Forum Script Listings
#31
[Image: videoen.png]
Want some visual spice in your game, look here for new add ons.

Video Enhancements: N-Z

New Particle Engine
by Arevulopapo (November 15th, 2007)

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


New Character Properties with Calls
by PK8 (May 10, 2009) -for XP

The following five scripts I'm submitting allows the user to alter an event sprite's size, angle, tone, color and have it flip horizontally. These scripts will require the Character Sprite Add-ons script in order for them to work.


New Picture Properties with Calls
PK8 (April 12, 2012)

This script adds new properties to Game_Picture, while making many of Game_Picture's other properties accessible and giving game creators new calls to play with. It makes other properties of Game_Picture accessible if you so choose, and adds new calls such as color_change, color_blue_change, and some wave-effect change calls for RPGMaker VX and VXAce.


Panorama Edit
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This script allows you to change the panorama's scrolling function.


Particle Engine VX
by Anaryu (March 3rd, 2008)

You've seen these effects all over, in sprite or 3D games, from console to MMOs like World of Warcraft, a Particle Engine is just a fancy term for taking a series of pictures and making them change size, fade out, and move around many times over to make it look like a flame or a bolt of lightning


Particle Wallpaper
SoulPour777 (July 20, 2014)

Creates an artistic feel towards your default Menu. This script allows the use of vertical particles and background to your menu and other Scenes to make a better artistic feel.


Picture below Characters
by Woratana (February 23rd, 2009)

Show pictures under characters on map but above map tiles.


Picture Below Characters
PK8 (April 25, 2012)

This lets you show pictures above the tiles and underneath the characters within the map.


Pictures Can Scroll Too
PK8 (April 26, 2012)

This script lets you specify which picture IDs will scroll along with the map.


Quick Animations - Repaired
DerVVulfman (January 24, 2013)

The original Quick Animations by SephirothSpawn answered a call placed by people wondering if it would be possible to show cell animations of a sort in RPGMaker XP, similar to the animations performed by an Animated Gif. His method made use of assigning a folder that had a series of .png files numbered from 1.png on up, and playing them in sequence. The drawback, however, was that the folder was not specified as one of the Cache files in the Graphics folder, and was not saved/stored or accessible withing the encrypted .rgssad folder. This rewrite of his system lets you create folders within the Graphics\Pictures folder which will be encrytped and playable from your final product.


Quickie Battler Animation
by DerVVulfman (August 26, 2024)

This is a very simple script that allows a game developer to use battlers that are customized to show minimalstic animations. The battlers will not display different actions based on attacks, but merely renders one series of animation frames for any defined combatant's sprite.


Record AVI using RGSS
Armorphor (August 17, 2011)

I have been working on a project to record the RGSS window without the need for other programs such as camtasia or other recording programs. (ie so the RGSS window records itself as a video) With all the AVI players for RMXP around I thought it'd be interesting seeing an AVI recorder made.


Resolution
by Selwyn (June 19th, 2006)

Okay, this will allow you want to make your game in a resolution of 800 by 600, or greater if you so desire.


Resolution Changer VX
by Syvkal (June 28th, 2008)

Normal ones just stretch the screen to the desired size, this one actually changes the size of the screen allowing you to fit more or less tiles on. It probably could also be used with ordinary resolution scripts to achieve any size you want - not been tested though.


RM2K Facesets, Inn & Windowskin Colors
by DerVVulfman (January 18 2006)

In an attempt to return many a features lost from older RpgMaker 2000 and 03 systems, I wrote this... as soon as I paid for the system.


Screen Shake Extended
by DerVVulfman (December 30, 2009)

Dude, I remember that good-old RPGMaker 2000 allowed you to shake the screen vertically as well as horizontally. WHY DID THEY REMOVE IT!? Dunno, but it is back.


Scrollable Text
by Trickster ()

This script is useful for windows that just displays information and doesn't select anything. You can set the speed the windows/sprite contents scroll.


Scrolling Panorama
by LegACy (aka Regashi) (March 24, 2010)

This little script allow you to move the Panorama. You can move the panorama with this command $game_map.move_panorama(x,y). Else you can compile the AUTOSCROLL_MAP hash for an auto movement in specificated map.


Semi Ace Window System XP
kyonides (October 1, 2012)

This script lets you create command windows the same way you would make them if using RPG Maker VX Ace. It's some kind of backport of a few VX Ace features with slice differences between both versions. It'd be considered more of a scripting tool than a custom script.


SFont
by Trickster ()

A quick script I wrote that gives the maker access to SFonts. An SFont is an image that replaces font files that contains the characters you want to display.


The SFonts Add-on
DerVVulfman (January 17, 2012)

This script makes it easier to use SFonts for your game by altering the initial default calls that allows you to change the fonts you are using. No longer do you need to use a command like self.contents.sfont = SFont.new('arial_red'). Instead, you perform a call like self.contents.font.name = 'Arial_Red', just as you would any other font!


Soul Engine Ace - Character Effects
SoulPour777 (February 27, 2014)

All Sprite and Character Related Scripts listed herein needs the Soul_Character_Effects Core script (a link exists within). After that, you may download individual modules that creates a Strafe Pattern, changes the Running and Walking Speed of the Player, creates a shadow for the player and for the events / sprites and/or creates a breathing effect when the character is idle.


Soul Engine Ace - Critical Enemy Battlers
SoulPour777 (March 1, 2014)

This script allows all critical tagged enemies to change their battlers when they are under a critical condition (HP).


Sprite Battle Names VXA
SoulPour777 (February 27, 2014)

Creates a sprite before the names of the actors in battle.


Sprite Mirror
by Rataime
Posted by DerVVulfman (Feb 25, 2008)

This script allows you to create a light source on your maps which can generate shadows for your events and characters.


Sprite Mover
by woratana (June 11th, 2008)

This is a little snippet I wrote for my project. It's to fix the problem that sprite is too high or too low for the tiles behind.


Sprite Reflection
by Rataime
Posted by DerVVulfman (Feb 25, 2008)

This script allows you to create reflective surfaces your maps, useful for lakes and streams. While the original version (available in this post) was not compatible with various caterpillar systems, this version is.


Sprite Shadow
by Rataime
Posted by DerVVulfman (Feb 25, 2008)

This script allows you to create a light source on your maps which can generate shadows for your events and characters. While the original version (available in this post) was not compatible with various caterpillar systems, this version is.


Sprite Shadow
by Syvkal (April 16th, 2008)

This script allows you to create a light source on your maps which can generate shadows for your events and characters. I have left in all the Caterpillar Script Compatability incase those creators make their scripts for VX too.


Sprite Sun
by Rataime
Posted by DerVVulfman (Feb 25, 2008)

This script allows you to create a virtual sun on your maps which can generate shadows for your events and characters. While the original version (available in this post) was not compatible with various caterpillar systems, this version is


Sprite Sun
by Syvkal (April 16th, 2008)

This script allows you to create a virtual sun on your maps which can generate shadows for your events and characters. I have left in all the Caterpillar Script Compatability incase those creators make their scripts for VX too.


Ultimate Shadow Remover
by the folks at http://rmvx.gameclover.com
Posted by Sporky (January 25, 2009)

Here's a little script we did & fixed up based on problems with all the other shadow killer-type scripts.


Tileset Hues
PK8 (June 16, 2012

This script lets game creators give tilesets and maps a hue. Useful for making maps a palette swap of a tileset.


User Attack Animations
by DerVVulfman (April 24th, 2008)

Returns 'user' animations back to RPGMaker VX. Enemies can perform 'user' animations on their attacks, and deliver target effects on 'visible' actor battlers (if using Actor Battler Graphics).


Vertical List BattleStatus
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This is the same Battlestatus system that ParaDog uses for his Custom Battlesystem. Now it is available for the default system.


Victor Engine - Actors Battlers
by Victor Sant (December 21, 2011)

This script adds visible battler graphics for the party actors actors during combat. With the visible battlers, new options will be available like setting actor’s battlers positions and attack animations.


Victor Engine - Animations Settings
Victor Sant (March 16, 2012)

This script adds some new options to control battle animation display. It also allows to display multiples animations on the same target (by default only one animation can be displayed) and fix some animations display bugs.


Victor Engine - Arrow Cursor
Victor Sant (January 1, 2012)

This script allows to change the cursor display to a arrow like display. It’s possible to make it animated and set different graphics for each window. If using the script ‘Victor Engine – Loop Animation’, it’s also possible to make the cursor an animation.


Victor Engine - Cast Animation
by Victor Sant (December 21, 2011)

This script allows to set cast animations for actions. These animations are displayed on the user before the action animation on the target. The animation is displayed only for visible battlers.


Victor Engine - Character Control
Victor Sant (January 4, 2012)

This script allows to control character charset animations. You can set different graphis for walking, dashing and jumping, also you can display pose animations with simple comment call. This allows to animate characters on the map without the need of long Move Route event commands.


Victor Engine - Character Effects
Victor Sant (January 1, 2012)

This scripts allows to set a different effects for the characters. It’s possible to change the hue, opacity, zoom and tone from events vehicles, player and followers.


Victor Engine - Custom Collapse
Victor Sant (December 28, 2011)

This script allows you to create totally custom sequences for enemies and actors collapses. You can set wich frame of the collapse sequence each effect will be activated.


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

This scripts allow to add varied light effects to the maps. But it works different from other scripts with this function. Normally, light effect scripts add images above the events, and then the screen is tone is changed, with the images staying bellow the darker layer. This script add an new darkened layer, and apply the light effect images on this layer.


Victor Engine - Loop Animation
Victor Sant (January 1, 2012)

This script allows to display looping and cycling animations, the animation loops indefinitely, and if there’s more than one they cycles between them. They’re used to display status effects or can be called to display some visual effect.


Victor Engine - Multi Frames
by Victor Sant (December 21, 2011)

This script allows to use charset graphics with a number of frames different from 3.


Victor Engine - SFonts
by Victor Sant (December 21, 2011)

This script allows the use of SFonts. SFonts is a bitmapped image file that replaces the normal font.


Victor Engine - Sprites in Windows
Victor Sant (March 23, 2012)

This script is an add on for the 'VE - Animated Battle', it's a tool for scripters that allows to add a animated sprite of the battler in windows. This script alone don't do anything, it needs the scripter to manually set the method that adds the animated sprite.


Victor Engine - State Graphics
Victor Sant (December 14, 2012)

This script allows to setup states that changes the battler graphic when the battle is under certain states. You can use that to create transformation states, such as the ‘Toad’ state from the Final Fantasy series.


Victor Engine - Target Arrow
Victor Sant (January 15, 2012)

This script allows to change target selection to a arrow like selection. It’s possible to make it animated and set different graphics for enemies and actors target selections. If using the script ‘Victor Engine – Loop Animation’, it’s also possible to make the cursor an animation.


Victor Engine - Visual Equip
Victor Sant (January 4, 2012)

This script allows to change the graphic of the chacter according to the equips and other conditions. It adds specific bitmaps to the character sprite. It’s possible to set custom graphics to actors, classes, weapons armors and events.


Visual Equipment
by Rataime
Posted by DerVVulfman (Feb 25, 2008)

he very first known system of it's kind, this script allows you to visually change the appearance of your characters based on the equipment being worn. While the original version (available in this post) was not compatible with various caterpillar systems, this version is. Also, various bug fixes and tweaks have been implemented, including the ability to save and load your game (a big 'bug').


Visual Equip
by Geso Chisku (February 14, 2006)

Shows the player equipment on the map. Shows NPC equipment on the map events. Compatible with Caterpillar and SBABS. Shows the equipment in windows.


Visual Equipment
by Dark-Yen (February 14th, 2007)

Today I strumbled over the internet looking fro some good Visual Equipment scripts, beacuse I was going to make an only one. I stumbled on more then one script, so I studied them all. The two best by my meanings where those from Rataime and the one from Geso Chiku. So, I started wrinting a new one, with features from both, and some from myself.


VX iconsets in XP
by Regashi (February 18, 2010)

This little snippet allows you to use IconSets instead of single files for icons, just like VX. Easy to install and easy to use.


Widescreen
by Selwyn (February 1st, 2006)

This script allows to give your game a widescreen effect for cutscenes for example. When you turn the widescreen mode on, the screen size retracts smoothly to the size you set.


Window Base Edit
by ParaDog
Posted by DerVVulfman (February 7, 2008)

This system allows you to alter the font, colorschemes and windowskin behavior from a simple config section in the script.


Window Script Edits
by Pk8 (September 2nd, 2007)

Simple edits that you can perform to change the appearance of your dialog/message windows.


Window Sprites
by Trickster ()

This simple script lets you tag sprites to a window, when they are tagged it automatically updates/disposes/moves with the window.


Window's Scrollbars
by Selwyn (April 9th, 2006)

This little script adds a scrollbar to the right of the window if all of a window's content can't be displayed within the window's frame.


Windowskin Changer VX
by DerVVulfman (March 12th, 2008)

This system reintroduces the ability to change the windowskins in your RMVX project. Rather unusual to eliminate this feature.


Windowskin Converter
PK8 (May 2, 2012)

This script will take whatever windowskin you give it and mould it into a windowskin that would fit right in with a certain RPG Maker in-game.


XP Irrlicht
Ho-oh112 (November 6, 2012) [Image: Broken.png]

This is a port from Irrlicht to Rpg Maker XP, just like what DemonFire did except mine is open source (not the dll though)


XP Wave Effect
by secomeia (March 1st, 2010)

Reproduction of the VX's wave effect (see the help file of the RPGMaker VX in the RGSS manual reference topic.


ZLSL's Battle Portraits
by DerVVulfman (November 9, 2019)

This script allows you to display an 'extra' shot of your hero-in-action within your default battlesystem when it is his or her turn to choose what action to take. That is, you can display a large portrait of the hero or heroine when the [ Actor Command Window ] ( Attack|Skill|Item|Defend ) is visible and active.


Reply }
#32
[Image: systemen.png]
Specialized enhancements not covered above for your gaming project..

System Enhancements: A-M

Actor & Party's Self Switches VX
by PK8 (September 16, 2009)

Actor & Party Self Switches allows developers to set certain switches pertaining to a certain party member or actor.


Actor & Party's Self Switches XP
by PK8 (September 16, 2009)

Actor & Party Self Switches allows developers to set certain switches pertaining to a certain party member or actor.


Actor & Party's Self Variables VX
by PK8 (September 16, 2009)

Actor & Party Self Variables allows developers to set certain variables pertaining to a certain party member or actor.


Actor & Party's Self Variables XP
by PK8 (September 16, 2009)

Actor & Party Self Variables allows developers to set certain variables pertaining to a certain party member or actor.


Allow menu during events
Taylor (August 25, 2011)

This script allows the menu to be opened during events. Due to the way events are handled in XP, this isn't quite straight-forward. This script backs up events to where they were after the menu was opened (important for re-reading messages), and makes sure to skip the "mid-command" lines RMXP seems to have (things like Show Choice are actually interpreted in multiple lines, not as a single command).


AutoSelfSwitcher
by PK8 (September 16, 2009)

This script sets which self-switches of events from certain maps are turned on by default.


AWorks Frame Skip
by PK8 (August 11th, 2009)

With it, the game will skip some frames and as these frames are not drawed the game will advance faster.


Basic Width and Height
kyonides (June 25, 2019)

This snippet or scriptlet should be placed above Main and any other custom script that might depend on the window width and height. You should edit the width and height if you are using VX instead of XP.


BGMSwitches RG
by kyonides (May 26, 2023)

This scriptlet handles autoplaying BGM's and Game Switches for you... up to some point.
You see, it's not fully automated.


BrewMeister's Reverse Timer
Posted by DerVVulfman
by BrewMeister (December 11, 2007)

This script alters the default RGSS timer to count upwards rather than just counting down to zero.


Centi-Second Wait Count
DerVVulfman (September 11, 2019)

This script grants one the ability to use an alternate system to the default wait system. Unlike the default wait system, this one uses the actual system clock to measure time in centi-seconds, or down to a hundredth of a second. And since it does not rely on the graphics framecount system which can be slowed down, it is more accurate. The only drawback is that major rewrites had to be performed within three classes to add this feature; the actual timing system needing to be placed within loop-end blocks of code.


Choice Position Manager
SoulPour777 (December 19, 2015)

Plugins that changes the default functions of the engine or adds new features that configures the engine’s system.


Common Event Self Switches VX
by PK8 (September 16, 2009)

Common Event Self Switches allows developers to set certain switches pertaining to a certain Common Event.


Common Event Self Variables VX
by PK8 (September 16, 2009)

Common Event Self Variables allows developers to set certain variables pertaining to a certain Common Event.


Common Event Self Variables XP
by PK8 (September 16, 2009)

Common Event Self Variables allows developers to set certain variables pertaining to a certain Common Event.


Control Battle Style
SoulPour777 (January 11, 2016)

Plugins that changes the default functions of the engine or adds new features that configures the engine’s system.


Custom Commands
by Dargor (July 7th, 2008)

This scripting tool deals with general commands such as Menu, Party and Actor commands. It helps modifying these commands without having to worry about their index in the window.


Database Limit Breaker
by Woratana (May 28th, 2008)

It is the script for the big game that need more than 5000 variables/switches, or more than 999 weapons, skills, and anything in Database window. :)


DerVVulfman's Game Data Sneak
DerVVulfman (March 3, 2013)

This is not an actual script that is used within a game, but a new method that can be used by scripters to 'sneak' new data classes into their games. This simple system can relieve scripters of the headaches of aliasing the save_game_data and load_game_data methods in the Scene_Load and Scene_Save classes by merely attaching the data to the Game_System class since the Game_System class itself is always stored in the save data files.


DoubleX RMMV Action Times
DoubleX (October 28, 2015)

Changes the Action Times traits from being each of them calculated independently to be added together before calculating that sum at once.


DoubleX RMMV Constants Edit
DoubleX (October 30, 2015)

Lets users edit some hardcoded default RMMV constants on the fly.


DoubleX RMMV Dynamic Data
DoubleX (October 31, 2015)

Stores the database changes done by users during game executions. Can't be used with data read from the database files upon use. Can't be used with any map data.


DoubleX RMMV Dynamic Settings Compatibility
DoubleX (August 28, 2016)

Fixes DoubleX RMMV Dynamic Settings compatibility issues


DoubleX RMMV Formulae Edit
DoubleX (October 10, 2015)

Lets users modify some hardcoded default RMMV formulae on the fly


DoubleX RMMV Partitioned Random
DoubleX (October 24, 2015)

Sets the number of partitions the RNG being run per Math.random() call.


DoubleX RMMV Permanent States
DoubleX (October 31, 2015)

Sets specific states to be always added back automatically upon revive.


DoubleX RMMV State Resistance
DoubleX (May 28, 2016)

Lets you set some states to have state removal/turn resistances


DoubleX RMMV State Triggers
DoubleX (October 30, 2015)

Sets some states to trigger additional effects when conditions are met


DoubleX_RMMZ_Custom_Script_Calls
by DoubleX (September 21, 2020)

Sometimes, some script calls always have the same argument values used again and again, and defining new script calls as calling old ones with some argument values already defined can be favorable. With this plugin, you can effectively apply partial applications to script calls without the restrictions of always predefining the first arguments only.


DoubleX RMMZ Dynamic Data
by DoubleX (August 28, 2020)

This plugins lets you change some database data on the fly, and those changes will be saved in save files


DoubleX_RMMZ_Formulae_Edit
by DoubleX (October 28, 2022)

Lets you directly edit various built-in global formulae
Prerequisite: . DoubleX RMMZ Enhanced Codebase


DoubleX RMMZ Plugin Command Lines
by DoubleX (September 4, 2020)

The RMMZ editor has changed the plugin command from entering a single line of string command to selecting plugin commands among all plugins having plugin commands. With this plugin, those preferring the RMMV plugin command can replicate this style in RMMZ by typing plugin command as a script.


DoubleX RMMZ State Triggers
by DoubleX (August 28, 2020)

. This plugin lets you use notetags to set what happens when a state's added/removed/expired/turn's updated/turn's reset on the battler involved.


DoubleX RMMZ TPBS Configurations Edit
by DoubleX (September 5, 2020)

Lets you change some effectively hardcoded TPBS configurations on the fly. By default, many TPBS configurations are effectively hardcoded, but many users will want to change many of them to suit their needs This plugin lets you do so, although you might want to write some JavaScript codes directly, as there are just too many possibilities to be handled.


DoubleX RMMZ Unit Filters
by DoubleX (August 23, 2020)

This plugin's meant to be a convenience tool to facilitate the use of some unit filters that aren't already available from the default RMMZ codebase,


DoubleX RMVXA Dynamic Data
DoubleX (May 16, 2015)

Stores the changes to the database done by users during game executions. Can't be used with data having contents that can't be serialized.


DoubleX RMVXA Item Triggers
DoubleX (May 11, 2015)

Sets some skills/items to trigger effects before and/or after being used.


DoubleX RMVXA State Counters
DoubleX (April 11, 2015)

Displays the state icons with remaining turns on their battler sprites.


DoubleX RMVXA State Triggers
DoubleX (April 11, 2015)
Posted (May 11, 2015)

Sets some states to trigger additional effects when conditions are met.


DVV's States Rotation
DerVVulfman (April 5, 2016)

This script is a supplmental script that allows coders to alter their menus to display rotating status alments/effects. In that, menu displays will not become crowded with multiple states showing at one time. Instead, the menu can flip from one state to another as time passes. Also, it is possible to render graphic icons in place of the actual word/phrase. This system does require additional manipulation of menu windows and scene code when necessary. There are two example scripts within this post that have been made for learning purposes that show the basics, and are highly recommended for study.


Elemental Alignment
by Trickster ()

This script is designed to make setting up elemental rates in the database simpler. This script aligns a enemy/actor with an element so that you don't have to set that stuff up via the database.


Elemental and State Rates
by Trickster ()

This script brings back a lost feature from rm2k(3). It allows you to set the elemental multiplier for elemental and chance for state resistance.


Engine Limit Break
SoulPour777 (December 30, 2015)

Plugins that changes the default functions of the engine or adds new features that configures the engine’s system.


F12 fix
by Zeriab (September 25th, 2008)

This small snippet opens a new game and closes the old game when you reset the game by pressing F12.
This should prevent any errors caused from the normal F12 reset.


F12 Fix: DerVVulfman-Style
DerVVulfman (April 18, 2013)

This script removes the functionality of the F12 button, and thus prevents possible stack errors from occurring. But while doing so, it also performs a routine that lets on-screen graphics refresh at a normal speed if the F12 button is depressed for any extended length of time. This is a change from other F12 scripts of its type whereby the graphics are sped up. Only the game play remains frozen.


F12 Fix fox VX ACE
by kyonides (January 27, 2023)

Based upon Kayzee work at RPG Maker Central, it catches the RGSSReset Error code and let you execute some reset like code right away. Err, it's not really an error like the TypeError or SyntaxError but the devs treated it as one just because.


F12 Pause with image script
by Zeriab (May 22nd, 2009)

This script changes the functionality of the F12 button so it toggles pause on and off instead of resetting the game.
It displays an image while paused.


F12 Reset Fix
itsacezon (January 26, 2013)

F12 reset can sometimes be a pain in the arse. This script fixes that by spawning a new Game.exe. It can also be used if you want to use the editor whilst play-testing it.


FILE MISSING ERROR PREVENTER
Woratana (May 10, 2008)

Game won't quit because file missing error anymore. Put this script over everything in your game! Default scripts in Script Editor are not an exception!


FixedArray
by kyonides (December 31, 2021)

Have you ever wanted to keep a Ruby Array at a certain size?
Was it a pain you know where to prevent it from ever increasing its size or length?
Now you should not worry about that anymore!
Even so you can still clear its contents at any given time.


Font Manager
SoulPour777 (January 30, 2016)

Plugins that changes the default functions of the engine or adds new features that configures the engine’s system.


Forget Skills on Class Change
SoulPour777 (January 16, 2016)

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


Game Strings (Streamline dialogue!)
by PK8 (July 18th, 2009)

This script pretty much attempts to help the developer streamline dialogue by allowing the developer to set up strings.


Group Switches
by PK8 (November 11, 2009)

This small code allows game makers to turn on, off, "reverse" or "random" the values of a group of switches.


Group Variables
by PK8 (November 12, 2009)

This small code allows game creators to set, add, subtract, multiply, etc. values from variables.


Hand Over Debuffs ACE
by Kyonides (December 15, 2022)

I think that the title is quite suggestive so I will simply leave the code below for you to use.
It also includes the formula calls you will need to make the script work as intended.


Heal on Level Up
Posted by Syvkal (November 10, 2007)
by Ccoa (2007)

When you level up all your HP and SP will be return to max.


Hidden Class rewrites
POSTED: ntzrmtthihu777(March 7, 2013)

For my benefit and others I think it would be a good idea to collect all the hidden classes known (not the ones layed out in the help doc) into one location on the web.


Interpreter command_355 fix
by Zeriab (January 8, 2009)

You may have seen other Interpreter command_355 fixes. This is different from those I could locate by the fact that it repairs the nice feature rather than remove it.


KAlterStates
by kyonides (February 16, 2023)

This script should become a collection of modifications of states in ways that cannot be done in the database.
There are no screenshots available because we're just talking about a non graphical alteration of a given state for no state will be removed by the script.


KChange XP
by kyonides (August 20, 2020)

What does KChange XP do? It breaks the limits of many game statistics with a main difference, it will NOT ask you to set a maximum!


KDamage States Edition
by kyonides (June 28, 2023)

A forumer once asked for a script (or anything else) that could allow the heroes to lose a state ONLY if it had been predefined by game developer to do that. The default option of relying on the Damage Chance did not satisfy the game's particular needs.


KDelayState
by kyonides (February 12, 2023)

Have you ever wished that anybody could secretly infect a foe with a state that takes some time to clearly manifest its symptoms on a given hero or mobster?
Guess what, guys?
Now you can do it!


KElementRate
by kyonides (November 13, 2022)

This script replaces the Database's Element Ranks with a Brand New One!
That means that your hero will now have a blank list of ranks.
It could be great for further improving a hero's customization process.
The comments embedded in my script clearly explain what are the available script calls you can use starting today!


KElemRES XP
kyonides (October 10, 2015)

This script replaces the RMXP default Elemental Resistance System by letting the game developer set all elemental resistances. Actually they may setup heroes' classes, armors, maps and gems resistance levels. Gem slots are provided to set elemental gems to further improve a hero's resistance. Slots should be activated prior to setting any gem there. Later on gems and slots can be upgraded, game dev's can also setup these upgrade's requirements.


KEndure XP + VX + ACE
by Kyonides (January 7, 2020)

I introduce you to... Nope, it's not Aluxes, it's a new script indeed! It was inspired by a fellow member's request by the way... It's just some sort of endurance or sturdy + anti-sturdy set of states! This means you might let a hero get the ability to resist hits and keep either 1 HP or some specific percent instead! Sadly, its counterpart also exists... It should let your hero with 1 HP (or any other value you've picked) meaning not even healing spells and items can cure him.


KFactions RG
by kyonides (January 5, 2023)

Is your game based on a world full of gangs?
Or are there many political parties?
Or are the nobles looking to overthrow their current king?


KMaxLoss
by kyonides (June 7, 2023)

Be a tyrannical game developer and make your heroes or even your mobsters suffer!
How can you do that?
By inflicting them a state that might reduce their MaxHP or MaxMP every time they get hit by a sword or a spell hurts them, of course
Go visit your State DB and leave an evil note tag there! Or add the State ID to the Constant in RMXP!


Kolloseum States
kyonides (February 6, 2016)

his script deals with states and their effects in battle and on the map. As some bonuses it also lets you define what weapons might deal physical damage to the attacker so he or she inflicts more damage to his or her opponents but also weapons that might steal HP or SP from enemies. There are other features that you might find interesting so take a look at the instructions included in my script for further information.


KPermaDamage
by kyonides (February 4, 2023)

Would Alex or Ralph or Eric love to lose n amount of HP or MP every time he moves in any direction?
Well, now he gotta live with it if he does and it happens to have the "wrong" note tag or are included in some sort of Killer blacklist.
Plus, he could also die if his MP goes kaboom.
And there is the Perma-Death as well!


KShlenam XP + VX + ACE
by Kyonides (June 23, 2022)

Just in case you ever needed a cool configuration menu script, here is one that allows you so tweak the audio settings at will. And it does sport nice graphics! Anyway it is quite customizable as well. The XP port also features the dash ability by default. You can trigger it by pressing a button or by enabling autodash on the menu. Even so it also lets you enable or disable autodash on given maps.
NOTE: Shlenam means options in my conlang Kexyana.


Kylee's Guild System
DerVVulfman (February 15, 2012)

Thank you for considering the use of Kylee's Guild system. The system does not create an actual guild with menu controls, windows or the like, but actually gives you the tools to define individual guilds in your game as well as system checks that you may use.


Lani's Locks and Keys
DerVVulfman (May 13, 2019)

Lani's Locks and Keyrings allows you to create a locking system for doors, chests, and other items that require keys. It does this by creating scripted values rather than having to create actual door-key items in the Item database.


LILY'S MEGA DATA
DerVVulfman (August 22, 2017)

Are you bummed by the 999 database limit for skills, items, actors and the like? If so, then you may want to make a mega-data database. This script alters the load_data kernel to recognize key databases used by the RPGMaker engines which use Ruby Scripting, and allows additional database records to be added upon game load.


Limit Breaks
by Trickster ()

This script allows you to break the limits set by the default scripts. This script goes quite well when used by my stats that level up script.


Limit Breaker - breaks game limits
Narzew (October 9, 2012)

Script maked to break Rpg Maker game limits.


Loading Data from File
by Trickster ()

This script will allow a scripter to load data from a text file. Great for scripts that require large amounts of data and you don't want to define things using the database or the script editor.


Longer Script Calls
LiTTleDRAgo (May 16, 2017)

Scripting through events? It's possible now.


MACL: Method and Class Library (Trickster)
by Trickster (September 17th, 2006)

This script set provides a utility for other scripters by: adding extra methods, classes & modules to prevent other scripters from "reinventing the wheel" and adding methods, classes & modules for other scripters to use. It also provides a set of commonly used constants so setup will not be as much as a hassle among scripts.


Master Party-Leader Substitution
DerVVulfman (January 23, 2013)

This simple replacement of some methods in the interpreter class lets you use a 'dummy' actor to act as your party leader, whomever it may be. This allows you to have a system that cycles through your members or substitute one member for another, yet allows you to use certain MAP EVENT calls to affect the party leader, whoever it may be.


MessageBoxEx
Narzew (May 5, 2012)

Script makes errors, warnings windows. (also known as PrintEx) similar to Window message pop-ups.


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#33
[Image: systemen.png]
Specialized enhancements not covered above for your gaming project..

System Enhancements: N-Z

Name Game Switch & Variable RG
by kyonides (June 27, 2023)
This script was made for all of the RGSS based RPG Makers available out there!

Are you bored of getting a Game Switch or a Game Variable by using a Number that's easy to forget?
Don't worry about! Grinning I've got the perfect solution for you!
Use the script posted below and you'll be able to set or access its contents scriptwise.
It has several script calls you can manage at any given moment.
Take in consideration that my script is not for everyone, especially not for novice Sculptor game developers!


NRGSS Module Function Library & Framework
Narzew (Dec 5, 2011)

A functional library that adds more routines for use by scripters, such as the in_range, round_range and code_text commands.


No F12
by Trickster ()

This script disables the annoying button F12, which causes a few potential problems with scripts (Mainly with Aliasing and Stack Errors).


OS Detection via Ruby
DerVVulfman (September 8, 2019)

While most RPGMaker games are designed for users of the Windows Platform, not everyone who plays games are Windows users. So what of those custom scripts that use the Win32DLL? They won't work on their PCs! This scriptette will determine what OS the player is using. And if used properly, a scripter/coder can write something to turn off those custom Win32API dll systems (if possible for their game).


Pause script
by Arbiter (February 9th, 2008)

I noticed you didn't have a pause script so I thought I would write a quick one, sorry my standards have slipped and I have used scenes, meh, what can you do. I do not usually post scripts as I am very paranoid of criticism and note this is only a small one because you didn't have one already I don't think.

To pause the game simply press Z on the keyboard while you are on the map and to unpause just press the Z key again.


Pause Script VXA
SoulPour777 (February 27, 2014)

This enables you to pause your game in the Map by pressing ALT.


Pharmakology XP
by kyonides (February 27, 2023)
Introduction

Traditionally in the RM series, the Pharmacology feature is an Increase in the Healing Effect of any skill or item.
This script also sports the Extra Damage feature (damage_extra).
The NO_SLIP_STATE_ID Constant lets you setup a new No Slip Damage state in the DB.
It is valid for both HP and SP!
You can also use script calls to alter the Pharma Factor, the Damage Factor and the No Slip Percent!
Both features can be activated and deactivated at will.
Beware the ghosts!


Plane - Hidden RGSS Class
by Selwyn (December 6th, 2006)

Here's the rewrite of the Plane class. As usually, it works just like the default one except that this one supports higher resolution than 640*480.


PK8's Self Variables VX
by PK8 (September 16, 2009)

Self Variables allows users to set certain variables pertaining to a specific event. Examples include: An event's feelings towards you.


PK8's Self Variables XP
by PK8 (September 16, 2009)

Self Variables allows users to set certain variables pertaining to a specific event. Examples include: An event's feelings towards you.


P's Pause Script v2
by PK8 (May 18th, 2009)

This script allows the player to temporarily stop the game and provides a pause screen. But, I wanted to make this script very customizable. You'll get to customize pretty much everything about the pause script including but not limited to music, graphics, transitions, audio settings, et cetera.


Prevent Deactivation
by KK20
Posted by DerVVulfman (March 23, 2019)

When the game window is no longer the active window, it normally freezes the game from updating. This script will allow games to still run in the background.


PrintScene HC
by kyonides (May 27, 2024)
XP + ACE Related

This script emulates the behavior of a system's popup window in the maker while running on HiddenChest!
You can click on the red box or the OK button to close it or even move the sprite around!
The only caveat here is that you gotta move it slowly while pressing the Mouse left button on top of the title bar.


Retain Level on Class Change
SoulPour777 (January 16, 2016)

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


RMVXA Variable Pointers
DoubleX (June 1, 2015)

Lets users set some variables to point to some other variables


RMXP to RMVX Engine System
by DerVVulfman (February 19th, 2009 )

This system allows you to create games with RPGMaker XP's Game Editor and play them with the new RPGMaker VX Game Engine. You no longer need to worry about upwards compatability for your older RpgMaker games, and you can still use all the capabilities of your favorite game map editor.


The Self Data Suite!
PK8 (April 25, 2012)

This is the Self Data suite. These are a collection of scripts that are designed to apply self switches, self variables, and self metadata onto just about everything. Actors, Items, Weapons, Armors, Enemies, Troops, Maps, Game System, Game Temp, Events... You get the deal. These scripts, for the most part, can operate well enough on their own, but when combined and put into capable hands, the amount of potential these scripts possess can be tapped into, allowing the developer to take full advantage of what these scripts can offer. Your skill and your imagination is the limit.


Squall's Slicky Scripts
by Selwyn (April 5th, 2006)

This brings a few modifications to basic classes such as #Sprite #Array #Color and #String.


SDK - Standard Development Kit
by the SDK Team (2005-11-22)

The SDK is a rewrite of many of the default classes, a module with scripting tools and a set of scripting standards. The SDK is aimed at the compatible issues of many scripts fighting over the same methods of the default classes. The SDK breaks up these methods into many other methods targeted directly at one function. The hope is that by breaking up these methods you limit the need to over write then whole method and can Alias just the area or function you want to add to or edit.


SDK DVV Add-On: Event Comment Supplemental
DerVVulfman (November 29, 2011)

Based on material garnered from the RMXP SDK, this script can retrieve a list of comments from an event's page and obtain desired information from a list of comments. Because it is enclosed within its own SDK module block and doesn't refer to any other SDK methods or classes, it does not require the SDK to function. It can be used by itself.


Soul Engine Ace - Vampiric and Siphonic Traits
SoulPour777 (March 1, 2014)

This script allows the developer to ad a Vampiric and Siphonic Traits to Weapons and Enemies. A Vampiric Trait allows the Vampiric Weapons or Enemy to absorb a percentage of HP from the target which is indicated in the notbox of the weapon. A Siphonic Trait allows any Siphonic Weapon User / Enemy to absorb a target's MP.


Soul Engine Ace - Health States
SoulPour777 (February 27, 2014)

This script allows an extra state applied on the user whenever a percentage of their health is reached. The state is also removed when the actor has recovered or healed.


Soul Engine Ace - Vampiric and Siphonic Traits
SoulPour777 (March 1, 2014)

This script allows the developer to ad a Vampiric and Siphonic Traits to Weapons and Enemies. A Vampiric Trait allows the Vampiric Weapons or Enemy to absorb a percentage of HP from the target which is indicated in the notbox of the weapon. A Siphonic Trait allows any Siphonic Weapon User / Enemy to absorb a target's MP.


Speed Up Frame Rate During Test Play
PK8 (June 15, 2012)

This script lets you speed up the frame rate of your project either automatically or with the touch of a button during test play. Useful if you really want to speed up battles, unskippable cutscenes, or whatever else you want to fast forward through during test play.


States : Expiration States
Kain_Nobel (June 4, 2016)

As confusing as the title sounds, this is a Status Effect script which causes the expiration of Status Effect A to switch to Status Effect B. A good example of this is "Death Sentence" from the Final Fantasy series.


States : Spread
Kain Nobel (July 10, 2012)

I've always thought that it was silly that there aren't any communicable states, communicable meaning a state that is inflicted on one target but spreads to others. For instance, if you were fighting a wild pig, there is a chance its bite would inflict swine flu, then your friends would in turn catch it from you, and... yeah.


States : Spread
Kain Nobel (October 9, 2012)

This script causes certain states to be communicable. "What does that mean," you ask? Let's say the Cockatrice is a carrier of Bird Flu. Cockatrice attacks Aluxes, now Aluxes has Bird Flu state, now his friends are slowly starting to get it just by being in proximity of him.


States : Toggle
Kain Nobel (October 9, 2012)

This script is for states that cancel themselves out when they are used on the same target twice.


Stop F12 from resetting your game
by Zeriab (April 20, 2008)

This prevents the F12 key from resetting the game. For some reason pressing the F12 key now seems to speed up the game in many cases and in other pauses the game.


Switch Swap
by PK8 (November 9, 2009)

This snippet swaps the values of two game switches you specify in a command.


Switch Tags
by kyonides (January 7, 2024)

With this scriptlet you will be able to turn on or off any given switch by leaving 3 different tags in the show text box!
You will see the effects of that action while it is still printing the text on screen!


Tiered States
MechanicalPen (April 27, 2013)

This script allows your RPG Maker XP project to have state effects that stack like in Pokemon or MegaTen. It does this by applying a more powerful version of the state whenever the specified state already exists.


Unalterable States
DerVVulfman (January 21, 2019)

This is a very simple script in principle and intent. It merely prevents specific status effects from being added or removed unless performed by way of a script call. This way, custom and unique states that are meant to be permanent cannot be accidentally healed by way of items of the use or the Recover All map event.


VX Script Fixes
by Yeyinde (April 1st, 2008)

As some people might know, RPG Maker VX's default scripts have some interesting bugs and/or errors. This project is to help correct those errors. If you find an error, please tell. DO NOT REPORT ERRORS FROM NON-DEFAULT SCRIPTS. When reporting an error, please give as much information as possible. Tell us the error, the line number and the method in which the error occurs.


Wednesday's Timer: The Centisecond Alternative
DerVVulfman (June 6, 2018)

This script permits you to use your PC's actual time in order to create a more accurate pause system instead of using the RGSS scripted counter method. It does this by way of Ruby's built-in Time class to acquire the current time.


Window - Hidden RGSS Class
by Selwyn (December 6th, 2006)

That's the rewrite of the Window class. It works exactly the same as the default Window class but include a few new features, like the #margin and #margin= methods allowing to set the margin's size.


Window Reskinner for NetPlay 2.0
by DerVVulfman (May 21, 2009)

This system allows you to use the default windowskin options of NetPlay 2.0 while still using Netplay's specially designed chatwindows. This allows you to more easily see and design menu and/or message window options while still using the more compact and semi-transparent chat windows designed for online communications.


Variable Swap
by PK8 (November 9, 2009)

This snippet swaps the values of two game variable you specify in a command.


Victor Engine - Basic Module
by Victor Sant (December 21, 2011)

This is the basic script for the system from Victory Engine and is required to use the scripts from the engine. This script offer some new functions to be used within many scripts of the engine. This script is required for all other scripts from the 'Victor Engine'


Victor Engine - Element Dodge
Victor Sant (July 9, 2012)

This script allows to setup a trai that change the evasion value based on the action elements of current action. That way you can set actions to be easier or harder to evade based on their elements.


Victor Engine - Element Reflect
Victor Sant (July 11, 2012)

This script allows to setup a trait gives a chance of reflecting actions based on their elements. That way you can create traits that can repel specific elements.


Victor Engine - Element Set
Victor Sant (July 6, 2012)

This script allows you to set up more than one element to a single skill. It also allows you to change how multiple resistances are handled.


Victor Engine - Element States
Victor Sant (July 12, 2012)

This script allows to setup a trait that allows to change the battlers states when hit with a specific element. You can make a freeze state that is removed when hit with fire, or a machine enemy that enters in confusion when hit with lightning.


Victor Engine - Element Strenghten
Victor Sant (July 2, 2012)

This script allows to setup a trait that change the power of actions based on their elements. You can make the fire rod increase the power of fire based spells.


Victor Engine - Incapacitate States
Victor Sant (June 20, 2012)

This script allows you to set up states that makes the character to appear dead while not actyally dead. An example would be a petrification state. If all the characters are hit by this state, it's game over. Also, you can set states that kills the target when hit, that way you can make custom death spells that don't rely on death resistance like an undead banishing spell.


Victor Engine - Progressive Timer
Victor Sant (August 1, 2012)

This scripts allows to setup a progressive timer. By default the timer is a countdown to zero.


Victor Engine - State Aura
Victor Sant (August 1, 2012)

This script allows to setup states that spread through allies when a battler is under the effect. It’s possible to setup an effect range for the state.


Victor Engine - State Auto Apply
Victor Sant (June 24, 2012)

This script allows to setup states automatically applied upon certain conditions. The states are only applied when the condition is met, they can still be removed by any other means.


Victor Engine - States Cancel
Victor Sant (June 23, 2012)

This script allows to setup some custom conditions for states to be removed beside the turn and after battle. You can set conditions based on status or custom conditions.


Victor Engine - States Toggle
Victor Sant (June 22, 2012)

This script allows you to create togglable states. States that when applied to a target already under the state, will be removed, like the famous toad state from Final Fantasy, or to make buffs that are toogglable (first use activate, use again to cancel).


Victor Engine - Terrain States
Victor Sant (July 2, 2012)

This script allows you to setup tiles with certain terrain tags and region ids to change character states when stepped on. You can make swamps that poison the targets or terrains that dispel buffs.


Virtue Metre
SoulPour777 (December 8, 2015)

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


Window_HorizCommand Addendum
DerVVulfman (June 15, 2020)

The Window_HorizCommand class from the RMXP SDK (v 2.4) did allow one to make a horizontal command window. However, it forced all the command options to appear simultaneously within the same window. No option was off-screen or invisible and the window did not allow for left-to-right scrolling.
This addendum permits you to create horizontal command windows WITH THE Window_HorizCommand class while showing only a limited number of options whilst you can scroll left-right to uncover them.


Zara's Baneful Poisons
DerVVulfman (June 27, 2012)

This is a poison enhancement script that lets you, the game designer, make all sorts of poisons. Whereas the default system used a hardcoded formula to calculate the damage inflicted for a poison effect, you can now adjust how much or little damage is applied for a poisonous state. Not only that, but you now have the ability to inflict multiple poison status effects onto a target rather than just one.


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#34
[Image: compilationsets.png]
Mainly demos... These contain multiple systems that work in tandem.

Compilations: A-Z

AcidBird Ultimate System
by Chronno (March 6, 2010) [Image: Broken.png]

The Ultimate System is a Work In Progress(slow progress to be honest) enviroment for RPG Maker VX that tryes to replicate and make better some of the most known scripts. This system includes a time/day system, dynamic lights and shadows, and a reflection/mirror effect.


Commercial System Package
DerVVulfman (September 11, 2019)

Designed for RPGMaker XP, this package wishes to sate the desires of software distributors by providing much of the bare-bone features they require. It may not include all features and may not have graphics up to one's personal standard, but it should be a starting point for those wishing to enter the commercial market. And this package contains software by various individuals, rather than from a single scripter. As such, please note and give full credit to these individuals. A credits display is one of the requirements after all.


UserPath for Linux OS
by kyonides (November 16, 2019)

This scriptlet allows you to ignore a few errors that might show up if you try to run a game that includes DerVVulfman's Commercial System script pack on any Linux distro. Most of them are caused by any call to the Win32API that does not exist in other OS's like Linux. Besides they use different symbols as separators for path names. Now that should not be a problem anymore!


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#35
[Image: designtools.png]
Systems that help in game development, like debugging scripts, are here.

Design Tools and Utilities:  A-Z

Autopatcher
Narzew (Jan 20, 2012) [Image: Broken.png]

This script allow you to update your games. It's standalone program. You can use it on any data letting you easily prepare new patches.


Backup Specific Files
SoulPour777 (February 16, 2015)

This script allows you to backup specific files by using source and destination by FileUtils module. The reason why it is a specific backup is because it can be used to duplicate a file prior to saving and saving.


Battle Debugger
by RPG Advocate (Date Unknown)

This script adds many debugging features to the battle system (see images for a list). To access the debug commands during test play or a test battle, press "A"key  (Input::X)  when you're entering a character's commands. The monster data window shows the monsters' names, HP, and SP. Hidden monsters are shown in the disabled color defined in your scripts.


Console Output
Grimimi (July 22, 2013)

This is a console system, just like the one in RPGMkaer VXAce, designed to display output.  You can use "console.log(object)" or "p object" to display information in the console.


Custom Debugger
by RPG Advocate (Date Unknown)

This script adds many features to the debug screen (access by hitting F9 during Test Play). When editing variables, you can now push C to enter the variable's value, like in RPG Maker 2000 and 2003. You can also push X to multiply the variable by -1. By pushing X when the left window is active, you can open the Debug Command window.


DoubleX RMMV Dynamic Settings
DoubleX (August 15, 2016)

Lets users change some system settings in game and save them.


DoubleX RMMV Object Properties
DoubleX (October 27, 2015)

Traces all object properties meeting some conditions linked to the queried object.  Designed as a bug diagnosis tool used by Javascript coders with debug experience.


DoubleX RMVXA Object Trace
DoubleX (June 27, 2015)

Designed as a bug diagnosis tool, scripters can traces all objects belonging to a queried class linked to a queried object


Edit & Play
:Fênix:. (August 15, 2011)
Posted by DerVVulfman

Let you edit and play your game at the same time.


Editor Tiles
PK8 (August 16, 2012)  

This script allows users to mark certain tiles as "Editor Tiles", which means they will only appear in the editor.  This is useful if you want to leave little developer notes and markers to yourself for your project (examples: Marking start points, check points< and areas where a scene occurs).


Error Log
by Exsharaen (March 1, 2008)

There is already a script about error logging by Me™, but somehow I find it doesn't work all times and gives less information about the error. Since my beta testers sometimes find an error by accident, they fail to note in which line of the script that causes error (and sometimes they can't recreate it). This script, based on Me™, logs an error by the time it happens, hides the normal error message (Script XXX line YYY error message), and replaces it with more user-friendly error message.


Global Variable Standard Check
by Yeyinde (June 19th, 2007)

After finally losing my patience to all the scripts I see now a days with too many global variables, I decided to make this.


JSON Encoder/Decoder (original by game_guy)
posted by DiviBuritto (June 6, 2020
Originally by game_guy (Feb 28, 2012)

Sometimes it can be useful to be able to read and write data in JSON format. I use it to define custom data sets in my projects, and then to compile it into .rxdata files.  It now include the ability to parse whitespaces (space, newline, etc).


Missing Audio Replacer
LiTTleDRAgo  (May 10, 2017)

Got trouble with your project and restart in a new system, and having a lot of missing bgm, bgs, etc error leftover from previous project? Too lazy to change bgm name used in all maps to suit in a new project? With this script, you can "alias" those bgms from previous work to suit your new project.


Missing Resources Report Generator
DerVVulfman (June 18, 2014)

This script is designed to search throughout your RPGMaker XP's project to find any missing audio or graphic resources. It will search through both your project's database and through each map and map event, cataloging all media in your project, and then will perform tests to ensure each piece is in your project. If something is not present, it will be made available in a report entitled "Missing Resources.Txt" within your project's folder.


Parellel Proccess Checker
DerVVulfman (October 15, 2014)

This script is designed to examine if one (or more) parallel processes are currently running in your game. It will search through both map events and common events, and only deliver information on the parallel processes that have been triggered and are currently running.  Unlike my more recent additions, this merely delivers a pop-up window that informs game developers of the needed data, and will only execute when the game developer presses the hotkey combination in debug mode.


PK8's Data Backup Script 2
by PK8 (September 16, 2009)  

A dual platform script for both XP and VX, this script creates backups of your project's data.


RTP Path
Grimimi (September 2, 2012)

This is simply module to get the path of the RTP to use only in $TEST as a developer's tool.



Resource Sifter
by DerVVulfman (August 7, 2024)

This script is a resource management utility tool designed to search your product and list any audio or graphic resoures no longer in use, or not being used by the base RPGMaker database and map system to be specific.



Screen Tint Debugger
by Leon_Westbrooke (January 21, 2008)
posted by MechanicalPen (November 4, 2014)

This is a script that lets you play with screen tint in a special debug mode.


SortData
by kyonides (December 21, 2023)

Do you need to get a list of item or skill names?
Do you want to get them sorted out to see if you're missing anything important there?
Then this temporary scriptlet is right for you!


Speed Up Battles During Test Play
by RPG Advocate (unknown date)

This script makes it so that if you hold CTRL in battle during a test play, the battle will play in fast-forward mode.


Spritesheet Generator Conversion Script
DerVV (November 20, 2018)

For those using an Animated Battler script that needs a battler with a single row of mutiple poses like the Minkoff style.  This script lets you convert battler graphics from RPGMaker MV and RPGMaker 2003 formats for use.


String Representation of Table
by Zeriab (April 17th, 2008)

Here is an extension to the table class which implements in to_s method so a more easily readable string is returned. This should work both on RMXP and on RMVX since the structure of the hidden class is similar enough.


Switch Extraction Generator
DerVVulfman (June 15, 2020)

Gets and lists all used Switches in your project


Test play acceleration
by Cogwheel (February 28th, 2008)

At test play X button... while pushing "the A" key of the keyboard with initializing, game speed accelerates. The inside of accelerating is skipped also message automatically. In addition, when fighting the party menu (it fights, when/escapes) while indicating the Y button... "S" of the keyboard is pushed with initializing, the enemy destroys.


Text Extraction Generator
DerVVulfman (October 4, 2014)

This script is designed to search throughout your RPGMaker XP's project to to find and record all normally created text dialog to a file. it will search through both the common event database and through each map and map event, recording all texts to a file. The output file created will be entitled "Text Extractor.txt" within your project's folder.


Text to RGSS
DerVVulfman (March 12, 2011)

Based on Yeyinde's work,  this system allows you  to convert your text files into RMXP and RMVXP data files  that will be encrypted along with your game.  Keep in mind, this assumes that your data is an array list such as those in the RPG cache and it will require you to follow very specific guidelines.


Universal Data Back-Up
by Kain Nobel (April 15th, 2009)

Ever go to open your RPG Maker XP/VX project, just to find *gasp* an Unexpected File Format error!? This system does regular back-ups of all the files in the specified Data folder, and re-writes them to a backup directory. Not only that, but this script is universal meaning it'll, in theory, work in any standard Ruby library just as well as it does with RGSS/RGSS2.


Variable Extraction Generator
by DerVVulfman(July 20, 2020)

his script is designed to search throughout your RPGMaker XP's project to find and record all used RPGMaker XP variables to a file. It will search through both the common event database and through each map and map event, and the troop database recording all variables used to a file. The output file will be named "Variable Extractor.txt" within your project's folder.


Variable Logger and Debugger
by Trickster ()

This script allows you to see all of the instance variables of a class and the classes instance variables and global variables and their instance variables and allows you to edit them in game if the $DEBUG Flag is set and a key (your choice default F11) is pressed.


Reply }
#36
[Image: other.png]
Basically, everything else.

Other: A-Z

Alisha's Removables
by DerVVulfman (March 7, 2013)

This system acts upon Alisha's Storage Containers, and lets you actively pick up certain containers which will show up in the Party's Item list. Likewise, the player can take a container he's carrying and set it back down wherever he wishes.


Alisha's Storage Containers
by DerVVulfman (July 23rd, 2009)

This system allows you to create re-usable chests and other forms of containers on your map. Rather than just finding a chest to get your loot, you can return to the chest and put stuff back in for later. You can put items, weapons, armor and even gold into these storage containers which you can retrieve later.


Caesar Cipher Text Encryption and Decryption System
SoulPour777 (February 16, 2015)

This script allows the user to encrypt and decrypt a text in the format of Caesar Cipher.


Chaos and Order System VXA
SoulPour777 (March 10, 2014)

The world is divided into Chaos and Order. Be it that every crime results to Chaos and good acts results to Order. This script monitors a value of a variable and shows its value on the Chaos and Order windows.


Disc Changer
by Zeriab (August 21st, 2008)

This script allows you to change discs where each disc can contain 999 maps. The transitions between each disc works seamlessly just like a normal transfer.


DoubleX RMMV Death Records
DoubleX (February 19, 2016)

Lets users mark the actors/enemies' death times via their IDs.


Encoder
by DerVVulfman (May 19, 2006)

This provides a simple encryption system known as the 'Random Number Seed' style of encryption. To encrypt a value, you need two things... the file or line of text, and a codekey which you use to encode the data. The system will generate your encryption cypher based on that codekey and do the work for you.


KChest XP
kyonides (September 4, 2012)

This script lets you easily create chests to store your items, weapons or armors or just all of your stuff. Of course you may take whatever is in those lonely and long forgotten chests. You are not supposed to animate the chests, it is already taken care of by the script.


KChest XP VX 2016
kyonides (November 11, 2016)

This is just another Treasure Chest script for RMXP and RMVX.. Some of you people might have noticed I had published a similar script long time ago, back in 2012 or so, but this time I'm posting a revamped version that also lets you store gold as an item in your chests. Weird, huh?


KInquire XP[/Hightlight]
by Kyonides (August 13, 2021)

What have you been doing as of late?
I've been investigating some weird events that have been taking place in a small place called Kustom Town as of late.
Have you got any piece of valuable information, sir?
A contact, the name of any serial killer Killer , a suspicious location, a piece of evidence. Anything, pretty much anything, might prove to be quite helpful at the end of the day.
It seems that some suspicious character might have an accomplice out there...
All of the pictures required by my script should be placed in the Graphics/Pictures directory.


[Highlight]KOpenWeb
by kyonides (January 25, 2023)

Did you ever need to open the URL of your game's website?
Well, now there is a chance to do it!
Just copy this scriptlet of mine and paste it below Scene_Debug.


KTimers
kyonides (October 30, 2012)

This script should let you create events like growing plants. The benefits are interesting, you won't find any timer on screen and the corresponding timers will keep running even if you're on another map. Don't worry about them running forever, they'll stop right after they reach their "ripe stage". Only a player hitting the OK button while standing right in front of the event could reset the timers.


KyoLang
kyonides (January 6, 2012)

This script should allow you to include more than one language in your game projects but it should be the last script you include in your project.


KyoWatch
by Kyonides (December 27th, 2008)

It allows the player to set a clock, configure a calendar (made of simple text sprites for now), so the player may think the game has its own clock for calculating when any event might happen and it may not be affected by the OS clock / calendar at all and even so the data will look realistic.


Marie's Scripted Cutcenes & Credits
by DerVVulfman (February 17th, 2009)

Rather than use the traditional system of using map events to create a cutscene for your game, this system accesses a premade list of commands which it uses to carry out audio and video cues.


MultiCurrencies
by DerVVulfman (March 5, 2008)

This system allows you to establish different forms of currencies in your gaming world, not just the one called Gil (or gold or whatever you wanna rename it). As such, you could have 2, 3 or 15 different forms of currency.

As a bonus, the demo in this post includes a banking script made for this system. It includes a currency conversion system.


NetPlay 2.0
by Me™, Mr.Mo, Trebor777, GoldenAura & Others (July 15th, 2007)

Using the provided scripts you can play RMXP over the internet. Version 2.0 made this extremely stable. For small ORPGS and usage for it's network abilities it is perfect, however, although it is technically capable of them, MMORPGs still need a good server admin and script debugging to maintain a working game.


No Hang Script
by Zeriab (April 7th, 2008)

As many of you probably know you get a 'Script Hanging' error if a script takes too long to process.

This code snippet works by calling Graphics.update if this has not happened in a long time. A separate thread is running which checks up on the time. It should not affect the speed of the main thread in any significant way. It will not work if you have DLL calls which takes too long though.

THIS IS A SCRIPT YOU DON'T JUST ADD.


Old Ocarnia script
by Nachos (December 20th, 2007)

Play an ocarnia.


OpenChest
by kyonides (July 17, 2023)

Did you ever wanted to configure your chests the easiest way possible?
Now you can do that at any time!
And how exactly does that work?
Well guys, you simply need to create your event and turn on a single game switch and start adding gold, items, weapons or armors at will.
The script will turn off the switch before exiting the scene.


Reputation System Orpheus
Soulpour777 (August 10, 2014)

This script allows you to create a reputation system with a graphical user interface.[/Highlight][/Thread]

Scene_Bonus EX
Soulpour777 (March 20, 2014)
[FSLText]This new added scene allows the player to take a Bonus Item. The Bonus Item is only available if the certain computer time is achieved and a certain switch is turned on. The switch is automatically turned off when the item is taken. This serves as the counter to "Taken" and "Not Taken" for the item.


Scene Display Ex
Soulpour777 (March 20, 2014)

This script allows you to display different images of different kind, of which it serves as a multipurpose custom scene. It can be a monster book, town book, encyclopedia of items, encyclopedia of people met, notebook or any other types of images you want to display. The script intends to display image rather than a embedded text or graphic is because for the developer to be free on making their designs on the image shown rather than limited graphic shown from the maker.


Scheduler ~ Scripting Tool
by Zeriab (November 27th, 2008)

How many of you tried creating a parallel process where you put in an amount of frames and then a script call or something else afterwards?
Basically a simply way of doing something after an amount of frames. This is the principle behind the script. To schedule pieces of code to be executed after an arbitrary amount of frames. No making decrementing counters. The scheduler takes care of all that or well most of it. It is still not as simple as using the wait event command.


Single / Multiplayer Options for NetPlay 2.0
by DerVVulfman (May 14th, 2009)

This system allows you to create games utilizing the NetPlay 2.0 system that may also be played offline. Think about it. Rather than designing two separate games (one online and one offline) with the same game maps, characters and series of quests, you can create a single contiguous project.


Soul Engine Ace – Actor Banned Names Script
SoulPour777 (February 27, 2014)

This script allows you to create a list of Banned Names or Words that allows you to create different effects when a banned word is being entered by the player.


Soul Engine Ace – Cutscene Screen
SoulPour777 (February 27, 2014)

Do you want a specific screen size when you have a cutscene? This script does it. Your screen is changed to a new resolution in order to supply cutscenes and gives cover to what should only be seen on screen.


Soul Engine Ace - Picture Cutscene Controller
SoulPour777 (February 27, 2014)

This script creates a cutscene picture to visualize a cutscene. It also disables the menu during cutscene, which means the player can't open the menu when they are inside a cutscene. It does not extend until the battle phase, which makes it unique and easy to control.


Storage System
By Bravo2Kilo (November 4, 2012)

This script adds a storage system to the game, allowing the player to store and withdraw items and gold, key items can't be put into storage. This script also lets you have multiple storages.


Syvkal's Image Gallery
by Syvkal (May 10th, 2008)

I made this script for a request by Punk. But now he doesn't need it... so I can post it for anyone else who wants it. It makes a scene that holds all the pictures in a certain directory, which you can then click on and it shows them full size.


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.


Z9 Project Protection Script
Narzew (September 10, 2012) [Image: Broken.png]

This script is designed to protect RPGMaker XP games from being unencrypted. As it has its own project files, do not unpack in the same folder as your project lest yours may be replaced.


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