2009, June 28

Link to the Script itself: Stop All Movement
Last Updated: 2009.06.28
This was an old feature in RPG Maker 2000 that wasn’t brought over. When used, all events on the map would stop moving on their own (unless you force them to move) and they’ll wait until ready. All of this is bound to a simple switch which will freeze all events on the map when on. Once off, everything will resume normally again.
Click here to read about the script in detail.
Updated scripts for today:
And that’s it~
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Posted by 黄
2009, June 24

Link to the Script itself: Custom Item Abilities
Last Updated: 2009.06.24
Usable items have generally been a very neglected part of many RPG Maker games due to the complete and utter lack of flavour they deliver to the game. This script allows you to give items a few more abilities than what they originally had and restores a few of the lost RPG Maker 2000/2003 features.
- Item charges. Use items a certain number of times before they’re consumed.
- Variable and Switch adjustment. Rather than doing it with common events, do it straight from the menu without kicking the player out of the menu.
- Unique item effects. Different actors and different classes can produce different effects from the same item depending on who is using them.
- Some actors and classes are unable to use particular items. This is another feature reclaimed from older RPG Makers.
- Some items will not have any effects on certain actors, classes, or enemies.
- Custom effects for lunatic scripters. These effects can happen before the item is used, consuming the item, or after the item is used.
Click here to read about the script in detail.
And here are some updated scripts as of today~
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Posted by 黄
2009, June 23

Not too big of an upgrade but it’s still an upgrade. Custom Skill Effects is now upgraded to pack 3! The big feature included in this one is the ability to throw items, weapons, and armours, similar to that of the ninja classes found in Final Fantasy games. While it was semi-possible to do it before with mix items, this one actually includes its own custom damage formula (modifiable), and the player can actually select what item desired to be thrown (and forever lost, mwahahaha).
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The following are updated scripts. Be sure to update Custom Battle Actions if you installed Custom Skill Effects Upgrade Pack 3.
Click below to read more about the new upgrade pack.
Read the rest of this entry »
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Posted by 黄
2009, June 22

Link to the Script itself: Display Item Query
Last Updated: 2009.06.21
This script was long overdue. It was mostly held back for so long due to other scripts taking priority over it and the amount of technical support and fixing needed for those other scripts. Well, I’ve finally decided that the time’s ripe for me to finish the script and did so.
Similar to the other Display Query scripts, this one lets you view item info by simply pressing the Shift/A button. This query appears in the item menu, the battle scene, and the shop scene where they’re needed the most. Although the information displayed isn’t nearly as large as the other queries, it will still hopefully prevent the player from becoming too frustrated with figuring out what an item does.
This script also records (over time) where the items can be obtained from drops, stolen items, or purchases from shops. This way, players do not need to search back and forth between towns to find out where to buy those certain items they need so promptly.
Click here to view the script in detail.
Updated script list:
And that’s it~
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Posted by 黄
2009, June 10

Link to the Script itself: Enemy Level Control
Last Updated: 2009.06.10
I actually rewrote this script three times just to make sure I’m doing things right, and to ensure enemy levels would be a bit more manageable. Oh well… I didn’t like the enemy leveling scripts out there that would require you to set the stats for an enemy to be at level 100 and then calculate the level stats as a percentage from that. It felt a bit too unnatural and would essentially mean that from level 1 to level 2, enemies would double in stats and the increase from there would feel for lower. This script allows you to adjust all of the level aspects for the enemy including the minimum and maximum levels, the individual stat growths, and special traits they can earn after reaching x levels.
For those that would like enemies to grow a little bit here and there in stats or otherwise, this script will allow for such possibilities. Enemies will adjust their stats based on your party’s levels. The stat growth can include a set amount per level as well as a percentile amount (of the base stats) per level. Also, functionality of “Party Level” under the enemy action lists is now changed to reflect the enemy’s current level instead of party’s.
Click here to read the script in detail.
Also, note that Display Scanned Enemy has been updated with this script to show enemy level in the upper left window.
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Posted by 黄