Scripts; Updated; Scripts Demo Added
#2
Sorry about the wait, a few posting restrictions and features were keeping me from posting anymore.


Fukuyama's Custom Save Menu (With edits from Wachuga to remove < > tags):

Instructions:

Ok, this script will take any "<>" tags out of the map name, that was Wachunga's edit. Now, make a new class above "Main" and name it Custom Save Menu then put this into it:

Custom Save Menu


Makeamidget's Battle Warning Script:


Instructions:

This script will put a bar over your head that will have an encounter bar in it. The size depends on the encounter rate and when the bar gets to the very end you will be attacked by monsters. First go to 'Scene_Map' and add this under the 'main' command:

Quote:unless $game_system.encounter_disabled
@encounter = Encounter.new(0,0,($game_map.encounter_step + 30))
@encounter.x = ($game_player.real_x - $game_map.display_x) / 4 - 19
@encounter.y = ($game_player.real_y - $game_map.display_y) / 4 - 60
end

Now, make a new class above 'Main' and call it Encounter Bar and put this into it:

Battle Warning Script

Momomomo's Item Book Script (Translated by Mcdohl):

Instructions:


Installation:

Make a new class called Item Book above 'Main' and put the spoiler code into it.

Usage:

It is a very long script indeed lol, but don't be worried, its not too hard to use.

First off, go to your Database in your game after you get this script in and go to the system tab. In the bottom left hand corner in the element/attribute tab, add new slots. Now, the stuff in these lines:

Quote:
@item_kind_name = ["Items", "Quest_Items", "Quests", "Status_Inflicting_Items", "Status Increasing Items"]

@armor_kind_name = ["Armor", "Accessories"]

@kind_row = ["Items",
"Status_Inflicting_Items",
"Status Increasing Items",
"Quest_Items",
"Weapons",
"Armor",
"Accessories",
"Quests"]

@item_kind_element_name = ["Common Items", "Quest_Items", "Quests", "Status_Inflicting_Items", "Status Increasing Items"]
@weapon_kind_element_name = []
@armor_kind_element_name = ["Armor", "Accessories"]


Is what you put in those new elements/attributes you just made. Note that I have customized this to my needs, if you want to get rid of the quest items, and quests, just delete all instances of each out of those lines above that are in the script. You can add new ones in the same way as well.

Now, go to the items and armor tabs in your database and, lets say were in the armor tab, we go to Bronze Shield and check the 'armor' element/attribute. We go to Power Ring and check the accessories element/attribute. this places that item in that section. You do the same for items.

Common Items are what the defaults are, or what you want of course, then you can add sections or other items, and armors. Weapons are already listed, you don't need to make an element/attribute for them.

Now, to call this from the menu or a call script use this:

Quote: $scene = Scene_ItemBook.new


Item Book Script
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Messages In This Thread
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 03:33 AM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 07:27 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 08:14 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 08:27 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 08:30 PM
Scripts; Updated; Scripts Demo Added - by Geowil - 02-17-2010, 10:00 PM
Scripts; Updated; Scripts Demo Added - by PK8 - 03-04-2010, 10:50 AM

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