcher
by Zeriab (January 31, 2008)

This is Zeriab's much better version of the Autoswitcher. It totally pwns my version and it's very easy to use. I was posting my Autoswitcher in Seph's forums and then Seph and Zeriab thought of much better solutions to do it (they rock). I liked Zeriab's solution because it was a short piece of code yet it did what it was supposed to do which was activate certain switches and adjust certain variables before the game began.


Reply }
#23
[Image: movement.png]
If you want your heroes to move faster, slower or other ways, come look here.

Movement Systems: A-Z

Anchor Recall
by DerVVulfman (March 16th, 2009)

This system is designed to allow you create 'anchor points' in your game and have the ability to return to these anchors via recall script calls. Not truly a stand-alone system, this script depends upon you performing script calls to set anchors or use the recall system itself.


AWorks Fix Walk Speed XP
by Vgvgf (June 18th, 2009)

Slows down diagonal movement of your character in the RPGMaker system.


AWorks Fix Walk Speed VX
by Vgvgf (June 18th, 2009)

Slows down diagonal movement of your character in the RPGMaker system.


Caterpillar Script
by Ccoa (November 30th, 2007)

Move any train actor independently of the train using Move Route commands.
Return actors to player position with one command.
Make train actors invisible with a switch.


Caterpillar System
by Woratana (February 16th, 2009)

It's just that one day I feel like scripting caterpillar system. I've never done it before, and it would teach me something.


Ccoa's Caterpillar / Wachunga's Footprints Patch
DerVVulfman (February 10, 2013)

This system allows you to use Ccoa's Caterpillar system and Wachunga's Dynamic Footprints together.


Custom Movement
PK8 (May 28, 2012)

Users get to customize how the player moves, though it may involve a bit of scripting knowledge. (Don't worry, my script's header goes into a little more detail and is helpful.


Dash Characterset Edit
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This system allows you to allow the character to move at an accelerated speed (dash), and even use additional running charactersets based on the character's primary charset.


Dash-Enabling Equipment
PK8 (June 3, 2012)

This script allows developers to set which equipment disables/enables dashing.


DerVV's Flight
DerVVulfman (December 16, 2015)

This script is a rudimentary flight system, allowing the player to fly with the push of a button.


Diablo II Waypoints - Expanded
DerVVulfman (June 15, 2020)

A remastered and heavily edited version of arevulopapo's original work, this script replicates the Waypoint Travel system from Diablo II © 2000. When properly configured, you can set events on a map that act as teleport stations, activating upon touch. Under normal circumstances, you can only teleport between such waypoints if you had encountered them before, unable to teleport to other destinations not yet reached.


Disable Dash
PK8 (May 26, 2012)

This script allows developers to disable VX (Ace)'s built-in dash completely without having to spend much time unchecking a checkbox in Map Properties.


Drago Pixel Movement
LiTTleDRAgo (06-05-2017)

Well, title explains everything.


Eight Direction & More Frames System
by DerVVulfman (June 8, 2006)

This script will allow you to move your character in eight directions instead of the default four. And it allows you have more frames of animation per step then the default four poses per facing direction.


Eight Direction Characterset Edit
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This system allows you to move the character in eight directions and include graphics for the four new directions.


Eight(8)-Directional Movement with Sprite Support
by Kylock (April 29th, 2008)

Requested by Arrow-1(rmxp.org) and produced by me, the amazingly new but old 8-way movement script! The part that makes it new is that this one is for VX!!!


Enhanced Squad Movement
DerVVulfman (December 25, 2017)

Caterpillar, or party-following systems, have been around in RPGMaker games for years. Yet most follow the same basic single-file design. Not so with Near Fantastica's Squad Movement system, a system which allows the player to deliver a couple of limited commands. Now revised, this rendition of Near Fantastica's Squad Movement comes with a detailed configuration system, and a host of script calls that can give the game developer a strong sense of power over the player's visible party.


GET STEPS FOR PATHFINDING
DerVVulfman (August 23, 2016)

This little add-on for Near Fantastica's original pathfinding script will obtain how many steps that was calculated by the system. Using that, you can make some sort of wait count system based on the actual steps taken!


GPLAT Pixel Platformer Revised
DerVVulfman (October 1, 2014)

This is a retouched version of the GPLAT system by G@MeF@Ce, modified in such a way that many methods were broken into smaller elements and additional code was added for compliance with the Lycan ABS by DerVVulfman.


Halt and Unhalt All Event Movement
PK8 (June 27, 2012)

This quickly written script lets users halt, unhalt, and toggle the halted state of all events (with the exception of any that may have been specified within the calls) with just a few quick script calls.


H-Mode7 Caterpillar
Chaotech Games (November 6, 2011)

No caterpillar scripts work thus far in HM7. One does now.


KA-terpillar + Settings
kyonides (May 20, 2014)

This plug and play script lets you see the other 3 party members on screen like other scripts do but also lets you change the current party formation by shifting the first member to the last position or the last one to the first position or it shifts them semi-randomly for you. You can check its simple menu to change the settings at any time, it even includes dummy characters so you can check out what are the changes that you want to apply to your team.


KRandomTeleport
by Kyonides (August 3, 2021

Did you ever feel like you wanted your character to randomly teleport to another location?
Are you sick of manually setting up such an event at every single open space in a given area?
Well, now you can just use some useful script calls to let it handle the teleportation for you!
Don't worry! You might only need one or two script calls at any given time.


Kyrie Engine – Dash Sprite System
SoulPour777 (January 19, 2014)
Posted February 27, 2014

This script allows the use to use a different sprite when dashing.


MOG Advanced Movement System
by Moghunter
posted by Helel (December 6th, 2009)

Tired of walking around at a snail's pace? Standardized cardinal movement pissing you off? Looking for a little eye candy? Then this script's for you - the single most advanced movement system in the realm of the RGSS! Now, newly translated from Portuguese with some slight new features.


More Move Routes
PK8 (April 29, 2012)

These are a collection of custom move routes I made. I'm sure the move routes I worked on for this script are going to range from 'cool' to 'quirky', and probably to 'Was this really necessary?' I hope these calls provide something someone was looking for.


Move During Messages
PK8 (May 22, 2012)

This script allows players to... well, move during messages. The user can set how far the characters can move while the message is playing and what maps do not have the feature available.


One(1)-Direction Movement Style
by woratana (June 11th, 2008)

This is the alt. movement style for shooting game.
Player will turn left/right by press Left/Right,
and walk forward/backward by press Up/Down.


The Other Way XP
kyonides (June 15, 2017)

This simple scriptlet lets you modify the main character's movements by making him or her walk in the opposite direction while this is enabled.


Pathfinding
by Near Fantastica (November 29, 2005)
v2 by Near Fantastica & fuso (June 21, 2006)

NO MORE CUSTOM MOVEMENTS! This script uses path finding to return the shortest path from the START XY to the END XY then uses the custom movement to move the character(s). You can chain this path finds together to path link between 2 points or more...


Random Move Type
by Kyonides (December 31, 2023)

Do you want your events to randomly move horizontally or vertically only?
Then this scriptlet is right for you!
But I gotta say that it might also work with the player himself or herself!


RMVXA Diagonal Movement
DoubleX (August 12, 2015)

Lets users moves characters diagonally by pressing both component keys.


RMVXA Pixel Movement
DoubleX (August 12, 2015)

Lets users set the smallest number of pixel covered per move command.


Sneak Script
SoulPour777 (February 27, 2014)

This script allows you to sneak.


Squad Movement
by Near Fantastica (May 23, 2005)

Allows you to show you AND your party members on the field map and perform some limited commands via keyboard.


Sword Art Online System – Teleportation Crystals and Anti-Crystal System
SoulPour777 (February 27, 2014)

This allows the player to use teleportation crystals and generate a Anti-Crystal Area, just like in the anime Sword Art Online.


Thieves Can Climb Walls
DerVVulfman (November 7, 2012)

Well, guys. There are probably a few scripts that can let your character climb walls, but I haven't seen them. So I decided to work on one of my own. One could call it a nice addition if you want to make a game whereby your character is a sneak and is trying to break into places where he or she shouldn't.


Train Actor / Caterpillar
by fukuyama (2004)
EDIT by Blizzard (2005)

This is an edit of possibly the first and best known caterpillar system for RMXP. It will let your party members "follow" the main character on the map.


Travel Menu
by Trickster ()

This script allows you to set up a Warp Menu that allows the players to warp to places you define. Also includes a picture of the place if they have visited it before.


Trickster's Caterpillar System
by Trickster ()

This is a caterpillar system nothing special. This code is based on Fukuyama's version only better.


Turn and Move
SoulPour777 (January 16, 2016)

Plugins that changes or adds features to the overall gameplay mechanics of the default engine.


Vehicles Battle
SoulPour777 (January 31, 2016)

Plugins that changes or adds features to the overall gameplay mechanics of the default engine.


Victor Engine - Diagonal Movement
by Victor Sant (December 22, 2011)

This script allows to set diagonal movement for the player and events.This feature is opitional for events. It’s possible to have different graphic for the diagonal movement.


Victor Engine - Followers Control
Victor Sant (March 21, 2012)

This script allows the user to control the movement of the followers during events. With this you can make them leave the line, and return to the position at the event end. Using a comment call before the ‘Set Move Route…’ event command will make the move route commands works for a specific follower instead of the selected character.


Victor Engine - Followers Options
Victor Sant (January 20, 2012)

This script adds new options for the followers display. It improves the movement, and allows to set the display of dead characters and reorder the members on map without changing the battle order.


Victor Engine - Free Jump
Victor Sant (July 24, 2012)

This script adds a jumping system to the game, you can have the character to jump when the key set is pressed. While jumping, the character will not trigger events and terrain damage.


Victor Engine - Moving Platform
Victor Sant (July 24, 2012)

This script allows to setup a new mechanic for the map environment: moving platforms that allows the player to go on them, these platform will carry the player over. But different from and evented system, the player is free to move while over these platforms. It’s also possible to set certain tiles to be “void” tiles and the player will fall if step on them.


Victor Engine - Pixel Movement
Victor Sant (June 29, 2012)

This script allows you to replace the tile based movement where the player walks a whole 32 pixel tile easch steop with one where he walks only 4 pixels. It also gives a better collision system for events.


Victor Engine - Rotational Turning
by Victor Sant (December 22, 2011)

This scripts allows to set a different movement when the character changes the direction he is facing, instead of facing directly the new direction the character turns smoothly with a rotational movement.


VX's Dash System for XP
PK8 (June 3, 2012)

This script allows developers to let players dash in their games.


WASD Movement
Helladen (February 25, 2014)

This script will add WASD key support for movement. You also will be able to use arrow keys like you would normally, but this allows people to use the one they prefer the most.


Zeriab's Caterpillar Script
by Zeriab (August 25th, 2008)

This script creates a caterpillar of the party members by using events present on the map. (You need to actually make the events in the editor) When the caterpillar is deactivated they act just like any other event. Most event commands still works on the events when the caterpillar is activated, but the results be strange.


Reply }
#24
[Image: titlegameover.png]
Systems that change the title screen as a whole are here.

Title / Gameover Systems: A-Z

Animated Scene Credits Remilia
SoulPour777 (December 18, 2015)

Plugins that adds new scenes and features that are not default in RMMV.


Animated Title Belldandy
SoulPour777 (December 18, 2015)

Plugins that changes the visual aesthetics of the default RMMV Title Screen.


Animated Title Blue Sphere
SoulPour777 (December 18, 2015)

Plugins that changes the visual aesthetics of the default RMMV Title Screen.


Animated Title Cirno
SoulPour777 (November 6, 2015)

Creates a new animated title screen for your game.


Animated Title Legendia
SoulPour777 (January 2, 2016)

Plugins that changes the visual aesthetics of the default RMMV Title Screen.


Animated Title Reimu
SoulPour777 (November 10, 2015)

Creates a new title screen to replace your boring title screen.


Checkpoint System
Bravo2Kilo (November 6, 2012)

This script adds a checkpoint system to the game. If the player dies, instead of a game over you will respawn at a checkpoint. This script also has a lives feature, when you die you will lose a life, if you have no lives you will get a game over.


Continue from Gameover
by Syvkal (March 11th, 2008)

Well I'm not sure if anyone wants to use this, but it's really easy to change. I have simply changed Scene_Gameover so you can go to the Title, Shutdown the Game and Continue if you're party has enough gold. The amount of gold is customisable at the top of the script. I guess this is kinda useful, but most people probably won't use it, I just wanted to make something ^_^


Ending Credits Script
Posted by emily_konichi (March 7th, 2008)

I found it in the Project Zelda Engine. I did, however, edit it so that it may be called with $scene = Scene_Credits.new instead of having it appear on the Title Screen (which is very annoying). Also, it was edited by AvatarMonkeyKirby to actually end by itself. So if used, at least give credit to the two of us, and label one other as "Unknown" as I currently don't know who made it.


Gameover Commands
SoulPour777 (February 27, 2014)

Creates a command for you to continue or quit game on game over.


Game Over Replacer + Enhancer
by PK8 (June 3rd, 2009)

Similar to Title Screen Replacer + Enhancer, this script changes the game over screen graphic to a new one of your choice. This script also allows developers to customise the look of their game over graphic by adjusting the tone, blend, positioning among other things.


Gameover Commands
SoulPour777 (January 2, 2016)

Plugins that adds spice to the visuals of the overall game.


GameOver Return
by DerVVulfman (March 9th, 2009)

his system is designed to allow you to return to a pre-set location rather than returning to the Title screen after the Game Over screen. Made to be used with ease, you merely need to make a script call to set your party's return location. Optionally, it can be set so game saves can set a party return location.


KRespawnPoint
kyonides (December 25, 2012)

This script lets you avoid ending the game with just another Game Over screen. It shows you 4 options to choose from like going back to a previously saved respawn point or visiting a healer NPC on some specific map (who may send you back to the previous map) or loading a saved game or if you feel terrible for your loss, you may still check out the same old final screen. The built-in comments should help you learn how to properly use the script. Just keep in mind that the first Constant you may find is intended to configure the player's XY coordinates (just in case he ever visits a healer) not the healer's.


KTitleUpdate ACE
by kyonides (June 17, 2023)


Well, I think the title is pretty much self descriptive, but here we go!
Did you ever need to dynamically change your Title Scene but couldn't do it on your own?
Then use this scriptlet and you will be able to do it by yourself!
This is NOT a Plug and Play Script, yet, it will work from the very beginning if you are using the default assets in your game project.


KuickSplasher XP
by kyonides (March 16, 2023)

You know what a splash screen is so feel free to use my script to get some pictures displayed on screen!
There are 3 CONSTANTS that you can edit to adjust either the time the transition will last or how long the image will be on screen. You can also add as many pictures as you need, if you know how an Array object works in Ruby.
I just made this script because someone showed up asking for a simple splash screen script.


Miss Laura's Transparent GameOver Screen
by DerVVulfman (February 28th, 2009)

This script allows you to use GameOver screens that have transparent backgrounds to display the map and/or battlescreen behind the gameover image.


New Game Plus
by Trickster ()

This script allows you to have another option in the start of your game if A switch is turned on in one of the save files. It also changes the title Screen Backgound and Music Playing.


New Game Plus
SoulPour777 (November 24, 2015)

Plugins that changes or adds features to the overall gameplay mechanics of the default engine.


Paradog's Custom Title
by Trickster ()

Paradogs custom title screen that I rewrote for the SDK. This allows you to have three images for the title screen.


Scene Credits VXA
SoulPour777 (February 27, 2014)

This script creates a basic Credits Scene.


Scene Title Alva
Soulpour777 (March 25, 2014)

This title screen features the use of images as commands instead of the common buttons done vertically.


Skip Title Once
by kyonides (January 7, 2024)

This simple scriptlet was created after a fellow forumer had posted a thread asking for such a thing to be published here.
I don't recall any other script at this point so I'm simply posting it here.
This doesn't mean that there are not similar scripts on the web, guys.


Splash Script
by shadowseer (February 23, 2010)

I've rewrote Lambchop's Super Simple Splash Script to make it even more simple-er ;o You only need to edit 4 constants and you're set to go.


Specific Actor Gameover
SoulPour777 (January 28, 2016)

Plugins that changes or adds features to the overall gameplay mechanics of the default engine.


Splash Screen VXA
SoulPour777 (February 27, 2014)

Creates a splash screen before showing the title screen.


Story Connected Game Over
SoulPour777 (February 27, 2014)

Do you remember that style in Silent Hill 1 where the game over scene background changes depending on how Harry Mason (main character) dies? This script does the same via script call, where progress of the story changes the game over background that is going to be displayed.


Title Killer
by Villain (February 17, 2010)

This script allows you to create your own unique title, using opportunities editor. This script automates key start, so that the title screen disappears completely and destroyed. This script is a modification Scene Title and therefore they need to be replaced. It is much more convenient to other title skip's because it is compatible with all other scripts. Also takes up less space in the Scripting section.


Title Screen Black☆Rock Shooter
SoulPour777 (February 5, 2016)

Plugins that changes the visual aesthetics of the default RMMV Title Screen.


Title Screen Edit
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This system redefines the title screen and even allows you to use 'graphics' for presentation.


Title Screen Reiuji
SoulPour777 (February 5, 2016)

Plugins that changes the visual aesthetics of the default RMMV Title Screen.


Title Screen Replacer + Enhancer
by PK8 (June 2nd, 2009)

This script changes the title screen graphic to a new one of your choice. This script also allows developers to customise the look of their title graphic by adjusting the tone, blend, positioning among other things.


Title Skip
by PK8 (July 21st, 2007)

It will skip the title screen. Useful if you want to make your own title screen, intros and more.


Title Skip 2 XP
by PK8 (July 8th, 2008)

We all know what a title skip script enables people to do. They're free to create their own creative intros and custom picture based title screens.


Title Skip 2 VX
by PK8 (July 8th, 2008)

We all know what a title skip script enables people to do. They're free to create their own creative intros and custom picture based title screens.


Title Skip 3
PK8 (August 12, 2012)

If you're familiar with Title Skip scripts, you should be familiar with the functionality here and the opportunity such scripts allows for developers to build their own introductions. Unlike most Title Skip scripts (and even my older ones), no methods were overwritten.


Title Skip for Lycan ABS
by JayRay (April 15, 2014)

This script allows you to skip your title screen and use a map for a title screen. Useful when you have custom title menus and effects.


Xenres' Title Skip
Xenres (November 24, 2010)

Simple script to skip the title screen and go to the first map which you can then use events to make custom title screens that can be animated or whatever. This script DOES NOT give you an actual title screen, you have to make your own.


Xenres' Title Skip
Xenres (November 24, 2010)

Simple script to skip the title screen and go to the first map which you can then use events to make custom title screens that can be animated or whatever. This script DOES NOT give you an actual title screen, you have to make your own.


Reply }
#25
[Image: equipdev.png]
Systems that affect your weapons and/or armor belong here.

Equipment Development: A-Z


AktorEkuip
by kyonides (May 10, 2023)

My scriptlet allows you to add more weapons or armors to a Hero's official lists during gameplay. This can be enabled from the very beginning as well.


AktorEkuipReset
by kyonides (May 30, 2023)

You have always counted on the default event command to remove a hero's equipment. Normally, any piece would go straight to your corresponding party's bag.
What if you could have a couple of extra options?
Now you can discard equipment by its index or store it in a game variable before discarding it.
Actually, you can also reset an actor's level and equipment with a single script call, guys!
And yes, it is quite customizable, IMHO.


All Stats Modified
by Kyonides-Arkanthos (May 16, 2014)

Did you want to reduce slip damage caused by poisonous swamps? Did you need to alter your hero's stats by equipping weapons or armors in ways not possible with the default system? Did you want to save MP (SP in RMXP) so your mage could cast more spells during any difficult battle? Well, now you should be able to do it if you learn how to edit the hash contents but it's not so difficult if you pay attention to the examples already included in my script. There you may find a weapon and several armor pieces or accessories that may alter those stats for you. Some of them may even steal some MP from your hero in exchange for some extra HP or vice versa.


Angie's Equipment Sets
by DerVVulfman (July 12, 2007)

This system permits you to gain additional stats, bonuses or penalties from equipping weapons and/or armor that make up a full set of gear. It also applies status effects and permits the temporary use of skills with equipped sets.


ArmorKlass
by kyonides (January 2, 2023)

Change your Hero's class by changing his Body Armor!


Automatic Equipment Optimization
by RPG Advocate (unknown date)

This script modifies the equip screen so that if you press "X", the equipment in the slot selected by the cursor will be optimized, and if you press "Y", then all equipment slots will be optimized.


Auto Equip Optimizer for Guillaume777's MultiSlots
DerVVulfman (June 19, 2012)

Based initially on RPG Advocate's Advanced Equipment Optimzation System, this version works specifically for Guillaume777's Multiple Slot Equipment System, having the game quickly choose and ready the best weapon and/or armor in their possession. It uses a set of values that the system can use to calculate the value of the items, and eradicates a condition that lets the system remove gear from the player on its use.


ChickenKnife
by kyonides (February 21, 2023)

Use this scriptlet to make your weapon get stronger every single time you flee from battle AFTER striking your foes with the infamous Chicken Knife!
Keep in mind that the Chicken Knife does not always make you flee away from your foes.


Cursed Weapons and Armor
by RPG Advocate (???)

This script allows you to create weapons and armor that can't be unequipped normally. The only way these items can be unequipped is through the "Change Equipped Items" event command. Once equipped, cursed weapons and armor will show up in purple (by default).


Customizable (Enhanced) Weapons
by Charlie Fleed (December 2nd, 2007)

This system allows to define weapons with a certain number of slots, which can be used to add enhancement objects. Enhancement objects are actually weapons specifically tagged. Enhancements' stats get summed with those of the weapon on which they are attached.


DeceptivelyFriendlyKO XP
kyonides (February 26, 2019)

This might be considered the stand alone version of Kolloseum States XP Deceptively Friendly Knockout Version. What it offers is to let you configure via script how some weapons will either ignore or instantly kill specific monsters. It also sports armors that heroes can equip in order to redistribute damage inflicted by monsters. Who will be affected here? Well, it will be all of your doomed heroes for sure! Laughing That happens because each hero will be inflicted the same amount of damage. Sadly, that might not save your weak mages and clerics after all.


Disallow No Weapons
by Jirbytaylor (March 1, 2008)

Most of us are aware how having no weapon will mean physical attacks will deal zero damage. Usually this is fine, as there are scripts to allow punches, and other similar moves. However consider this - Aluxes has no weapon, yet can still use Cross Cut. Illogical!

This edit remedies that paradox by preventing no weapon from being equipped in the default equipment system.


DoubleX RMVXA Equip Prerequisites
DoubleX (October 31, 2015)

Lets users add various prerequisites for equipments to actors.


Eladia's Battle Equipment Menu
by DerVVulfman (March 6, 2007)

Now you can bring up the Equipment menu in battle and change your weapons to something better.


Element Absorbing Armor
by bearcat (August 16, 2007)

This is a short script I wrote that allows you to make armor and states that absorb, nullify, or double damage from elemental attacks, in addition to the halving allowed by the standard scripts.


EKuip XP
kyonides (September 19, 2012)

This script lets you easily equip more than the 5 typical weapon, armor and accessories slots with all that stuff. As of now you may add 4 different pieces of armor and 2 extra accessories. The easiest way to equip or store anything is to use my script, please don´t forget it.


Equipment TP Reset ACE
by kyonides (November 1, 2022)

Did you ever wanted to make your heroes lose all of their TP for changing specific types of equipment?
Now you can do that!


Equipment Weights
by Trickster ()

This script allows you to assign a weight to your equipment and how much each actor can carry at once, If the actor equips stuff to heavy then either 1) They can't equip it 2) Their stats are reduced.


Equipment Weights
DerVVulfman (March 3, 2013)

This system is designed to allow game designers to apply weights to their items, weapons and pieces of armor, and to allow said weights to limit the number of items that the player can keep. Said limits may also be used to affect the player's map movement and to each actor's combat speeds in the default battlesystem.


Farming Weapons (農業の武器)
SoulPour777 (February 27, 2014)

This script enables you to farm the whole enemy troop gold you would gain each turn, when the specific Farming Weapons has been equipped. Please give credit to Mithran for coding support.


Hotkey Weapon Cycling
DerVVulfman (April 20, 2013)

This script is a very simple script that lets you press a key that lets you cycle through weapons for your lead character, assuming that you have suitable weapons for the character. It is possible to have 'no' weapons with this script, by cycling through them all.


Individual Equipment Fix
by Syvkal (May 12th, 2008)

Allows you to lock any equipment on any actor individually.


KDualWield & Accessory Skills
by kyonides (February 8, 2023)

Do you want to force your heroes to equip two weapons and probably even an accessory before they can use that super cool skill you have come up with?
Now you can do it! [/SLText]

EkuipFeatures ACE
by kyonides (May 9, 2023)
[FSLText]This simple scriptlet will allow you to add or remove Equip Types to any given Actor during gameplay at will.
It uses a couple of script calls to accomplish that.


EKuipSwitch
by kyonides (February 24, 2023)

Are you in desperate need to turn on a switch whenever a hero equips a specific weapon or armor and vice versa?
Well, now you can do it!
It is very simple indeed. Just leave this note tag in the weapon's or armor's note box:


KLoseEquip ACE
by kyonides (June 25, 2023)

Do you want to make your heroes lose their equipment just because you're an evil game developer?
Now you can make your evil dreams come true!
You can make them lose SOME or ALL of their pieces of equipment!


KSeized
by kyonides (May 9, 2023)

This scriptlet will allow you to "illegally" seize the party's items, weapons, armors, and gold at will.
Yeah, you can return them at any moment, but there might be a fee for keeping your money safe!


KPockets Daphne
by kyonides (August 26, 2021)

There was some user better known as Daphne Lijffijt that had once posted a request for a very specific limited inventory for VX Ace.
So far most things work just as expected, except for a curious detail: the user never told me what would happen right after the user had pressed the OK Button.
There is a single script call but it is optional so you might not need to ever care about that.


Kustom
Kyonides (January 20, 2018)

This is a humble script that should let you make customized weapons and armors, equip them via a modified version of Scene_Equip, and go fight as many monsters as Aluxes can kill before feeling sick of it. Thanks to KWorkshop you can also make new weapons and armors or even any ordinary items, reforge broken equipment, lift curses, get healed. KyoGemBoost lets you add gemstones to your heroes and probably to weapons and armors, too!!


KustomEkuipSets XP
by Kyonides (August 22, 2021)

Are you tired of always setting all the available weapons and armors for all actors from the very beginning?
Do you feel like there is no more room for surprises?
Fear not my friends! Now you can customize a weapon or armor set in game!


KWeaponDamage XP
by kyonides (May 17 2023)

Did you ever dream about making a weapon heal your comrades instead of hitting the foe?
Or did you ever want to hit your foes harder than usual?


Lycan Sneak Armor
DerVVulfman (October 25, 2015)

This script allows you to make armor that can allow the wearer to be 100% undetectable. It keys in to the enemy's See Range and Hear Range systems so armor may allow the actor to be either 'invisible','inaudible' or both.


Moonpearl Patch for Multi-Slots!
DerVVulfman (May 22, 2016)

This patch allows the Multi-Slots system to work with the Animated Custom Menu created by Moonpearl. Due to Moonpearl's recreation of certain scene classes, this script does require some editing by the end user.


Multi-Equip
by Trickster ()

This script allows you to configure the equipment slots for each actor or class. This script tweaks the Equip menu to show all stats and changes color depending on the change in stats.


Multi-Slot Equipment Script
[Archive]
by Guillaume777 (February 14, 2006)

Do you want :
To equip more than one weapon ?
To attack once with each weapon you have equiped ?
To equip new armor types beyond shield, helmet, armor and amulet ?
To equip 2 handed weapons, which either take your shield or weapon slot ?
To customize your slots and slot name so no character is alike ?

If so then I highly suggest you try my multi-equipment script. It is very powerful and adds a lot of features to the equipment screen. Download my demo for quick try.


Multi-Slot Equipment VX
by DerVVulfman (April 6th, 2008)

For RPGMaker XP, there was Guillaume777's Multi-Slot Equipment Script. Now, there's Multi-Slot Equipment VX. It includes many functions of the original RMXP system.


MultiSlots
by DerVVulfman (May 3rd, 2009)

This system allows you to increase the number of armor slots for your characters and grants select characters the ability to use two weapons at the same time.


RealEkuipment
by kyonides (January 30, 2024)

Do you need to prevent your hero from fighting dangerous monsters while emptyhanded?
Do you hate the idea of facing real danger without any coat of mail?
If the answer is yes, then this script should become your latest addition to your game project!


Soul Engine Ace - Dashing Armors
SoulPour777 (February 28, 2014)

There are armors on the default database named 'Winged Boots'. However, it seems to be losing a very good element in the game. If it is a winged boots, then it should also affect the movement of the character on the map such as speed and dashing. This script does that function.


Super Simple Cursed Items
DerVVulfman (March 21, 2012)

This lets you make certain weapons or pieces of armor cursed and unable to be removed without a script call. Nope, there's no item switching like in Guillaume777's or DerVVulfman's Slot systems. Not being included.


Two-Handed Weapons
by RPG Advocate (unknown date)

This script adds functionality for two-handed weapons. When a two-handed weapon is equipped, the equipped shield will be unequipped. When a shield is equipped while a two-handed weapon is equipped, the weapon will be unequipped.


Weapons : Target All
Kain_Nobel (June 3, 2016)

This script allows the user to flag certain weapons to target Enemy (All).


Weapons Swap
by kyonides (January 14, 2023)

The title makes it extremely clear, but just case here we go: your party members can now swap their weapons at any given time.
Additional, a skill is available to allow your foes to swap the weapons you wished to wield.


Weapons That Use HP/SP
by DerVVulfman (December 30, 2009)

Well, today I was tinkering with my old pal, Animated Battlers, and was updating a few demos which included RTAB. Now RTAB had a script called Skills that Consume Items.

It kinda got me thinking... why not weapons???


Reply }
#26
[Image: itemdev.png]
Systems that affect items and how they are used are in here.

Item Development: A-Z

Actor Battle Items
by DerVV (November 2, 2020)

This script forces the game player to actively prepare his party for combat, demanding that the player distribute items usable in combat between each party member. Actors not equipped with their own personal items will not be able to use an 'every party member' grab bag of items as before.


Basic Scene Mail
Soulpour777 (August 31, 2014)

This script allows the developer to set up items that are only visible by a certain note tag which they can basically use for anything. The items are called Mails, which means you can use them as set up for mails the actor can receive throughout the game.


Battle Item Count
by kyonides (November 17, 2023)

Do you need to update the number of potions or elixirs currently available for the next couple of actors during battle?
Or were you in need of canceling your previous actor's action to change the item the actor is going to consume next?
Then this scriptlet is for you.


BattleItems
by kyonides (August 15, 2023)

It simply lets you define whether or not you can use items during battles by turning a Game Switch ON.


CMItems
by Blazingamer (January 20th, 2007)

Some features I wish to implement consist of having the ability to change pages with items and a sort button. The menu was inspired by the awesome item menu in FFVIII. This screenshot shows what it currently looks like.

It replaces the inventory scene with one that looks more like a cross between Chrono Trigger and Final Fantasy VIII.


CMItems V2
by Blazingamer (October 23rd, 2008)

Version 2 is an upgrade of CMItems and is now compatible with KCG. Please note that this is made for a 3 person party and will require minor editing to work with 4 people.


DoubleX RMMV Item Charge
DoubleX (August 28, 2016)

Lets you set skills/items to need turns to charge before using


DoubleX RMMV Item Cooldown
DoubleX (August 28, 2016)

Lets you set skills/items causing users to cooldown after using


DoubleX RMMV Unison Item
DoubleX (December 25, 2015)

Lets you set some skills/items needing mutiple battlers to use


DoubleX RMMV Unison Item Compatibility
DoubleX (September 9, 2019)

Fixes DoubleX RMMV Unison Item compatibility issues.


Enemies Use Items
by Fomar0153 (Nov 30, 2006)

I think this is self-explanatory.


Fast Skill Grouping
by DerVVulfman (September 16, 2020)

This script allows the game developer to create categories within their Skills menu, both for the main menu and default battle-system. But not only that, you can hide certain skills from display, and define the order in which these categories appear in the menu.


GiveAway XP
kyonides (June 26, 2017)

This script lets you hand over pretty much anything you've got hidden in your slick pockets to any NPC or mailbox you may find in your roleplaying adventures. Yes, it's possible, it can be all items, weapons and armors or just some of them or items or weapons or armors only. And it has an extra feature where gift giving may increase an NPC's friendship level.


Intercept Item
DoubleX (December 16, 2015)

Lets users set states intercepting skills/items conditionally. Designed to mimic FF5's Blue Magic and FF6's Runic command.


Item Book EX
SoulPour777 (January 31, 2016)

Plugins that adds new scenes and features that are not default in RMMV.


Item Combine Option
DerVVulfman (February 3, 2013)

This little feature adds itself to the default Scene_Item class, allowing the player to combine two individual items together to create a new item in their party's cache of goods.


Item Limits and Rarity Colors
by Trickster ()

Two for one deal, the first sets up a limit for items, and the second makes rarer items in a different color.


Lily's Item Identifier
DerVVulfman (March 21, 2012)

This lets you create an NPC as a character who can identify unknown items. By this, you can make an item on the screen as an 'unknown sword' that you may not be able to use until it is identified by your expert.


Item Triggers
DoubleX (December 17, 2015)

Sets some items to trigger some actions when conditions are met


高級品 Luxury Items
SoulPour777 (February 27, 2014)

This allows the player to gain more gold based on the first actor’s level * total game troop gained gold total when a certain luxury armor is equipped.


KAppraise
by kyonides (October 4, 2021)

Did you ever need a custom menu scene that could allow you to identify items?
Now this script will let you do it in a very convenient way! Grinning
You can even make a hero a "certified" appraiser as well!


KExpBooK
by kyonides (January 2, 2022)

Yes, I know that this is a scriptlet but I thought that some of you might have been thinking about an easy way to make items become actual experience books that allow your heroes to earn some experience points. Well, here's my version of such a script.


KExpire XP
kyonides (February 27, 2019)

This scriptlet exists in order to let you make your items expire either after walking a long distance or time is up just because. That means that it will replace them with useless items automatically. Should I feel sorry for all of you players now?


KItemDesc XP Zilsel Version
by kyonides (November 22, 2019)

This scriptlet just pretends to implement zlsl's need of a different item description menu by adding an extra window to display an icon or picture plus the hero's comment.


KItemRefill XP
kyonides (January 21, 2019)

This script will let your heroes depend on a flask or potion bottle to get healed, it can be refilled at anytime or you could break it on purpose... MWAHAHAHAHA!


Klearance
kyonides (December 28, 2017)

This scriptlet lets you setup special doors that can only be open with special access cards.


KPocket
by kyonides (November 20, 2019)
[/FSLText]Force the player to keep a reduced inventory while in battle!
Of course, the player may choose which items he or she will pack in his or her pocket.
It is possible to call the Pocket menu from the Item menu or the map! For more information, please read the comments I have included in my script.[/FSLText]

KSickItem XP[/Hightlight]
byKyonides (August 12, 2021)

This is a simple scriptlet that will allow you to set as many poisonous items as you wish.
You got to gain or lose an item in order to notice any difference on any of your heroes' states.
Happy with a sweat Yeah, I know that you might have found scripts that let you curse weapons or armors and the like but this one is specific for items!
It is NOT a Plug & Play script, guys!


[Highlight]KyoGemBoost XP
kyonides (December 28, 2017)

Just lets you increase your hero's stats by crafting and setting special gemstones.


The Magey Mage's Spellbook System
by DerVVulfman (October 20th, 2008)

This system permits you to create items within your RPGMaker database that can bestow a single 'skill' to one or more partymembers. This feature was available in earlier RPGMaker™ systems, now re-introduced.


Mersenne Prime Item Gain
SoulPour777 (February 18, 2015)

This script allows you to execute and check the Mersenne Primes and adds item, weapon and armor variation item gain. This script calculate all Mersenne primes up to the implementation's maximum precision, or the 47th Mersenne prime. (Which ever comes first) and adds that item on your inventory.


MrMo DVV Add-On #2: Dawn's Item Drops
by DerVVulfman

It forces the system to display an event on the field map when an enemy is killed which contains the treasure in which the enemy was carrying on its person.


MrMo DVV Add-On #14: Ingrid's Enhanced Items
DerVVulfman (April 27, 2011)

Modeled after various portions of Mr.Mo's ABS's Skill system, this script lets items be used by more than just the lead actor, and can be used as explosive weapons or ranged healing items.


MrMo DVV Add-On #18: Marissa's Landmines
DerVVulfman (June 29, 2011)

This script gives you the ability to create and place landmines in your game as well as let the player place his or her own landmines during gameplay. This is a special MrMo Addon that was made to work in games that do not use MrMo's ABS system.


Rare Candy Scriptlet
by kyonides Apr 28, 2010

Here you can find 2 versions of the same scriptlet that will allow you to use an item to level up or down your hero at will.


Seperate Item Lists for Multiple Parties
by RPG Advocate (unknown date)

This script allows you to maintain up to ten seperate item lists. This is useful when your game has multiple parties and you want to maintain an item list for each.


Soul Engine Ace - Skill Teacher Items
SoulPour777 (March 1, 2014)

This script allows the developer to place in skills that can teach skills to the target when the skill is used. For example, if Eric uses 'Raise Ritual" skill to Ernest, Earnest will soon learn the skills indicated by the Raise Ritual Skill (which is tagged with the script's note tag).


Victor Engine - Item Command
Victor Sant (August 5, 2012)

This script allows you to setup different item types and to set up commands where the player can select only items from a pre-defined type. It also allows you to setup different items categories on the item menu


Reply }
#27
[Image: skilldev.png]
You want a new way for skills to work? This is the category to look.

Skill Development:  A-Z

Absolute Defense
by Kread-Ex (March 18, 2010)

Absolute Defense is a technique used in the game Breath of Fire V (Ps2). It allows to nullify damage inflicted by the user under a set value. Technically, you must spam your best attacks in order to wound the big tank who use this.


Blitz
by Dargor (July 7th, 2008)

How does it works? When selecting the Blitz command, you must Input a series of keys, like UP-Down-Up-L-R, to cast a skill.
Obviously, the actor must have learned the skill before casting it and the input must be right.
No Timing is required but if the input is wrong, nothing will happen and the actor will lose it's turn.


Blue Mage
by Trickster ()

This script implements a Blue Mage type learning skill system, Skills may be learned by having it cast on you x number of times, a random chance when casting it on you... etc.


Blue Magic
by DerVVulfman (November 9, 2009)

This system allows you to learn skills from enemies when attacked. These learned skills may be exact copies, or may be similar or variations according to what is defined in the script's configuration page. As such, one could let a hero learn the 'Fire' spell if hit with fire or even mass fire.


Cannibalism
LiTTleDRAgo (May 16, 2017)

Based on Cannibalism script by Kread-EX for VX Ace
Basically you can eat enemies and absorbing their stat, the change is permanent.


DoubleX RMMV Skill Hotkeys
DoubleX (August 8, 2017)

Lets you bind hotkeys to skills for actors outside battles, and use them to select usable skills for actors inside battles


MrMo DVV Add-On #5: Blue Magic
DerVVulfman

It allows you to learn skills from enemies when attacked. These learned skills  may be exact copies,  or may be similar  or variations according to what is defined  in the script's configuration page.   As such, one could let the hero learn the 'Fire' spell if hit with fire or mass fire.


Conditional + Combo Skills
by Trickster ()

This script allows you to define combo/conditional skills. A skill combo is a set of skills that can be combined together to create a more power skill.  A conditional skill is a skill that requires an extra condition to work properly.


Conditional Skills
by Syvkal (May 9th, 2008)

It allows you to set special use conditions to any skills or equipement you want. It's a very simple script and is currently under development, but I wanted to post it anyway.


Cooperative Skills
by Cogwheel

This is an add-on feature for the RTAB battle system allows two or more battlers to combine their Skill attacks into another powerful attack.


Custom Skill Algorithms
by Lowell (December 15th, 2008)

This script basically allows you to alter the damage algorithms of skills for various effects.


Custom Skill Effects VX
by Lowell (September 4th, 2008)

I had a pretty horrid version of this script at one time that I only posted at one place. Since then the script has been cleaned up a great deal and has lost a few of its original effects. However it is more user friendly now as a result.


DoubleX RMMV Skill Hotkeys Compatibility
DoubleX (September 6, 2019)

Fixes DoubleX RMMV Skill Hotkeys compatibility issues.


DoubleX RMMZ Skill Item Cooldown
by DoubleX (August 25, 2020)

Lets you set some skills/items to have battler and skill/item cooldowns.


DoubleX RMMZ Skill Item Triggers
by DoubleX (August 30, 2020)

This plugin lets you use notetags to set what happens when an action's just executed, and different cases like miss, evade, counter attack, magic reflection, critical hit, normal execution, substitute, right before starting to execute actions, and right after finished executing the actions, can have different notetags.


DoubleX RMVXA Caster Aftermath
DoubleX (May 25, 2014)

Allows users to add effects applied to the casters after casting skills


DoubleX RMVXA Dynamic Cost
DoubleX (August 9, 2014)

Lets users alter the skill's mp or tp cost via custom formulae


DoubleX RMVXA Intercept Magic
DoubleX (April 5, 2014)

Allows users to set states that intercepts magic under some conditions.


DoubleX RMVXA Random Cast
DoubleX (August 26, 2014)

Lets users cast random skills on targetswhen the current skill hits them Intended to mimic "FF's weapons' randomly casts skills" thing.


Draining Skills! / Compatible with ABSes and custom non-active BSes / No SDK required
DrHouse93 (June 25, 2016)

Today, I've developed a small add-on which adds Draining Skills to RMXP, which means that some heroes (and enemies as well!) may recover HPs depending on the damage inflicted to their target. Since this is not a proper script, but an add-on, you must follow those instructions to make them work^^


EkuipSkills XP
by kyonides (October 13, 2018)

These scripts will let you customize your game by providing the ability to learn skills by equipping pieces of heroic equipment. It consists of the main EkuipSkills and the temporary scripts. When I say temporary I mean you should not keep it if your game or demo is ready for distribution!


Eliminate Weaker Spells
Soulpour777 (March 22, 2014)

This script eliminates the lower skills indicated by the developer whenever the greater skill has been learned. For example, if Eric has a skill Heal I and learned a skill called Heal II, automatically, Heal I is removed from his skill list, as to it is a weaker version of the latter. The skills can be configured in the script as well.


Fast Item Grouping
by DerVVulfman (September 16, 2020)

This script allows the game developer to create categories within their Items menu, both for the main menu and default battle-system. But not only that, you can hide certain items from display, and define the order in which these categories appear in the menu.


FF9 Skill Activation System
by Charlie Fleed (July 2nd, 2009)

This system lets you select a subset of skills that a character will be able to use during battles. Each character has an amount of SkA (Skill Activation) points and each skill costs some SkA points.


FFIX Skills Learning System
by Charlie Fleed (February 14, 2008)

With this system you can learn skills by using weapons and armors/accessories and earning weapon/armor exp points. You can also set up skills that are immediately available once the corresponding weapon/armor/accessory is equipped, and, conversely, skills that even if mastered still require to have a specified equipment in order to be used.


HP Absorbption Skills
by RPG Advocate (unknown date)

This script restores yet another feature that was present in RPG Maker 2000 and 2003, but is missing in RPG Maker XP, HP absorption skills.


KActorSkill XP
kyonides (June 3, 2020)

Are you tired of just including skills your heroes can learn only if they picked a certain class or job?  Now you can add actors specific skills using a recipe that may include some default conditions like level or number of items or amount of gold and you are done!


Karen's Combos
by DerVVulfman (October 13, 2010)

This system allows you to have battlers combine their skill effects to produce a different skill action


KBackFire
by Kyonides (June 26, 2022)

Have you ever dreamed of letting your heroes suffer the consequences of using a skill that is too powerful for such weaklings?


KBlueMage XP
kyonides (August 26, 2012)

This script is simple in premise, too. If you do not know what a blue mage is, then keep in mind that is a mage who learns skills after being hit by them. I know, it is kind of sadomasochist but Final Fantasy games might be as well. I am aware of the fact that there are other blue mage scripts but I did not care for some weird, unknown reason.


KBrainWash XP
by kyonides (November 17, 2019)

Let heroes and monsters brainwash their opponents!
Do you need instructions to perform such an amazing task!?
That's easy! Just read the comments in order to configure the script correctly.
Honestly I don't recall if I'd already made this script before so I'm publishing this one just in case.


KChangeSkill XP
kyonides (January 26, 2019)

Did you ever want to add weird states to force any hero waste his SP? Did you try to force him cast a spell or perform a physical technique whenever there was no need for it or his foe was immune to that specific move? Now you are able to make the hero's life miserable for sure!


KDefenseDown XP
by Kyonides (August 9, 2020)

Did you ever want to know how does it feel like to get truly weaken by a foe?
Now you can! Shocked Just let my script help you create a state that will reduce your PDEF or MDEF by some points every turn till the state wears off!
Nope, the effects will last till you heal your hero or battle is over.
Don't worry! Happy with a sweat You can create a skill or an item to heal them.


KEquipSkills XP VX
by kyonides (August 12, 2020)

It's a scriptlet that allows you to equip skills aka temporarily learn a skill if a piece of equipment like a weapon or an accessory is currently equipped.


KExtra
Kyonides (January 6, 2018)

This is just another scriptlet for XP only that should let you modify skills by "cursing" them from the very beginning or once a skill has been learned by any hero. It is not a plug and play script because you need to setup initial values in the KExtra module. How many should they be? As many as you need!


KItemTeachSkill
by kyonides (June 24, 2023)

Pick 1 Item and let your hero learn a New Skill based on the Actor ID or Class ID.


KFrozenSkill XP
by Kyonides (June 9, 2022)

I guess there could be such moments where you would love to freeze a given hero's skill as a plot device or just as a funny way to bother the player. Guess what! Now you can do that!]


KManaDrain ACE
by Kyonides (August 6, 2020)

I made this scriptlet after I read some forumer's post concerning a spellcaster using his or her weapon to steal some MP from some unwary foe. Yeah, it still deals physical damage.


KNextSkills
by kyonides (November 11, 2022)

These scripts allow you to check out a list of a skills your heroes might learn if they keep leveling up. It won't show all of them at once. Otherwise, that could get quite frustrating for players with low resistance to extreme grinding. Laughing


KoolDownBreaker XP
by kyonides (December 10, 2019)

Lately we had been talking about skill cooldowns so I got mildly inspired to make this scriptlet and see if it's not too complex for the average user. In theory it will let the player try to break the skill cooldown spell by pressing buttons during the battle action phase. The script allows heroes to use a skill or an item as an attempt to remove some skill cooldown. Monsters can cast a cooldown skill to prevent you from using any skill it randomly picks.


KPointsLotto XP
by kyonides (October 24, 2019)

This is a short script that will let you configure two kinds of twin skills, an HP or an SP alias MP regeneration skill. What's new here? It will let you set the points your hero might earn or lose! That's pretty much why I say it's a good skill for bosses!


KPrankster XP
by Kyonides (August 9, 2020)

It lets the monster target any hero and steal some items while leaving useless ones in a "fair exchange".


KReaper XP
by kyonides (October 20, 2019)
FSLText] This scriptlet of mine should let you do a few things you might already do via common events, switches and variables, namely killing your heroes or foes with a hidden timer![/FLText]

KSkillMax
kyonides (December 30, 2012)

This script allows you to set a limit to the number of skills a hero may learn and keep for use in battles a la PokeMon but the menu looks and works in a different fashion.  Actually, it looks more like any default menu than anything else.  Besides the player may select which learned skills will be replaced with new ones IF the player ever wants any of them to be replaced.  There's no problem if the player may prefer to replace just a few or even none of them.


KSkillNeedsState

Do you need to restrict the usage of a skill by forcing the hero to get a specific state first?
Now you can do that!
The only thing you need to do is leaving a very specific note in the skill's note box.


KSkillTypes XP
by Kyonides Arkanthes (November 27, 2019)

The following script is an overhaul of the skill menu. It is intended to show the same information the original provided plus a couple of details like skill power and a battler to test the skill on it! That battler even changes if the skill is cast to help allies or hurt your foes!
You will be in need of placing resources in the Icons, Pictures and Titles directories and creating extra Elemental tags in the System section of the database. What do those tags do? They will allow the script to determine how many sections the skill menu will have and how to select the right skills for any given section or category.
I do NOT expect it to be compatible with other skill menus!


KStatsRefill XP VX & ACE
by kyonides (November 5, 2019)

From now on you can make certain skills heal your heroes or monsters by a specific percent of their maximum HP or SP (aka MP).
Why!?  Well, Confused that might be because your monsters are kind of resistant to magic!?  Just go pick an excuse and make your game different from any other games uploaded to the net!


KSummon XP
kyonides (October 9, 2018)

This scriptlet will allow you to set a summon weapon or armor skill. It would allow a mage or cleric summon it in order to help a fellow comrade in battle improve his or her attack stats. Still, you gotta know it might fail and leave the comrade in a difficult situation by not equipping a decent weapon or body armor, if any...


KTempSkills XP
by kyonides (February 10, 2017)

This scriptlet of mine should let you use temporary skills that will be consumed after few uses, you need to configure them in the KTemp module section to make it work fine.


KToad XP
by kyonides (August 15, 2020)

I think this is self evident by now, the scriptlet will allow you to create some intriguing Toad skill + state combo.
The script will work while you're walking on the map or even fighting some reckless ghosts!


Limit Break (DVV's)
by DerVVulfman (January 6, 2007)

This system is a revamped & rewritten system that disables 'element-tagged' skills until the hero's limitbreak bar is filled.   Once the skill is used, the skill becomes disabled again.


Limit Break VX (DVV)
by DerVVulfman (May 19th, 2008)

This system is a revised & enhanced version of my Limit Break (DVV) script. and the feature it performs should be apparent to users new and old alike. Limit Break VX disables skills until the hero's limit break bar is filled. And once the 'limit break' skill is used, the skill becomes disabled again.


Magic Critical Orpheus
SoulPour777 (August 13, 2014)

This script allows the developer to create a Magic Critical chance and damage. This makes not only physical attacks gain a critical hit by default but also gains a magic critical when certain magic is applied to the enemy when a certain armor is equipped. These armors that can cause a magic critical are bound by a certain notetag.  Along with that is an explanation on the formula that calculates the magical critical damage, similar in design to normal critical hit calculations.


Maximum Skill Limits
by Trickster (12-3-2008)

As soon as an actor gains a fifth skill (if set), it will promptly take you to a screen where you can delete one of your skills.


MicKo's Skill Tree
MicKo & DerVVulfman (March 9, 2011)

Designed mostly by MicKo, this system allows you to craft a skill tree such as those in games like Diablo or some Final Fantasy RPGs.  Earlier systems required the crafting of these with elaborate events systems, but no more.


MicKo's Skill Tree - Revised
DerVVulfman (July 2, 2014)

This system allows you to craft a skill tree such as those in games like Diablo or some Final Fantasy RPGs. Earlier systems required the crafting of these with elaborate events systems, but no more. Not only can the player select skills from the tree by spending points to acquire them, but may also increase or advance a skill from one skill to another. Unlike MicKo's original system, this revised version keeps the changed skills solely for the individual actor. In the previous version, any changes to a skill would affect all users of that partucular skill... but no longer will with this version.


MrMo DVV Add-On #9: Jessie's Spell Barriers
DerVVulfman (May 12, 2010)

It allows you to create new spell effects where a barrier may appear in front of the player... Whether passable or solid.


MrMo's Item-Using Skills
DerVVulfman (April 4, 2012)

This system is a new add-on for MrMo's ABS Ultimate that lets you create skills that require the use of items in your party's bag-o-items. With this, you can now have a fireball spell that needs sulphurus ash to cast. Or you may create a healing item that needs the player to have a special talisman and use up two or three herbs to work.


NoManaKrisis
by kyonides (February 26, 2023)

There are times when reaching 0 Mana Points is very boring.
What if all heroes or all mobsters could exceed that limit?
What if a specific hero or mobster could do that?


ParaDog's Spell Delay
by ParaDog (October 14, 2005)

Translated from the original Japanese code, Paradog's Spell Delay system allows you to slow the use of specially assigned skills.


Passive Effects Engine
by Trickster ()

Based on the script of the same name this script is the base of all passive effects.


Passive Effects
by Trickster ()

This script allows you to create skills that increase stats, among other things for the version.  This version also allows you to define when the effect will fade (turns, time, attacks, skills, hits, battles, etc.), and from the thread I created about this script back in the .net days added more effects...


Passive Skills DVV
by DerVVulfman (December 30, 2009)

This makes a system where skills you have in your spellbook actually affect your current stats without needing to actually 'cast' the skill. It is a skill that works 'behind the scenes' to give your actors a little boost.


Passive Skills VX
by Syvkal (July 5th, 2008)

I wanted to make a script that allowed the players to have constant Skills or passive 'Abilities'. These could do things like increase the players stats or resistance to states.


Pickpocket Thievery
by DerVVulfman (December 25, 2011)

There have been a number of scripts out there that let you steal from monsters when you're fighting them. But not many (if any) that let you steal straight from the NPC while on the map... let alone off thier person.


Randomly Targetted Skills
by RPG Advocate (Date Unknown)

This script allows you to designate skills to have additional target types.


RandomSkillKost
by kyonides (January 6, 2024)

This script allows you to set a range of percentages that could be randomly selected by the system at the beginning of the party selection stage.


RMVXA Skill Success Fix
by Taylor (March 23, 2015)

The purpose of this script is to make the failure message display under the following conditions: applying an already present state, removing a non-existent state, adding a buff at the buff limit, and adding a buff at the debuff limit. In addition, if a skill has many effects, it is only ineffective if all the effects are invalid.


Simple Combo Skills
by Trickster ()

This script is an addon for the DBS or any of the Timer Based Battle systems. This script allows two or more players/enemies to combine skills to form a better skill.


Simple SP Bonus Damage
DerVVulfman (April 26, 2012)

This lets you apply bonus SP (or MP) damage to an attack within the default battlesystem.  As an option, you can make skills deliver only SP damage to a target.   In any event, the amount of SP damage is a portion based on the what you set in the system.


Skill Casting Delay
by DerVVulfman (March 20, 2007)

This script is designed  to make spells/skills in the default battlesystem take time to cast/prepare.   As a turn-based system, the duration for the delay is ALSO given in turns.  It's very simple... if you want a fireball spell to take two turns  to work after casting,  you set the skill up in the config section to spend 2 turns.


Skill Casting Time Counter
by Cogwheel

Originally posted in japanese, this is a translation of a script addition that allows you (the creator) to set how long it takes for a battler to use an individual skill.


Skill Delay VX
by DerVVulfman (April 24th, 2008)

Allows your skills to be delayed rather than have them performe immediately.


SkillGem
by kyonides (October 6, 2019)

I had been thinking about skills when I came up with the not so original idea of modifying a skill's stats. This scriptlet would eventually do it via stat modifiers. You better read the comments I included in the script to understand how it actually works!


Skill Item Kost ACE
by kyonides (January 2, 2024)

Now you can set a new type of skill cost: some required items!
It is compatible with both the default BS and Yanfly's battle engine.


Skill Learning
by Cogwheel

This is an add-on feature for the RTAB battle system so when a hero is attacked and hit with a "certain" skill or spell, that character can learn that skill (or a skill tagged to it).


Skill Leveling
by DerVVulfman (December 25th, 2009)

You tired of having to go and learn a new spell/skill after your old skill just got too small and weak to use on your new enemies? Well, you have always been able to level up. Now, your skills can too.


SkillRobber
by Kyonides (June 18, 2023

No, it's not a Blue Mage skill script!
Your heroes don't need to ever die to learn the skill for one reason only...
They will steal it themselves!


Skill Roulette
by kyonides (June 16, 2023)


A few months ago, a forumer made a request for a script that could let the hero use a random skill. Even if there gotta be a way to do it via events or some other settings, I preferred to write a script that could handle that swiftly.


Skill Update
by Claihm ()

Translated from the original Japanese code, this system allows you to set experience levels for each actor's skill.  The more they use a skill, the faster they may level up and increase their level of power... or more.


Skill Update / Tactical Commands Patch
by DerVVulfman

This plug-in patch replaces the Skill Window's Draw_Item def with a new one that combines the keystroke display from the 'Tactical Command' script and the updated skill display


SkillKost XP[Highlight]
by kyonides (August 12, 2020)

This is a humble script that should allow you to customize your skill costs in three different ways as I stated in my comments.
Take in consideration that I have overwritten 2 methods found in the Default Scripts because I did not have another choice.
Default XP scripts were not very modular back in the days...


[highlight]Skills : Drain/Osmosis
by DerVVulfman (April 19th, 2009)

This script is deticated to handling skills that absorb HP and SP. With this, you can set the custom font and display strings of HP/SP absorb damage and specify each skills direct, percent and allowed variance to absorb.


Skills : Replacements
Kain Nobel (December 29, 2012)

This script was designed as a simple solution for folks who want higher level skills to replace their weaker counterparts. For instance, you can set it so Fire 1 is replaced by Fire 2, Fire 2 is replaced by Fire 3, etc. That's just a generic example (and it's set in the script), but you should get an idea of what you'd use this for.


Skills that Consume Items (Non-RTAB)
Orignally by Cogwheel (December 9, 2004)
Edit by DerVVulfman (August 19, 2006)

Originally designed for RTAB users, the original japanese script allowed you (the creator) to design spells that use (or consume) items as well as SP. Now, this script is available for those game-designers who want that same functionality for Non-RTAB systems.


Skills that Consume Items (RTAB)
by Cogwheel

Originally posted in japanese, this is a translation of a script addition that allows you (the creator) to design spells that use (or consume) items as well as SP.


Skills That Use HP
by DerVVulfman (December 30, 2009)

Well, today I was tinkering with my old pal, Animated Battlers, and was updating a few demos which included RTAB. Now RTAB had a script called Skills that Consume Items.

But why not use HP?!?


Skills That Use Variables
by DerVVulfman (January 3rd, 2009)

Some people use SP to use skills, but what if you want to have a different class of skills that use something else? Another set of points? This system allows you to use an RMXP variable for spell points.



SkillUpgrade
by kyonides (October 25, 2023)

This script allows you to quickly setup a specific list of skills that can be upgraded by the heroes during gameplay. The more they use their skills the faster the upgrades can take place.
It is supposed to be as simple as possible. This might mean bad news for you for I could easily reject any of your future feature requests, guys.


SkillUses XP
by kyonides (December 22, 2019)

This scriptlet allows you to set a skill use system instead of consuming mana!  It even allows you to set different use maximums for actors and enemies


SkopeMenu XP
by kyonides (May 16, 2023)

Did you ever want to be able to change a skill's scope on the fly?
Now you can easily do that!
Well, it is not that straightforward as you might have thought.


SkrollShop
by kyonides (June 27, 2023)

Did you ever want to turn a Skill into a reusable Scroll? Now you can do it!
You just need to create a Dummy Item and assign its ID to the PLACEHOLDER_ITEM Constant and the script will do the heavy lifting for you!
There are a few other Constants that you can customize as well.
And yes, the script will place the Currency Symbol first or at the very end of the line.


Soul Engine Ace - Equipment Only Skills
SoulPour777 (March 7, 2014)

This script allows you to have extra skills that will only be available when a certain item (armor) is equipped.


State Auto Cast Skill
SoulPour777 (March 13, 2014)

This script allows the actor that has the Auto Cast state to cast a skill. The actor will only stop casting the skill if the state has worn off. The casting of the skill happens every End Turn.


Stealing, Mugging, and Scanning
by Trickster ()

This script lets heroes and enemies to steal exp, gold, items, and skills (for a certain amount of turns, the rest of the battle, or permanently). Also from this update lets the battlers steal + attack (mug) and also adds a scan skill that scans an enemy.


Stealing, Mugging, and Scanning (RTAB)
by DerVVulfman (July 13, 2006)

This post holds scripts used to replace the 'Steal Script' created by Trickster.  In truth, 99.98% of them are STILL Trickster's.  I had only modified them so they work with Cogwheel's Real Time Active Battle (RTAB) System.


Support Abilities
by Trickster ()

This script allows you to create abilities (ex counter-attacking, acting first, acting last, learning skills, etc.). The abilities can be learned by level, by class, by weapon or armor.


Tactical Command Display
by Claihm ()

Translated from the original Japanese code, this system creates a window to show the keystrokes needed in battle to perform a skill being used.


Tactical Skills
by Claihm ()

Translated from the original Japanese code, this  script allows the player to perform skills in combat by pressing the proper key combinations.  If the key combination isn't properly entered,  the skill may perform less damage and show a different battle animation.


Timed Hit Add-On
by Zephren (October 28, 2007)

This adds a timed hit system to the original battle system (and potentially other battle systems). When A is pressed when a marker is green, the amount of damage done is increased. The hit is made when the bar fills up. The location of the markers, the percentage they add, and how fast the bar fills can be customized for each character. This is feature currently works with attacks and skills.


Trickster's Bag Of Skill Effects
by Trickster ()

This is a collection of many skill effects I wrote. You can combine skill effects together like a skill that damage increases when your hp is low and the damage dealt is absorb, or a skill that damage increases when it is used many times and deals twice as much damage when the target is poisoned, and etc.


UnEkuipSkill XP
by kyonides (August 24, 2021)

You know how much Ghost ghosts hate Aluxes aka Alex so why don't you let them disarm him or remove a piece of armor?
Keep in mind that you will need to create two new skills in the skill database.
Then open the script and go to the UnEkuip module in order to set the corresponding skill IDs.


Victor Engine - MP Levels
Victor Sant (March 16, 2012)

This script allows to setup a new cost mechanic for skill: MP divided in levels, a system similar to the first Final Fantasy, Suikoden and Grandia. Each skill consume MP from a pre determined level, a skill from a level can’t use MP from another level.


Victor Engine - Passive States
Victor Sant (March 21, 2012)

This scripts allows to setup passive states for actors, classes, equipment, skills, states, and enemies. These states will be always active. It's possible also to setup conditions for the passive states to take effect.


Victor Engine - Tech Points
Victor Sant (March 18, 2012)

This script allows to setup a new cost mechanic for skill: each skill can be used a fixed number of times. Similar to Pokemon games. The skills can be recharged with the Recover All event command or specific tags on items and skill.


Weapon Enabled Skills
by ParaDog
Posted by DerVVulfman (February 7, 2008)

Skills can now be enabled or disabled if a weapon is equipped. It has allowances even for skills that require characters to unequip their weapons (bare-handed skills).


Reply }
#28
[Image: mini-games.png]
Some challenging games to spice up your RPG Adventure.

Mini-Games: A-Z

Blackjack
by Trickster ()

This script allows you to play the mini game BlackJack in rmxp. I'm pretty sure everyone knows the rules for this game, but the objective is to get close to 21 without going over.


Card Game Data Structure
by Trickster ()

This is mainly a tool for scripters, This small script contains classes that are very useful in making card games (Ex. BlackJack, Poker, etc.).[


Gem Roulette XP VX & Ace
kyonides (July 8, 2015)

This is my own version of a roulette mini game. The gems you can see on the screenshot below will rotate as expected after you hit the OK button. Later on it will show you your prize. After you collect it, it will show up on the window on the right hand side of the screen as an icon. You may collect more prizes the more attempts you get. Just remember I didn't provide the gems you see below. Use your own icons if possible, you just need 10 of them.


Go Fish!
DerVVulfman (January 8, 2013)

This little system (hahahaha) grants you three different types of fishing skill games based on the type of fishing tackle you use. You can play a rapid button-mashing speed game when using a fishing rod, a timed reaction fishing game if you use a harpoon, and play out an in-range game as you use a net to try to catch the fish.


Herb Digging MiniGame
DerVVulfman (October 1, 2014)
Posted (October 5, 2014)

This lets the game developer make a minigame where the player must dig up a herb withoug cutting the root while racing against a timer. Nimble fingers are a must when dealing with herbs/plants with extensive roots.


Holly's Harvest
DerVVulfman (February 4, 2013)

This script allows game designers to create a system where the player may grow crops by planting seeds, or have already growing produce that can be picked from a tree or dug out of the ground. While one would believe its use would only be for plants and vegitation, the system could be set up for other items that may respawn after a defined length of time.


Icon Passwords
by ixfuru (September 2014)
Posted (December 23, 2016)

This script creates a small scene where something in the game can require a password. The passwords are a series of icons. The player then selects through a set list of icons and attempts to gain access to some hidden part of the game.


Lockpicks!
DerVVulfman (April 11, 2018)

This system allows you to have locks to pick in your game. Success turns on specified switches or event self switches. And failure may result in a broken lockpick if so configured. Unlike the original version by Eilei, Lockpicks does not require the SDK.


Metroid by Behemoth
Posted by DerVVulfman (June 7, 2020)
Original by Behemoth November 18, 2007

Over a decade ago, Behemoth recreated the feel and look of the classic Nintendo game starring Bounty Hunter Samus Aren. Now, you can play through Behemoth's work as it appeared back in 2007. You can gain classic Metroid features such as the Jump Boots, Morph Ball and Varla Heat-Retardent Suit in the game.[/FSLText[

Minesweeper
LiTTleDRAgo (May 16, 2017)
[FSLText]Remember minesweeper games in windows?
Now that game is replicated in RPG Maker.


Misha Can Dance
DerVVulfman (September 27, 2017)

This system is a complete single-player Dance Dance Revolution system for RPGMaker XP. While it may not have all the frills of modern systems, it has the basics to create your own adventures in dance.


Monster Arena
Trickster

This is just the topic Coliseum Monster Battles from rmxp.net I just changed the name. This script allows the player to bet on a monster (out of a maximum of 8) and then watch the monsters battle in a fight.


Picross
by Trickster ()

Its Picross; the game where you construct a picture based on hints given from numbers along the top and side edges of the puzzle grid.


RandomReward
by Kyonides (December 31, 2023)

Just as the script's name clearly implies, it allows you to set some sort of reward lotto into motion by using a single script call. After it has granted the reward to the player, you can press the OK or Cancel button to return to the map. It could also close itself if no input is given.


Rock Paper Scissors EX
SoulPour777 (January 23, 2016)

Plugins that creates Mini Games to add a new taste for your RPG Maker Game.


SLOLS
by Zeriab (September 28st, 2006)

The purpose of SLOLS is to provide the player an opportunity to interact with something during loading sequences. I think the loading time will not seem as long as normally if the player as something to do while the program is loading.

They don't experience the time it takes to load as bad even though the script reduced the loading speed.In the game itself the principle is to collect dots by moving a bigger dot into them. There is no time limit. There is no way to die or get stuck or etc. When the loading is finished a sound will be played and visual aids will be used to let the player know that the loading is finished.


Tetris Attack
Trickster

A partially done clone of the game Tetris Attack (Panel De Pon)


Reply }
#29
[Image: audioen.png]
If you want a new way to tweak the audio in your system or have a new audio feature, look here.

Audio Enhancements: A-Z

All Battle Music Eliminator
Panther (October 3rd, 2009)

It's incredibly simple, but I thought I'd post it here, anyway. :P What it does is eliminate the battle music on maps of your choice so that the map background music will continue playing instead.


Audio File Encryption
by Dark-Yen (May 14, 2006)

I made a tool to encrypt music and the possibility to encrypt other files too. I copied the style from KGC (I did not use the r= check to check if the encryption had worked), so there goes that credit for the dll code, but Enjoy.


AUDIO FIX - Battle Animations
by DerVVulfman (May 14, 2006)

This module adjusts the volume of the Sound being played in the Battle Animations based on an editable value stored IN Game_System. Without it, you will only adjust the volume of the music and sound effects OTHER than battle animations.


Audio Module Rewrite mcisendstring
DerVVulfman (March 14, 2012)

This system overrides the AUDIO module for the BGM, BGS and ME systems, only letting the SE functions alone. Its primary function is to let the end user have multiple channels for these systems where only one existed before. This means that while the default audio system for RPGMaker XP allowed you to have only one BGS file playing at any one time, you can now have two or more background files playing simultaneously. You can still use the default Map Event commands and the like for the principle 'first' channel.


Audio Settings
by EJlol (November 10thd, 2007)

Always wanted a volume option? With this script you can let the player change the volume. You only have to script / event a GUI for it.


Balloon SE
by Woratana (May 16th, 2008)

Anyway, I feels like balloon with SE is better than silent balloon, so I scripted this~


Battle BGM Anti-Reset
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This system prevents the music from starting over when entering combat if both the field map's and battlesystem's BMG are the same.


Control Map Audio Switch
SoulPour777 (January 13, 2016)

Plugins that changes the audio or adds new audio features.


Dalissa's Battle Cry
by DerVVulfman (August 8, 2006)

This script allows you to play audio clips that occur during attacks independant of the audio system built into 'battle animations'.


Edited ParaDog's Battle BGM Anti-Reset
Original version by ParaDog
Edited by MicKo (April 8th, 2009)

This system prevents the music from starting over when entering combat if both the field map's and battlesystem's BMG are the same.

It's pretty simple, but there is a convenience : the battle BGM is played as a ME file, which doesn't loop. It's pretty much my first attempt to edit a script, so I don't even know if this is possible to loop MEs


Fade Battle End ME
by Kylock (May 6th, 2008)

With this little dandy script, the fanfare will fade out as the battle scene does and your Map BGM will play as it should and all will be well with the world!


Individual Troop Themes XP
PK8 (September 28th, 2009)

This script allows game makers to give a specific Troop ID their own theme song. Useful for Boss battles and other unique battles.


Individual Troop Themes VX
PK8 (September 28th, 2009)

This script allows game makers to give a specific Troop ID their own theme song. Useful for Boss battles and other unique battles.


Individual Troop Victory MEs
PK8 (September 28th, 2009)

This script allows game makers to give a specific Troop ID their own victory MEs when your party defeats them. Useful for Boss battles and other stuff.


Kichi's Kached Audio
DerVVulfman (July 7, 2020)

This system is designed with the purpose of protecting your game's music and audio files, giving them a minor encryption using the same data structure as RPGMaker XP's innate system, storing them within the game's Data folder, and allowing them to be compressed/encrypted within the .rgsaad file.


KMapAudio
by Kyonides (July 5, 2020)

Did you ever wanted not to keep the current map's BGM or BGS because the in game atmosphere had changed?
Let's say you wanted to let the player know that a previously visited town has changed. Perhaps it's now decadent or somber.
OK, you could just change the playing BGM but let's be honest, that's a tremendous job to keep track of all of the changes that implies!
Well, not anymore! With my scriptlet you can change it once in a single place that will be executed just once!
The best part is it lets you save and load this change automatically!


KMenuSound ACE
by kyonides (October 1, 2021)

A board member once requested a new scriptlet that could help the game developer play a BGM on the main menu scene. It also lets you resume the previously played map BGM right where it was interrupted. This script does not alter the GUI at all so no screenshots should be provided ever!


Level Up ME & SE ACE
by kyonides (January 23, 2024)

Here you can find 2 scriptlets that will let you either change the ME that should be played right after winning the battle or play a short SE for every actor that did level up then.


Map BGM in Battle
by RPG Advocate (unknown date)

This script makes it so that you have the option to seamlessly continue playing the map BGM when you enter a battle.


Message Sound Effect
SoulPour777 (November 16, 2015)

Plugins that changes the audio or adds new audio features.


Mimi's Battle Music
by DerVVulfman (August 3rd, 2006)

This script allows you to play different music based on who your Lead Hero is, or based on the events that have transpired in your game.


MP3 loop performance
Posted by DerVVulfman
by Cogwheel (May 21st, 2008)

This script allows you to play music files up to 'designated' points you establish and loop them accordingly. If you have a long intro or fanfare in your piece and don't want the music to repeat the fanfare, you can tell it to loop back to a later start position. You don't want it to go to the end of the file, tell it so.


MP3 loop performance
by Cogwheel

Introduction is long, as for MP3 where tune fades out lastly as BGM of the game you use and are harsh is, but such strange feeling is rather cancelled by using this script.


MrMo Addon - Wyatt's On-Map Battle Music

This is probably without a doubt not the best script in the world, I made it for my game and... well, it's probably not the best way of doing this. But I thought I should share it as others might find it useful. It's dead simple so no credit is required unless you want to.


MrMo DVV Add-On #15: Dalissa's Battle Cry
DerVVulfman (April 27, 2011)

This add-on allows you to pre-program additional vocal cues for your ABS battlers so they can play both death wails and painful cries for heroes and enemies alike.


PlayMusik
by kyonides (November 16, 2023)

This script offers you a curious wave effect if you set the BACKDROP_EFFECT constant to :blur in the PlayMusik module below. It will be active as long as any song is playing in the background.


Soul Engine Ace - Soul Liquid Music Player
SoulPour777 (March 5, 2014)

Creates a customizable music player for your games. The music player allows a simple play and stop as well as free space to add graphics.


RandomBMG
by kyonides (August 3, 2023)

Inspired by a forumer's support thread, I came up with a way to keep playing the current map's randomly chosen BGM while visiting what we could called here the child maps or dependent maps. There is a way to prevent the game from playing the vehicle's BGM as well.


Super Simple MCISendString
DerVVulfman (March 8, 2017)

Simple MCISendTring example based on my MCISendString system, this exerpt may instruct users how to play audio with the Windows winmm.dll, stop playback and even read the current position of the music/audio played in milliseconds.


Variable-Based Battle Themes
PK8 (September 29th, 2009)

This script allows developers to set battle themes depending on the value of a game variable. Useful if you want your project's battle theme changed when the player has progressed pretty far in the game.


Variable-Based Victory MEs
PK8 (September 29th, 2009)

This script allows developers to set victory MEs depending on the value of a game variable. Useful if you want your project's victory ME changed when the player has progressed pretty far in the game.


Vehikle SE
by kyonides (November 24, 2023)

Did you ever need to play a SE once while boarding any vehicle during gameplay?
Guess what? Now you can do that in the blink of an eye!
You just need to define a Filename, a Volume, and a Pitch for your SE's!
Take a look at the default options to find out how you can do it.


[PFIcon]Scr-XA.png" /> Victor Engine - Step Sound
Victor Sant (January 8, 2011)

This script allows to add sound to the step for actors and events on map. It’s possible to set sounds based on tileset terrain tags or map regions.


Winamp PSF files script
by Selwyn (April 9th, 2006)

This script allows you to play .psf .psf2 .minipsf and .minipsf2 files with RMXP.


Reply }
#30
[Image: videoen.png]
Want some visual spice in your game, look here for new add ons.

Video Enhancements: A-M

Actor Battler Graphics
by DerVVulfman (March 1st, 2008)

This system permits you to include 'Actor Battler' graphics that were not included in the RPGMaker VX system. This script mimics many of the lostfeatures, and includes a new one: Actor Battler Centering.


Additional Bitmap Methods
by untra (May 5, 2010)

This is a set of additional methods that can be applied to desired bitmaps by scripters to make interesting things happen to them. Most of them are irreversible, but I intend to change this in the future so that the effects are not only reversible, but also so that they can be applied to the course of entire viewports, or the whole screen so as to make unique transitions or screen effects.


Ah-sung's Paperdoll
by DerVVulfman (March 4, 2023)

This system allows you to render the player and party character sprites with their gear visibly rendered. The resources for the gear may be stored within a custom folder, and may comprise of weapons, clothing or armor, and even alternate body components for the ingenious.


Animated Tileset
by kingartur2 (January 24, 2010)

It allows of the whole tileset make animate.


Animation Bug Fixed
by Woratana (May 22nd, 2008)

I'm not sure how many people noticed that... when you show animation on character, and you move in the map that bigger than 17 x 13 which cause map to scroll. The animation will move with the screen, instead of stay on character.

So I scripted this one to fixed it.


Animation: Ground
Kain Nobel (January 11, 2012)

I had made a series of Quake spells and realized that RMXP always plays the animation on top of the target. With the effect of the ground splitting, it needed to be underneath the target instead of on the target's face, so I whipped up this script real quick to remedy that!


Animations
by Trickster ()

This is a fairly simple script that allows you to display an animation at any (x,y) instead of at an event or the player. This means no more blank events just to be used for the show animation event command. If used correctly you can have a smoke effect to chimneys, etc.


Ar Tonelico CBS Add-ON: Atelier Series Battle Camera
MGC (June 5, 2011)

This system is a visual enhancement for Kread-EX's Ar Tonelico CBS v 1.1 that adds a dynamic camera and a mode7 styled background. The gameplay isn't modified.


Arevulopapo's Particle Engine for RPGMaker VX (Ace)
PK8 (May 10, 2012)

This script lets you create particle effects for your game. Particles are integrated into 'Spriteset_Map', so they can be displayed over/under an event.


Arrow-Type Selection Cursor
by ParaDog
Posted by DerVVulfman (Jun 9, 2008)

This system allows you to use custom cursor graphics in place of the default rectangular highlight in the menus.


Arrow-Type Selection Cursor - Animated Cursor
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This system is an add-on to the 'Arrow-Type Selection Cursor' by ParaDog, effectively making the Arrow Cursor to be animated.


Auto-Repeat Animation
by Woratana (May 22nd, 2008)

This is a little snippet that will allow you to set repeat animation on character in map. Repeat animation will show again and again after the last animation in that character finished.


Auto Tone
by PK8 (Feb 25, 2008)

A couple of weeks ago, I was bored. So bored to the point where I thought up of this script which I'm sure anyone who reads this will question its usefulness. *ahem* On with my bad attempt to convince you to install this script!


Autoscrolling Panoramas
by RPG Advocate (unknown date)

This script adds support for scrolling panoramas. The panorama can be scrolled simultaneously in both the horizontal and vertical directions and works for panoramas of any size.


The AVI Player
by DerVVulfman (January 25, 2009)

This system can play .avi files with little to no flicker on playback for both RPGMaker XP and RPGMaker VX projects. And as far as playback in both fullscreen and window modes? No problem. This system works in both modes. The system will not, nor does not need, to change the window to fullscreen in order to play any .avi file.


Azor_BackTag
AzorMachine (12-27-2010)

With this script, if the battle starts when the player is above a tile with a Terrain Tag diferent than 0, the battle background will be modified. Perfect for World Maps.


Battle Animation Flip Control
by DerVVulfman (March 15, 2007)

This script is used to reverse battle animations, whether on the field or in a custom battlesystem. On the field, you can control the flipping ability by setting the Game_temp.animation_flip to the proper value (see below). However, the system is also designed to 'automatically' flip 'battle animations' based on the 'Enemy' or 'Actor' performing the animation.


Battlebacks VX
by DerVVulfman (March 12th, 2008)

This system reintroduces the use of 'Battleback' graphics into your projects, something that was sadly lacking in tbe RPGMaker VX system.


Battler Sprite Addons
by Kain Nobel (September 17, 2009)

Adds on additional properties from the Sprite class to battler sprites which weren't included before such as Angle, Tone, Color, Mirror, Zoom_X and Zoom_Y.


Battler State Graphics
by DerVVulfman (June 22nd, 2008)

This system permits you to change the battler graphics for your actors or enemies based on their current 'highest-priority' status effect. By use of this script, the graphics for your battlers can change if poisoned, if stunned, or other likewise conditions.


Bitmap Number
Taylor (April 13, 2011)

A thing that has always bothered me is coming across a nice font, only to find that the kerning for numbers is inconsistent. It really bothers me as such to see the play-time or similar jump about when a 1 appears. This script allows you to use an image for numbers (potentially) wherever you please.


Bounce Window
Soulpour777 (March 27, 2014)

Creates a bouncing effect on your windows. It would bounce except if its a message.


Breath Effect
LiTTleDRAgo (May 16, 2017)

This script makes the player look like breathing when idle.


Brenda's Visual Battlers
by DerVVulfman (July 29, 2007)

This system is designed to allow you, the programmer, to have battlers be able to change their appearance based on the weapons or gear being worn.


Calypso Battle-Tint Control
DerVVulfman (June 6, 2012)

Ever want your battleback screens to have a darkened tint for a specific fight? Are you using a day/night system, but your battlesystem screens way to dark to see? This system gives you control over the battle system's tinting, let alone tints the system even before the transition ever starts.



ChangeBattleBack VX
by kyonides (October 23, 2023)

By default, VX has no direct way to let you change the battle background or floor during gameplay.
But don't worry about it! I've got the right solution to your graphical issues.
It's very easy to use it indeed.


Change or Zoom Character Graphic XP VX
kyonides (March 3, 2010)

Change any hero's graphic and keep it saved in a variable so he or she can go back to normal (script call based).


Change Character Opacity in frames
by PK8 (May 13th, 2009)

Tired of changing a character sprite's opacity the hard way (wait frame, change, repeat)? This script allows developers to change the opacity of a character sprite in a certain number of frames.


Change Picture Properties in Frames
PK8 (April 12, 2012)

This script lets you change specific properties of Game Pictures in frames. This is a lot different from the Move Picture command in which you get to edit specific properties of the picture.


Change Window Properties in Frames
PK8 (April 30, 2012)

This script lets you change specific properties of Window_Base in frames.


Change Windowskin
PK8 (May 4, 2012)

It's a quick snippet written to allow end-users to change the windowskin. The only difference this script has compared to others is the variable names.


Character Transitions (More eye-candy !)
by Rataime (May 16th, 2007)

Until today, when you wanted to change your character's graphics or making here disappear, the options weren't numerous : you could change them abruptly, or try to fade them. On the other side, you could use transitions from scene to scene the way you wanted to. But today I'm introducing a brand new way to animate your characters, the character transitions!


Cheap Faces
by DerVVulfman (November 27th, 2011)

This adds faces to your actors as you define in a configuration section. You can also turn on/off the ability to show these faces in your menus (except the save/load screen) rather than the charactersets.


Collapse Blend/Color/Duration
by PK8 (November 18, 2009)

Game makers get to set up the collapse effect's colour, duration and blend type.


Command Windows Animated Text
by Selwyn (April 9th, 2006)

This script makes the text in command windows move to the right when it's selected.


Composite Windowskins
PK8 (May 4, 2012)

This script lets end-users mesh together parts from various windowskins into one entirely new windowskin.


Cursor Script
by Selwyn (April 9th, 2006)

This allows to show a cursor with or without the highlight box. (if you don't want to show the highlight box, remove it from you windowskin)


Destination Cursor
SoulPour777 (December 31, 2015)

Plugins that adds spice to the visuals of the overall game.


Destruction Engine
by Rataime
Posted by DerVVulfman (Feb 25, 2008)

This script allows you to hack, slash, chop and tear apart event sprites on your screen.


Djigital Aura
DerVVulfman (September 23, 2016)

This script grants the ability to generate an aura effect for map events, whether drawn behind or atop the graphic itself. Along with that, this script also includes a feature to render pre-defined text messages above the event.


Drago Iconset Loader
LiTTleDRAgo (May 17, 2017)

Tired with cluttered Icon graphics in RMXP?
This script makes the game load icon graphics from VX / VXA iconset.


Draw Text
by Trickster ()

An Little addon for any bitmap that allows you to draw wrapped text or formatted text it automatically wraps to the next line if the text is too long to fit on the line.


Drawing a Gradient Bar
by RPG Advocate (unknown date)

This script is a skeleton script that can be used in any window. It draws a bar of the specified length with a gradient starting at the color specified by gradient_red_start, gradient_green_start, and gradient_blue_start and ending at the colors specified by gradient_red_end, gradient_green_end, and gradient_blue_end.


Easy Battle Back Stretching
by Trickster ()

A Simple Plug and Play script that stretches all battlebacks to fit the whole screen (640 by 480 pixels). Also allows you to have 640 by 480 sized battlebacks.


Enemy Battler Hue Animation
SoulPour777 (March 15, 2014)

Creates individual hue animations for Enemy Battlers.


Extra Movement Frames
by Modern Algebra / Posted by Stone (March 11th, 2008)

What does it do?
It lets you use rmxp type charsets in vx, all the instructions are in the script! It actually lets you customize the amount of frames for each image. So you could have 3 like vx, 4 like xp, or more.


FadingSprite
by kyonides (January 5, 2023)

Have you ever needed a script that could let you make your sprite appear and disappear at regular intervals without forcing you to learn how to code?
Today gotta be your lucky day then!


Font & Bitmap Expansion
by Ramiro (March 7, 2010)

This script adds new features to the bitmap and font classes for both RPGMaker XP and RPGMaker VX.


FontZ
by DerVVulfman (March 5, 2013)

This little add-on is yet another supplemental script you can find that lets people add the classic outline and shadow font effects. Along with those, it also allows you to have underlined text and text that has a strikethru line


FPLE Camera Height
DerVVulfman (January 22, 2016)

Designed solely for MGC's (MGCaladtogel's) FPLE Version 1.5 system, this add-on gives the game designer the ability to raise or lower the apparent camera height while within a labyrinth map.


Full Screen Toggle
by Mr Wiggles
Edited and posted by Helladen (June 9, 2010)

This is a script used to toggle full-screen or windowed mode once. After you save the game it will not appear again. You can change this in the configuration, but I think it is a good idea, because it gets annoying clicking the option over and over again.


Geometry Module
by Trickster ()

This is the Geometry Module, originally created by ShadowText. It allows you to draw lines, shapes, circles and other stuff. So far you can only draw lines.


Goldaryn Multiple Resolution Kit
Draycos Goldaryn (April 24, 2011)

This was my quest for the last 4 years, to build a resolution system that allows for resolutions both less than and greater than 640x480 that works completely as the original, if not better. I pieced this all together and I finally realized my goal. Here it is, my Multiple Resolution Kit. It is too good to keep to myself. So I have decided to share it with all of you.


Graphic Cache Tester
DerVVulfman (April 21, 2011)

This system is an addition to the RPG::Cache system allowing you to run a test to see if a graphic image is part of your project or not. By running a test, it can return a true/false value before you attempt to load a file.


Graphically Layered Maps
PK8 (May 18, 2012)

This script allows users to add "additional graphical layers" onto various coordinates of certain maps, allowing them to create something closer to "parallax mapping" withouth having to use an external image editor. Unfortunately/Fortunately (depending on how you look at it), the data that's included with each tile such as priority, passability, terrain and such doesn't get included here which means you may have to use the map editor as a way to design the base of your map.


Graphics Slider
Kread-EX (May 11, 2010)

This is a simple scripting tool to move easily windows and sprites across the screen. It works for XP and VX and is easier to use than Trickster's Moveable Module (included in the MACL). Also, this script will never give you a ZeroDivision error, since no division is performed.


H-Mode7 Visual Equipment
Chaotech Games (November 6, 2011)
[/FSLText]Most visual Equipments are either incompatible with HM7, or they cause massive lag. This solves both problems.[/FSLText]

Ib Life System
SoulPour777 (November 19, 2015)

Plugins that adds spice to the visuals of the overall game.


In game Tone change !
Grimimi (October 8, 2012)

With this script, you get (in test mode, only launched from the editor) a test window for the tones in real time. The key to hide/show the window is F3 by default, you can change it in the Tint_Config module, simpy by editing the KEY value.


Individual Troop Battlebacks
PK8 (September 28th, 2009)

This script allows game makers to give a specific Troop ID their own battleback and other stuff (hue, mirror, tone). I'm not sure what it would be useful for, actually.


KButtonsManager
by kyonides (November 22, 2022)

Are you bored of using the same boring menu window in your game projects?
Do you want your game to look way different than those thousands of Steam games floating around?
Now you have got a chance to be original!


KModTimer
by kyonides (April 30, 2023)

This is a simple scriptlet that provides some extra features for your timer sprite like custom font name and size and even a colored background. The last feature can be deactivated as well.


KSimpleButtons
by kyonides (November 26, 2022)

Aren't you bored Boring of the same old menus?
Was KButtonsManager too complex Happy with a sweat for your basic scripting needs?
Look no further because the simple button system is here to help you!
Here is the proof!


KToggleButtons
by kyonides (November 2, 2022)

Are you Boring bored of using the same old text buttons?
Now you can replace them with some good looking Toggle Buttons!


Kursor
by kyonides (December 11, 2023)

Do you need an easy to use menu cursor script?
You want it to work on the save menu windows as well?
Then stop looking any further!
Here you can find a very useful script that will solve your cursor's update issues!


Kyrie Engine – BOF4 Battle Condition Transition
SoulPour777 (February 27, 2014)

Creates two different transition based on battle condition, such as Preemptive or Surprise, based on the Breath of Fire IV game.


Lantern Effect
SoulPour777 (January 26, 2016)

Plugins that adds spice to the visuals of the overall game.


Light Effects
by Near Fantastic (June 28, 2005)

This script allows you to give torches and other objects (fires, lampposts, etc) an extra bit of illumination in darkened maps. Good for caverns and nightime settings.


Light Effects VX
by Kylock (May 20th, 2008)

This script will make things glow. A screenshot will explain it best.


Limited Sight Ex
SoulPour777 (November 19, 2015)

Plugins that adds spice to the visuals of the overall game.


Mac's Border/Outline Script
by Mac (Jan 25, 2008)

What this script does is rather simple, its creates a nice little outline around your original text.


Meagan's Particles
by DerVVulfman (October 18, 2011)

This script allows you to create particle effects for the RPGMaker XP system. You can assign individual particle patterns to an event through simple script calls, or complex patterns where the particles may only show after a predetermined set amount of time.


Meagan's Particles for the Lycan ABS
by DerVVulfman (November 20, 2012)

This script allows you to add particle effects to ranged attacks in the ABS, by way of a simple configuration system. You can add effects to thrown items, cast magic, or to ranged missiles.


Meagan's Particles for MrMo's ABS Ultimate
DerVVulfman (November 2, 2011)

This script allows you to add particle effects to ranged attacks in MrMo's ABS Ultimate, by way of a simple configuration system. You can add effects to thrown items, cast magic, or to ranged missiles.


Memorize Screentone
by Ccoa (August 6, 2007)

Originally made for Rye because she needed to be able to return to the previous screentone after a common event. All this script does is allow you to memorize the current screen tone, then return to that memorized screen tone. Very useful if you're using a common event or copied and pasted event that involves changing the screentone, then changing it back.


Memorize Tones
PK8 (May 2, 2012)

This lets you memorize as many screen tones as you'd like from a certain scope (such as the game screen, a picture, a fog, a character, or something else). This script also lets you load the tones onto them as well.


Mimi's Battleback Changer
by DerVVulfman (August 8, 2006)

This script is able to change the battle background using events and scripted values.


Moby's Script System - Correct Sprite Display
by Moby (January 26, 2013)
Posted by MechanicalPen

VXAce thinks you only want to use baby-chibi sprites, and does not properly handle cases when character sprites are taller than a tile. Changes and updates were made by brushfe


Modify Battler Collapse Effect
PK8 (April 2, 2012)

This script lets you modify the blend type, color, duration, and animation of the Collapse effect.


Modifying Damage Display
by RPG Advocate (unknown date)

This script allows you change the damage display font and color.


Mog Battleback XP 1.0
by Moghunter / Posted by QMan (February 24th, 2008)

This script allows the use of Battleback images (like RPG Maker XP) instead of the RPG Maker VX battleback.


Moving Windows
by Trickster ()

This scriptlet adds a few functions to the Window_Base class that allows windows to move.


MrMo's ABS Paperdoll System
DerVVulfman (January 1, 2012)

This system is a new add-on for MrMo's ABS Ultimate that lets you display the weapons and armor your actors are equipped on their person. This means that if you are equipping one of your actors with a robe, the robe will be drawn onto the actor once equipped, and if a suitable robe graphic is available. The system is based on Me™'s Visual Equipment, but heavily altered to work with MrMo's ABS Ultimate, this script might very well be the first paperdoll system for an RPGMaker XP Action Battle System, with the exception of Near Fantastica's Squad Based Action Battle System.


MrMo DVV Add-On #21: Jocelyn's Big Booms
by DerVVulfman (July 12, 2011)

By default, MrMo's ABS displays target battle-animations on those hit with explosive ranged skills, but does not give a battle animation any different for the center of the blast. This system lets you establish a single battle animation for the center of the blast which may be different than the effect on the targets. Cool if you want big explosions.


MrMo's MultiPose Charactersets
DerVVulfman (January 1, 2012)

This system lets MrMo's ABS Ultimate handle charactersets in a different manner than normal. By default, MrMo's ABS (like so many others) uses multiple charset graphics, one for each action or pose. So if you have a walking, a magic, and an attack pose, that would be three different charactersets. This system bypasses the default animation system that switches from one characterset to another and uses a custom graphic that contains all your action poses in one file.


Multiple Fog - VX
by Woratana (May 13th, 2008)

This is one of the missing feature from RPG Maker XP.
I added feature to show more than 1 fog.


Multi-Slots! patch for Me™'s Visual Equipment
by DerVVulfman (July 13, 2009)

This system allows you to combine the visual functionality of Visual Equipment with Multi-Slots! This patch rewrites a mere couple of routines in the Visual Equipment system to allow the additional slots display themselves upon the player character.


Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   Text Scroll Script - Enhanced DerVVulfman 23 29,450 02-18-2021, 04:16 AM
Last Post: DerVVulfman
   Cursor Script Selwyn 7 12,964 09-28-2019, 02:13 PM
Last Post: DerVVulfman
   ACBS FIX SCRIPT #2: Advanced Cry Correction DerVVulfman 1 3,855 08-09-2019, 03:42 PM
Last Post: aeliath
   ACBS FIX SCRIPT #1: Victory Cries Patch DerVVulfman 1 3,837 08-08-2019, 02:53 PM
Last Post: aeliath
   Archived Script Listings DerVVulfman 9 33,293 01-08-2019, 04:27 AM
Last Post: DerVVulfman
   Spritesheet Generator Conversion Script DerVVulfman 0 3,532 11-21-2018, 04:48 AM
Last Post: DerVVulfman
   Neo Mode 7 Script by MGCaladtogel MGC 59 110,522 09-29-2017, 03:48 AM
Last Post: DerVVulfman
   Longer Script Calls LiTTleDRAgo 0 4,299 05-17-2017, 12:36 AM
Last Post: LiTTleDRAgo
   SLOLS: Snake Look-alike on Load Script Zeriab 3 10,080 05-14-2017, 06:25 PM
Last Post: LiTTleDRAgo
   Character Select Script Selwyn 3 9,398 03-07-2017, 04:14 AM
Last Post: JayRay



Users browsing this thread: