Features that change individual heroes belong here.
Actor Development Systems: A-Z
ACE HP or SP Recovery Rate
by kyonides (January 11, 2024)
By default the VX ACE engine offers you 1 Sp-Parameter to alter the HP and the SP Recovery Rates.
This script lets you keep their increase rates separate!
Actor and Class Stat Growth
by Trickster ()
This is a script I wrote in about two hours that changes the level up system to where it is defined as a random growth or percentage growth.
Actor Cloning System
by Charlie Fleed (February 09, 2010
This system lets you make copies of actors in the database and add them in your party. It can be used to implement a pets system, a character-creation system or stuff like that.
AktorTraits
by kyonides (June 26, 2023)
A forumer once asked for a very specific script to be made, a Trait System for the player's mobsters.
Ally AI
by Trickster ()
This is a fairly advanced script that allows some of the party members in battle to be controlled by an algorithm I made up. The algorithm is setup up to ten different variables aggressiveness, magic_casting, item_using, supportive, defensiveness, intelligence, cautiousness, laziness, cowardice, and strategist. The script also comes with an implementation AutoBattle command which just runs the algorithm and chooses the action for you
Character's Dash Animation
by kyonides (April 7, 2024)
This is pretty much a plug & play script that will allow you to change the dash animation of the whole party. You must have an extra character spritesheet and name it something like "original_sheet1_dash.png", being "original_sheet1" the actual filename of the original actor spriteset. Then the script will switch from one to another in no time depending on the Dash button and any arrow key or its equivalent.
Class Changing Skill Fix
by Trihan (Date Unknown)
This script corrects a problem with the default scripts and enhances the class system. In the default scripts, a class change won't affect the character's skill list. With this script added, a character will forget all skills from his former class and learn all skills on his new class's skill list up to his current level. Additionally, you can exempt certain skills, or all skills from an entire class, from being forgotten in this way. This can be done on a global or per-character basis.
Code Mora : Morality Engine
BeJeremiah (July 23, 2016)
A modified my Morality script from my old game, Code MORA. This script gives actors a native alignment of "Neutral", "Bad", or "Good" based on points labeled as dharma.
Custom EXP Curve and Editor
by Dargor (November 24, 2007)
This is the new version of my crappy old 'Reseted EXP' script. Basicaly, it works like FF Tactic EXP system.
DerVV's Actor Stat Points Distributor
by DerVVulfman (July 15, 2024)
This system works in tandem with DerVV's Increasing Stats so the player may add bonuses to the actor stats of any party member by way of a custom menu. This menu may be called from any event through a simple command. minor effort.
DerVV's Increasing Stats
by DerVVulfman (July 4, 2024)
With DerVV's Increasing Stats, you receive Upgrade Points which you may spend with an applicable menu-based script to increase the stats for your party's heroes and/or heroines.
It requires an applicable menu-based script for its features to function.
DerVV's Point-Increasing Status Menu
by DerVVulfman (July 6, 2024)
This system works in tandem with DerVV's Increasing Stats so the player may add bonuses to the actor stats of any party member from within the Status Menu itself. This system is the first released that uses DerVV's Increasing Stats. And while designed for the default menu, it is just as expandable and can allow for new stat values to be included with only some minor effort.
EXP Reserves
by kyonides (May 22, 2020)
These scriptlets are focused on reserving exp your heroes gained after defeating those pesky monsters. You can enable or disable it at any time, but only if you follow my instructions. Laughing + Tongue sticking out
Good and Evil script
by Leon (March 21, 2007)
Posted by Chaos_Prime
Say you break a vase or steal from a shop then you'll use $game_actor[1] < 3 and Aluxes will gain 3 evil points. But if you repent and take the item back or pay for the damaged good you'll call this line $game_actor[1] > 1 to regain some good points.
Hero Stuff
by G@MeF@Ce (2010 to 2011)
(Posted March 9, 2021)
These are just a few of my old scripts that got a make over (and boy did I find many lines of useless code). One demo with three scripts, a Swap Leader once made for XAS, Double Tap to Dash and Blur, and a Hero Mini Hud.
Jobs System
by Charlie Fleed (October 13, 2010)
This system allows your characters to have jobs and learn skills for each job by spending job points acquired in battle. A character may have one or more active jobs, as well as one or more passive jobs. Both active and passive jobs allow you character to use the skills acquired for those jobs, but only active jobs get job points in battle.
KBareHands
by kyonides (August 31, 2021)
This scriptlet lets you add base attack, physical and magical defense to any hero. It could be especially useful for barehanded martial artists.
Those stats might also get increased per every level the hero gains. They can be increased or decreased by using script calls.
If you ever consider that to be pretty boring, then let me tell you that you got an alternative, namely the "Preferred Stat" option!
It will add the totals of all 3 stats to the preferred one while the others get no boost at all. This can be altered in game at any given time.
KBareHandsLotto
by kyonides (September 2, 2021)
Introduction
Do you recall a script called KBareHands XP? Of course you do! It is the very same script that allows you to alter a Orson hero's ATK, PDEF and MDEF in a unique way.
Well, now it has got a brand new custom menu to make it easy to change a hero's preferred stat in game.
Customizing the GUI is optional for it seems its a good looking one. Even so you can do that if you modify the values of the Constants found in the KBareHands::Picture and KBareHands::Stat modules.
Kitsune's Extra Statistics
DerVVulfman (April 8, 2012)
This script is a model to allow a game designer quickly add leveling actor and non-leveling enemy statistics such as Strength, Desterity and the like. These stats must apply to both player and enemy as they are a part of the battler class.
Klass Change & Skills
by kyonides (May 28, 2023)
Perhaps you have NEVER EVER noticed that there is a missing feature (bug?) in all of the RPG Maker editions regarding the class change and its corresponding skills.
Pick either XP or VX ACE or even MV and you will get the same result, your hero could change his or her class indeed... at a cost of not learning anything already listed in his or her new skillset! NOTHING!
Here comes my scriptlet to let you solve this issue in a couple of creative ways!
KLevel XP
Kyonides (June 28, 2018)
Did you ever consider forcing your heroes to level up via consuming items? Well, this script makes it possible! Still, it does not replace the original experience system that lets you level up after defeating monsters... unless you take advantage of its new experience points disabling feature!
KLevelChange XP
by kyonides (September 30, 2021)
This is a simple scriptlet that will let you call common events whenever the hero levels up or down via gaining or losing experience points, thus changing his or her current level, or by leveling up or down directly. Please read the instructions embedded in the script to learn how to set them up.
There is also the possibility to trigger it randomly by changing the LVLUP_ACTIVATION_RATE or LVLDOWN_ACTIVATION_RATE.
Set their value to 100 if you always need them to get triggered by the system.
Level Up Common
by kyonides (March 20, 2024)
This simple scriptlet will let you call a given Common Event by configuring the ACTORS_EVENT in such a way that it will find the target actor's current level and call the common event if any was found.
Manual Experience Table Enumeration
by RPG Advocate (unknown date)
This script allows you to define a character's experience requirements for each level manually.
Personality Levels
SoulPour777 (May 2, 2014)
A custom scene that displays Personality Levels for each character, composed of Courage, Understanding, Diligence, Knowledge and Expression.
PhantomVamp's Preternatural Afflictions
by DerVVulfman (unknown date)
Wanna deal with nasty bloodsuckers in your game? Wanna have your heroes BE the undead or nasties? But then again, maybe they're specially blessed! Increased abilities than the normal hero! This script gives your world an extra push into the world of supernatural entities: The PreterNaturals.
Rose's Transformations
DerVVulfman (March 5, 2011)
Monster evemtss can change their appearance on the map. Enemy Battlers may be able to change and evolve with ease thanks to some crafty coding. But what of your actors?
This script can let your characters shapeshift and blossom.
Set Level
by AVGB;KBGaming (Posted Autust 4, 2024)
Via script calls, you can set the level of any given actor or the entire party (or you can use variables too!), rather than adding or subtracting.
Within "My old scripts and mods (not all of them)"
Soul Engine Ace - Breath of Fire IV - Will Parameters
SoulPour777 (February 27, 2014)
This script creates a parameter growth per level up for each actor who possesses a unique ‘Will’. This system was first introduced to me by Breath of Fire IV. All the Wills you will see on the script are purely based on Breath of Fire IV, however, I indicated instructions on how to customize, create, and design your own Will. The Wills change the growth of your character when they level up. Aside from the natural growth you have when your character levels up, the Wills would change or add those parameters. This script needs the Character Core system.
Soul Engine Ace – Character Profile
SoulPour777 (March 3, 2014)
This script allows the developer the option called Profile, where more info for each character present in the part can be viewed by the player.
Soul Engine Ace - Dragon / Enemy Evocation
SoulPour777 (March 7, 2014)
This script allows you to transform into a different actor image and skill list. This mimicks somehow the transformation done on Breath of Fire. However, the skill list is taken from the enemy and not the actor.
Stat Distribution System
by Aisur - a.k.a Lettuce (May 1st, 2008)
If you have played online game before, you will notice that some of them give you points upon level up and let you increase your stat as you like instead of having a pre-determined stats. This script mimics that system.
States Activation System
by Charlie Fleed (February 2, 2010)
This system lets you select a set of states that can be activated/deactivated from a menu window. Each character has an amount of STAPs (Status Activation Points) and each status costs some STAPs. Characters earn STAPs as they level up, and the user can customize the amount of STAPs available at each level independently for each character. This way the system will work with any passive augments system that relies on states, like my battle system.
Stats Generator
by Trickster ()
This script emulates the database's generate curve feature, so that you can define a starting value for a stat (at the minimum level) and a maximum value (can be over level 99, if you wish) and the growth (expressed as a ratio of early and late growths) and this script will generate the values for every level.
Weaponless Aktor XP
by kyonides (January 2, 2024)
Perhaps you didn't notice it before but RMXP has no default ATK or PDEF or MDEF or EVA value for actors.
You're supposed to equip a weapon or some piece of armor in order to get those badly needed points.
Well, not anymore! Now you can set an initial value and even change it during gameplay!