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Found 20 results

  1. Blackcloud

    Skills that can crit in RM VX

    Hello, I've tried to make single spells that have a chance to crit but actually I don't know how to do it. I just want the triple hit skill to have a chance to crit. Would be nice if some one can help me and would be nice if it can used in the note tags like <critical chance> or something like that. Oh and I'm using the RPG Maker VX not Ace. Greetz Blackcloud
  2. Hello everyone! ♥ Sooooo... I have a script request to make. I’m afraid this might be a tough one to crack (I'm not sure, though), but I hope somebody can help me out…! Basically, I’m working on monster encounters. There’s an event on the map which follows the player, and if this event touches the player, the battle will start (via event touch trigger). Moreover, if the event touches the back of the player, the player starts the battle with some disadvantages. I actually managed to event this successfully, but then I faced a problem I didn’t consider. I’m using a caterpillar script in which the followers are treated as events. Oh boy, stupid me. In other words: Now, the monster-event doesn’t only have to be triggered after touching the player, but also after touching the caterpillar events. Theoretically, this can be done by eventing with variables and parallel processes. Normally, I’d do exactly that. However, in this case, I have several follower-events being potentially triggered by the touch of several monster-events on one map, which means that firstly, I’d need a ridiculous amount of variables and secondly, the map will probably have some serious lags. Like, the really, really bad kind of lags. (Are there even “good lags� Well, this is most certainly not one of them.) So – here’s the question: Is there a way to let an event be triggered by touching another specific event? Maybe there’s a way to let these specific follower-events (maybe by marking them with a comment) be treated like the player when the monster-event approaches it. Or something like that. I honestly don’t know. If you have better or easier solutions, I’d welcome them with open arms. I really tried out a lot of different stuff and googled like a maniac to solve this problem, but without avail. I really, really hope this script request will be more successful. As help, here’s the caterpillar script I’m using. It’s by Zeriab. Thank you very much for reading this request! I hope somebody can help me out with this. (Pretty please? ♥) If you need a demo, just ask and I'll prepare one right away! And sorry for bothering--
  3. [sGEN] Script-Generated Edifice aNomaly: Core by ???nOBodY??? Introduction # This script aims to extend the default engine's control over just about all things tileset & autotile, in general, # by giving a designer some nifty tools to do so. Want your fence to use a different autotile as a ground layer? # Covered. Want to change your tileset on the fly, using a simple script call, with its only argument being an id # pointing to a customizable hash? Covered. Want to change all water tiles to lava on-the-fly? No problem. # Want a complex animation involving the map's tiles directly? Why yes, yes you can use TileE and all of its # tiles in sequence for a parallel processing event. The possibilities are endless; it all starts with you. Features # -Tile Swapping (by x,y) # -Tile Swapping (by tile id) # -Autotile Configuration # -Tileset Configuration (/w extra tileset functionality) # -Tileset Swapping # -Extra Map Layers Script Please grab the demo: build_v1.0 build_v1.1 *bugfix (thanks Ixfuru) * event images set to the tileset will properly update with tileset changes Author's Note # *if you use this script, you must give credits to the following: # -Aindra, from rpgmakervx.net, for Tile ID Information and References # -PK8, from rpgmakerweb.com & save-point.org, for implementation of extra layers # -Tsukihime, from rpgmakervxace.net, for the original idea of "tile swapping" # -KilloZapit, from rpgmakervxace.net, for autotile generation code # -ShadowD, from rpgmakervx.net, for the technical inspiration way back when # -???nOBodY???, from both rpgmakervx.net & rpgmakervxace.net # # *It's free for noncommercial & commercial useage, but if it's for a commercial project, # only if all credits are given, and if you contact me first. # *This script is VX.net-exclusive; if you want to share it, either link to it, or contact me via PM. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
  4. Hello, my dear reader! ♥ I hope this is a managable request. I have two scripts here, which are used for creating special states. Especially for interesting skills, these states are very useful. The first one I'm speaking of is the mana shield script by Kingsofrpg. It basically turns HP damage to MP damage when hit. The second one is the protect skill script by Kal. When the state is inflicted on an ally, the person who did that receives all the damage that is targeted to the ally. These scripts on their own work pretty good, but using both of them in an project will cause rather nasty problems. As far as I can tell, the mana shield works perfectly fine, but it somehow seems to mess with the protection skill. When using the protection skill, the ally that is inflicted with the protect-state (note: NOT the one, who inflicted this state on the ally) is taking MP damage. Yup, that's not a typo, I really mean MP damage and not HP damage. Furthermore, the ally can't even get inflicted with the protect-state, when he/she has no MP left. In addition, the ally also can't get inflicted with the protect-state, when he/she already is inflicted with the mana shield state. Maybe it's worth noting that the protection skill-script is placed below the mana shield-script. Changing that order causes even nastier problems, which include error messages. Oh! And because it probably matters, I want to mention that I'm also using Tankentai. I hope I didn't left out some crucial information. If there are any more questions, I'll gladly answer them! Here are the scripts I'm talking about - - Mana Shield by Kingsofrpg - - Protect Skill by Kal - So... That's it! Thank you very much for your attention...! (o_ _)o
  5. Interpreter Move Commands by ???nOBodY??? Introduction # I made this mostly for use with my roguelike battle system, mainly # because of a bug that had to do with movement. In any case, gives # a designer the ability to use simply script calls to move events in a # game. Features # -Interpreter commands for event/player movement # -Useful for moving an event from within a script Script link (pastebin link) Author's Note # *It's free for noncommercial & commercial useage, but only if credit is given, and if you contact me first. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
  6. Event Location Data by ???nOBodY??? Introduction # I made this because I got tired of making extra events to fix the positions of other # events that had moved when transferring between maps, or loading a saved game. # This script lets you save an event's current location into a Game_System array, # that is conveniently saved with save data. Features # -Save an event's location # -Clear an event's location Script link (pastebin link) Author's Note # *It's free for noncommercial & commercial useage, but only if credit is given, and if you contact me first. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
  7. [sGEN] 16-Format Passage Settings (/w Pixel Movement) by ???nOBodY??? Introduction # This is my take on pixel movement. The default "32-Format" passage settings seemed a bit limited, in my opinion, so # I made a "16-Format" alternative. Basically, the engine takes your vanilla 32x32 pixel squares, and divides them into # four 16x16 pixel squares, giving you x4 more passage settings to work with. These are created from the default passage # settings, if you don't have a custom one ready (able to be made and edited with the editor project). Features # -4dir or 8dir pixel movement # -Customizable 16-format passage settings Screenshots Script Please grab the demo: link (dropbox link; editor) link (dropbox link; test) Author's Note # *It's free for noncommercial & commercial useage, but only if credit is given, and if you contact me first. # # *I haven't really written up any documentation on its use (mostly plug 'n play), or cleaned up the code at all; fair warning. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
  8. Greetings! I have a problem with Hanzo Kimuras Lifeline System, which is kinda hard to explain, but I’ll try anyway! The script itself is actually working pretty well, since I’m only using it in battles, but there is an issue with sparkyg13s Large Party Addon for Tankentais SBS. First of all let me explain what each system does: The Lifeline System shows a lifeline for each actor which visualizses how many HP an actor has left. The graphics are changing when a. the actor is poisoned b. the actor has less than 75% of max HP left c. the actor has less than 25% of max HP left and d. the actor has 0 HP left/the actor is dead. When the actor has less than 25% of his/her max HP left, there’s a chance for him/her to get a special state, which you can set in the database. I guess what the Tankentai SBS does is generally known. KGCs Large Party-script enables the player to add more than 4 characters to the party. If the player has more than 4 characters in the party, he/she can choose which 4 characters he/she wants to use in a battle by scriptcall. The other characters are sort of… set on stand-by or something. In addition, the addon I mentioned earlier adds a very cool feature: You can switch fighting actors with stand-by actors in-battle. And that’s causing the problem. Switching actors in-battle works perfectly fine, but the lifeline isn’t updating correctly. Instead of showing the lifeline of the new character, it’s still connected with the HP of the old character. Imagine you’re starting a battle. You’re immediately switching Ralph with Ulrika. Ralph (who wasn’t hit even once) is set to stand-by, while Ulrika is participating in battle now. BUT when Ulrika was hit a few times and she has less than 75% of her max HP left, the lifeline is still showing the same graphic as when she had more than 75% HP left. But when you’re switching Ulrika back to Ralph and Ralph has less than 75% HP left after some hits, the lifeline is updating correctly. I guess that’s because the lifelines are always connected with the actors who were fighting when the battle started. That’s why I’m asking… Could someone please correct it? Like, with fixing the lifeline-scripts or something? I don’t know anything about scripting, so I’m not even sure if that’s possible. Also I’m not sure which scripts are needed to solve this, but I put the lifeline-scripts (3 in total + a readme), KGCs Large Party-script and the Tankentai/Large_Party-addon in a .rar-file. If you need any other scripts like all of the Tankentai scripts or something that has to do with it (like ziifees spin command or something), just tell me. I’ll add them right away. Thank you! edit: I can't upload files here, so I uploaded them here: http://s000.tinyupload.com/index.php?file_id=91944428113815722028
  9. Introduction # # Megaman. Rockman.exe. Lan's navi. All three of these refer to one of the main # protagonists of the Megaman Battle Network series; Megaman himself. To be clear, # the ACK Battle Engine is an addon-based battle system, inspired by the battle # system found in the majority of the Battle Network titles. # # It's named the Autonomous Code Killing Battle Engine for a reason; in the Battle # Network games, the player would control Megaman across the vast reaches of the # net, occassionally entering random battles with "viruses". Defeating viruses # was referred to as "deleting" the viruses, thereby purging the system of the # malicious code; hence, "Code Killing". The "Autonomous" part comes from the # fact that the ACK Battle Engine revolves around it's unique enemy AI. They # aren't hard to create (for one with the know-how), and can be dynamically # "programmed" for each enemy separately, via a configuration module. # # Originally, ACK didn't mean anything at all; it was merely an acronym I had # included in a certain scripting shop's logo, to provoke thought, and illicit # questions. In truth, it was merely what remained of a different logo, that I # had scrapped and photoshopped beyond recognition. # # *This script is compatible with my Scene_Battle_Default script, as well as # GuBiD's GTBS; both overwrite Scene_Map: call_battle, and so does this script, so # the other two have had $imported functionality implemented in this one. # # Battle System priority is like so: # Scene_Battle_TBS > ACK_Scene_Battle > Scene_Battle_Default > Scene_Battle # # -Overwrites: # -Sprite_Base: initialize # -Sprite_Base: animation_set_sprites # -Scene_Map: call_battle # -Aliases: # -Game_Actor: use_sprite? Features # # FEATURES IMPLEMENTED: # -battle HUD (updated) # -battle HUD (P4 HUD add-on) # -panels drawn (default 6x6 grid, /w player & enemy sides) # -panels update + self-contained = new & improved panels # -player drawn # -player basic movement (user-input) # *movable_player? method checks panel_alignment # -enemies drawn # -enemies basic movement (dynamic AI config) # -enemy AI attack conditions # -enemy AI attacks # -enemy AI attack animations (database animation: "screen") # -enemy AI attack animations (database animation: "sprite") # -enemy AI attack animations (attack_end animation) # -enemy AI attack animations (attack_loop animation) # -enemy AI attack damage # -enemy AI attack speed # -player actions: weapon attack # -player actions: charge weapon attack (type: multiplier) # -player actions: skill # -player advanced actions: action gauge # -player advanced actions: action window # -player advanced actions: action queue # -multiple attacks/animations occurring at once # -player "deletion"; player death animation & defeat processing # -enemy "deletion"; enemy death animation & victory processing # -weapon configuration # -better handling of wpn config for non-configured wpns (vs simply crashing) # -hideable enemy hp # -animated battlers # -animated battler poses (player) # -notetag support # # FEATURES TO BE IMPLEMENTED: # *Targetting Command Compendium # *Targetting Condition Compendium # *AI Command Compendium # -enemy AI multiple attack conditions # -enemy AI attack animations (attack_end animation: hit and non-hit versions) # -enemy AI attack timing (times damaged, & when; setup similar to the attack itself; works parallel to it) # -victory/defeat results # -player defend/run # -notetag support (more) Bug Tracker Known Issues *6-16-13 [Fixed: 6-18-13] In a battle against 3 Slimes, after defeating the Slime in the front row, the graphic for the Slime in the back row froze in one spot. That particular enemy's HP count still moved, following my battler, and attacks were still launched one after another, but the graphic for the enemy battler itself wouldn't move anymore. The Slime in the middle row seemed to still function normally. *6-10-13 [Fixed: 6-25-14] Attack/animations speed up if you press and hold the attack key. Also, attack animations, once sped up, seem to finish before the targeting cursor reaches its destination; not an issue before the mysterious speed boost. Via testing of the beta weapon attack charging, I've noticed move_by_input seems to be called too much; or rather, upon trying to "release" the charge attack before being fully charged, it will perform the normal attack multiple times each frame. *6-10-13 [Fixed: 7-04-14] After each enemy is defeated, the attack/animations speed up. *6-12-13 If the size on everything is doubled, it becomes off-center. The sprites themselves are on-center with the panels, but most of the battle is drawn off-screen. Screenshots N/A Scripts Currently, it's just the core engine. It's in the attached demo. FAQ Q: Is this compatible with YEM? A: Probably. Q: Is this compatible with Tankentai? A: Probably. Q: Is this compatible with GTBS? A: Probably. Q: I've encountered #bug#. Do something! A: Please report the bug in this topic. Q: Give me a support bar! A: Here it is, if you want it. [url="http://www.rpgmakervxace.net/topic/28215-ack-battle-engine-v06/"][img]http://i1374.photobucket.com/albums/ag405/depthcruzer3000/Banners/rmvx_ack_battle_engine_support_banner_zps57510189.jpg[/img][/url] Author's Notes QUOTE (Sissel Cabanela @ Mar 12 2013, 07:58 PM) Sissel: Hey, can I get this little script here done? Snake: Oh yeah, sure, it looks pretty mundane and easy, actually. Nobody: True, true...BUT LETS CRANK IT UP A NOTCH!!! |#| This is "beta" version of my first battle system, based off of the battle system found in Megaman Battle Network #integer#. What this means, is that I'm looking to get some feedback from the community, to improve the engine. This script is VX.net- & VXAce.net exclusive, and should not be posted anywhere else without my express permission. If you'd like to use it non-commercially, go right ahead. It's free! If you'd like to use it commercially, contact me via PM. Thank you, and enjoy! |#| Old Builds Latest Build ACK_Battle_Engine_v0.6 ( 5.18MB )
  10. Show Player/Event Sprite During Fadeout by ???nOBodY??? Introduction # This script simply allows you to show the player's sprite, and if a scripter, just about anything you want, during a fadeout. # Maybe the player needs to be alone with his thoughts... Maybe he's consumed by the void... Maybe... just maybe, he's having a bad dream. # And now, with the latest update, events can have this property too! Let them have some fun, and intrude into the player's thoughts! # In addition, these sprites are able to be shown facing the same direction as on the map, or default to DOWN. Features # -turn system ON & OFF using a $game_system attr_accessor, saving a switch id; one for player, one for events # -showing player sprite at player's coordinates during a screen fadeout # -showing event sprite at their coordinates during a screen fadeout # -option to allow player/events to keep their direction from the map, or default to DOWN # -option to allow player/events to tint with the map Script Show Player/Event Sprite During Fadeout Author's Note Nothing really of note, except that this one can be turned ON & OFF; player and event switches are separate. Map tint can also be carried over to the sprites shown during a fadeout. Thanks, ccrow5derlock & dizzyinc, for the suggestions.
  11. Event Sprites Extension by ???nOBodY??? Introduction # This script aims to extend the default engine's control over sprites in # general, by giving the Sprite_Character class some of the functionality # from the Sprite_Battler class. Features # -Sprite_Character class has access to Sprite_Battler's WHITEN effect # -Sprite_Character class has access to Sprite_Battler's BLINK effect # -Sprite_Character class has access to Sprite_Battler's COLLAPSE effect # *where Sprite_Character is mentioned, it's referring to the sprite you see for events with graphics. # *where Sprite_Battler is mentioned, it's referring to the sprite you see for enemy battler graphics. Script Event Sprites Extension Author's Note Nothing really of note. Randomly got the idea when helping IXFURU out with balloon icon coding.
  12. Balloon Icons Extension by ???nOBodY??? Introduction # This script aims to extend the default engine's control over sprites in # general, by giving the Sprite_Battler class some of the functionality # from the Sprite_Character class, as well as extend the default engine's # limited control over balloon icons. Features # -Sprite_Battler class has access to Sprite_Character's balloon icon animations # -Balloon icon spritesheets can be switched in-game # *where Sprite_Character is mentioned, it's referring to the sprite you see for events with graphics. # *where Sprite_Battler is mentioned, it's referring to the sprite you see for enemy battler graphics. Scripts Balloon Icons Extension Balloon Icons In-Battle Author's Note Nothing really of note. Randomly decided to make this a while ago for a ReStaff Release, and dumped it in the topic for Andinator's balloon icons to be able to be used alongside the defaults. Just never got around to actually posting it in the Completed Scripts section.
  13. Game_BattleAction Rewrite v2.0 by ???nOBodY??? Introduction # This script rewrites the Game_BattleAction class to allow friends_unit and # opponents_unit to hold both Game_Actor objects, as well as Game_Enemy objects; # units are treated as more generic arrays, rather than classes (Game_Troop & # Game_Party). # # *Please note that several extra scripts have been included in order to demonstrate # this script's functionality: # -Non-Differentiating Actors v1.0 (req.) # -this script actually only adds a new property to actors # -it's required since the core script makes use of this property # -Non-Differentiating Enemies v1.0 (req.) # -originally requested by lordskylark, this script actually only adds a new property to enemies # -it's required since the core script makes use of this property # -Game_BattleAction Rewrite (req.) # -this is what you're here for, isn't it? # -Game_BattleAction: Scope Extension (opt.) # -this is an add-on; it adds several new scope options you can adjust via notetags in skills' noteboxes # -Game_BattleAction: Targetting Extension (opt.) # -this is an add-on; it adds the ability to include actors in the target window # -there is an option to switch between enemies and actors via press of a button; by default, those two lists are merged # -while this add-on is optional, it's HIGHLY RECOMMENDED that you use it, as it has several fixes to the core script, # only really noticeable when an actor is the attacker, and you have a temperamental actor in the party Features # -friends_unit & opponents_unit can hold both Game_Actor & Game_Enemy objects # -Advanced targetting extensions easier to script # -Add-On based; including scope and targetting extensions Scripts Non-Differentiating Actors v1.0 (req.) Non-Differentiating Enemies v1.0 (req.) Game_BattleAction Rewrite (req.) Game_BattleAction: Scope Extension (opt.) Game_BattleAction: Targetting Extension (opt.) FAQ Q: Is this compatible with YEM? A: No idea. Q: Is this compatible with the default or Tankentai? A: It should be... Default works, and I'd assume Tankentai would be, considering this class is little-used in scripts. Tankentai is untested however... Author's Note This is the second release of my Game_BattleAction Rewrite; designed to streamline targetting extensions and treat both the enemy party, as well as the allied party, differently, where an ally can be an enemy, or an enemy your ally. Because as all generic NPC children know, the enemy of your enemy is your friend...
  14. Dual-Wield Overhaul by ???nOBodY??? Introduction # This script aims to alter how dual-wielding (two_swords_style trait) works. # # By default, when dual-wielding, damage is calculated once, and dealt twice; # once for each weapon. In other words, actors using this trait can quickly # become rather broken. This script aims to fix that, by providing designers # with a more reasonable dual-wielding experience. # # Each weapon attacks separately, with its damage calculated separately. # # *This script is fully compatible with my Game_BattleAction rewrite script, # and in fact, most other scripts, due to two aliased methods, and two overwrites; # however, if DWO_SHOW_SECONDARY_WEAPON_ATK, extra methods are overwritten: # # DWO # -Overwrites: # -Game_Actor: atk # -Scene_Battle: display_attack_animation # *IF DWO_SHOW_SECONDARY_WEAPON_ATK == true # -Window_Equip: initialize # -Window_EquipStatus: initialize # -Window_Status: draw_parameters # -Scene_Equip: create_item_windows # -Scene_Equip: update_status_window # -Aliases: # -Game_Actor: make_attack_damage # -Scene_Battle: execute_action_attack # # DWO: Offhand Weapons # -Overwrites: # -Window_EquipItem: initialize # -Window_EquipItem: include? Features # -When dual-wielding, damage calculated separately for each weapon # -Pesky twin_swords_style no longer deals more damage than it should # -Display secondary atk as a separate stat in Scene_Status & Scene_Equip (can be toggled ON/OFF) # -DWO: Offhand Weapons; allows weapons to be designated as unequippable as a secondary weapon # -DWO: Tankentai Patch; compatibility with Tankentai * -more to come...? Script Dual-Wield Overhaul (pastebin link) Dual-Wield Overhaul: Offhand Weapons (pastebin link) DWO: Tankentai Patch (pastebin link) FAQ Q: Is this compatible with YEM? A: No idea. Q: Is this compatible with Tankentai? A: Yes. Author's Note This is the second release of my Dual-Wield Overhaul; designed to fix that pesky twin_swords_style actor trait. It dealt way too much damage to begin with, it only calculated the damage it was going to deal for two attacks once, and on top of that, forced me to take desperate measures; rewriting Enterbrain's original code. Because as all generic NPC children know, the knife in your off-hand should not hurt as much as the bastard sword in your right. With this release, the secondary weapon's atk stat can displayed alongside the normal (primary) atk stat in the status and equip Scenes. Also, a patch now exists to provide compatibility with Tankentai.
  15. ???nOBodY???

    Elemental Overhaul

    Elemental Overhaul by ???nOBodY??? Introduction # This script aims to alter how the default elemental system of ranks and their values work. # # By default, there are only 6 ranks for elements; and therefore, only 6 values; # one for each rank (though the set of values differs for actors and enemies for whatever reason). # In other words, the default system of how elements are handled is rather limited. # This script aims to fix that, by providing designers with a more customizable elemental experience. # # Each element can have unlimited ranks, with actors and enemies, still utilizing separate rank/value sets. # # *This script is fully compatible with my Game_BattleAction rewrite script, # and in fact, most other scripts, due to two overwrites; # # EO # -Overwrites: # -Game_Actor: element_rate # -Game_Enemy: element_rate Features # -Actors can use a set of unlimited ranks & values for elements # -Enemies can use a set of unlimited ranks & values for elements * -more to come...? Script Elemental Overhaul (pastebin link) FAQ Q: Is this compatible with YEM? A: No idea. Q: Is this compatible with Tankentai? A: Probably. Author's Note This is the first release of my Elemental Overhaul; designed to fix the limited elemental system. Because elemental resistances/weaknesses should be able to be more varied than 6 values between -100 and 300.
  16. ???nOBodY???'s Snippets Archive by ???nOBodY??? Miscellaneous Snippets All scripts within the demo. Snippets in Main Script -Airship Flight Elevation Changer -Auto-Updating Vehicle Switches -Auto-Updating Troop ID of Last Encounter -Class Conditionals -Plural Enemy Numbering -Party Name Changer Other Scripts Included # Welcome, to ???nOBodY???'s Script Library! [110 scripts as of 12-16-14] # The following scripts are included... # # Advanced Force Actions v1.0 # Al Bhed Language: Simple Substitution Cipher v1.0 # All_Actions_Cost_1_MP v1.0 # Ammo Updater # Armor Rating v1.11 # Attack Elements for Enemies # AutoDash Toggle # Auto-Databaser (v1.0) # Balloon Icons Extension # Balloon Icons In-Battle # Battle Message Logger v1.0 # Battle Timer Plus v1.0 # Boss Collapses v1.0 # Bush Tile Partial Transparency # Card System VX (original by tomoaky; heavily modified version) # Card System VX - Delta Combos v1.0 # Change Battle BGM in-battle # Checkpoint System - Export Game Data (v1.1) # Checkpoint System - Import Game Data (v1.11) # Combo Finishers v1.2 # Death Counterattack # Dual-Wield Overhaul # DWO: Offhand Weapons # Durability & TP System v1.0 # Dynamic Battle Mod I v1.0 # Dynamic Battle Mod II v1.1 # Dynamic Battle Mod III v1.0 # Dynamic Class Changer v1.1 # Dynamic Level Limiter v1.0 # Dynamic Slip Dmg OnMap # Eagle Vision v1.0 # Elemental Boosts # Elemental Overhaul # Event Sprites Extension # Equipped Weapon Skill Requirements # Exorcism Skill v1.0 # Fableish Experience System v1.0 # FFTA Custom Exp Formulas v2.2 # FFTA Custom Exp Formulas: Enemy Balancer System v1.5 # FF V/XII Ability Shop Patch # Fine Move Speed Control # Floating Event's Name # Funky Shortcuts v1.2 # Game_BattleAction Rewrite v2.0 # *G_BA Scope Extension # *G_BA Targetting Extension # Ghost List v1.0 # GIF Animation Player v1.0 # Global BGM Pitch Change /w Switch # Horror/Awe Factor v1.1 # In-Battle Limited Inventory # In-Battle Status # Invisible Party Leader # Jump To (X,Y) # LevelUp_BattleEnd_ME # Map to .txt (v1.0) # Melee Management Menu # MP_Cost_Alter v1.0 # Multi-Scope Single-Animation # Multi-Vehicle BGM # Non-Attackable Elements # Non-Differentiating Actors # Non-Differentiating Enemies # Partial Potions v1.0 # Passive Management Menu # Percentage Skill v1.11 # Persona 4 BattleStatus HUD # Persona 4 Weakness Notification # Quick BGM Fadein # Quick Opacity Fader # Quick Opacity Setter # Quick Shop BGM # Quick Vehicle Frame Changer # Save / Auto-load # *Save / Auto-load: Skip Title # Save File Password Protection v1.0 (disabled; use at your own risk) # Scene_ItemStorage v1.0 # Scene_ActorStorage v1.0 # Scene_StringEntry v1.03 # *Scene_StringEntry patch # *Scene_StringEntry: Typing Input # Scene_Battle_Default v1.1 # Scene_FakeGameover v1.0 # Scene_SpellManagement v1.0 # SDC Points v1.11 # SGEN: Bridges v0.9 # SGEN: Maps v0.9 # Shop: RestrictItemQuantities # Show Sprite During Fadeout # Simple Gold HUD # Skill Scroll Items v1.0 && Restrict Total Number of Skills By Actor/Class v1.0 # Slain Enemy Absorption v1.11 # Smooth Leveling # Snapdragon Items v1.0 # SortItemsAlphabetically # Spell Management Menu # Spell System v1.3 # Spell System: Spell Levels Add-On v1.5 # Strafing # sUBzeR_0's snippets v1.21 # sUBzeR_0's States v1.0 # Teleportation Movement v1.0 # Two-Part Animations # Usable Item Durability v1.1 # Variable Bonus Stats # Variable Skill v1.0 # Weapon Cycle # Weapon Cycle: HUD # WindowMessage_Play_SE_ME_BGM # WindowMessage_ChoiceCursorOffsets # YERD ExtraUnlockedClasses (for YERD Subclass Selection System) # # # YERD Subclass Selection System is a modified version with several extra options # as well as the ability to automatically assign jp skill costs. # # Main has been modified, with a little snippet allowing you to skip Scene_Title # completely, going straight to New Game if no save file exists. Screenshots DEMO DEMO FAQ Q: This is not a question. A: Yes, but it should be. For compatibility, see each script individually in the demo. All of my scripts or snippets or whatever you'd like to call them, are free to use in noncommercial projects. If you want to go commercial, PM me. Credit and Thanks ???nOBodY??? Author's Note This is where I've decided to post all of my non-GTBS scripts. Enjoy, and credit if used, please. ....... ....... Ditto.
  17. Card System VX by ???nOBodY??? & Andinator Introduction # Card System VX v0.1 # by ???nOBodY??? && Andinator # Last Updated: 11-24-13 # # This script has several components: # Card System VX: Core I # Card System VX: Core II # *CardSelectionDialogue # *Card System VX: Dialogue # Card System VX: VX-style # Card System VX: Core III # *Scene_Equip_Cards # # All coding done by ???nOBodY???, with graphical & conceptual work done by # Andinator. If you wish to use this script, noncommercial useage is fine; # if commerical, permission from the original author is required. # # This script is rpgmakervx.net- & rpgmakervxace.net-exclusive, and is not to be distributed # physically or digitally anywhere else without the original author's express # permission. # # These terms are subject to change at the author's convenience. # Thank you, and please enjoy this beta release! Brief FAQ Screenshots N/A Script Card_System_VX_v0.1 Release Notes Author's Note # *if you use this script, you must give credits to the following: # -Andinator, for graphic & conceptual work # -???nOBodY??? # # *It's free for noncommercial & commercial useage, but if it's for a commercial project, # only if all credits are given, and if you contact me first. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
  18. Generic Gauge Display by ???nOBodY??? Introduction # This script adds generic variable gauges to your game, that can display an # unlimited number of gauges. The user merely looks upon the greatness of the gauges... Features # -Unlimited variable gauges # -Customizable variable gauges # -Disableable/Enableable variable gauges Script link Author's Note # *if you use this script, you must give credits to the following: # -???nOBodY??? # # *It's free for noncommercial & commercial useage, as long as you give credit. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
  19. Generic Choice Window by ???nOBodY??? Introduction # This script adds a generic choice window to your game, that can hold an # unlimited number of choices. The user presses left or right to view # available choices, and presses the action button to confirm their # selection. Features # -Unlimited choice dialogue # -Unlockable choice diaologue # -Customizable window placement Script link Author's Note # *if you use this script, you must give credits to the following: # -???nOBodY??? # # *It's free for noncommercial & commercial useage, as long as you give credit. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
  20. [ABEL] Automated Agility-Based Enemy reLentless by ???nOBodY??? Introduction # This script is an ATB; Active Time Battle system. Enemies' AGI is used to # determine how often they can attack, while the player's attacks will be # determined by the player himself/herself. Higher AGI, means quicker attacks, # while lower AGI, means less. # # It's also highly compatible (for an ATB), having have overwritten few methods, # while implementing new ones. If you're looking for a barebones ATB for the # DBS (Default Battle System), this may be just what you're looking for. Features # -AGI-based ATB # -Enemy ATB gauges # -5 modes for ATB # -Customize default interface for aesthetics Script link Author's Note # *if you use this script, you must give credits to the following: # -apoc, from rpgmakervx.net, for requesting this thing in the first place # -???nOBodY??? # # *It's free for noncommercial & commercial useage, but if it's for a commercial project, # only if all credits are given, and if you contact me first. # # I've nothing further to say, other than enjoy, and leave any questions, comments, concerns, or # suggestions by posting below.
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