Actor Duel Mini Game

Actor Duels Mini Game

FEATURES
This script adds a scene where you can face two actors against each other in a mini-game duel that plays similar to a fighting game.
You can do Player1 VS AI or Player1 VS Player2 (on same computer).

The combat itself is fairly basic, you can move, jump, attack and block, using the actors’ stats and hp to determine damage. Each actor also has stamina that can prevent them from attacking when it gets too low.

How to Use
1. Get holder style battlers (http://animatedbattlers.wordpress.com/)
2. Import battlers into /Graphics/Battlers folder
3. Copy kombat_bar.png from /Graphics/System folder to your project
4. Put this script below Materials and above main.
5. Read all instructions and settings
6. Remember to start a NEW GAME instead of loading a save file that was made prior to adding this script

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Battle Pets

Galvs battle pets
Galvs battle pets

FEATURES
This scripts allows you to equip pets to your actors that grant skills and abilities. These pets will appear alongside animated battlers (if you are using a compatible animated battlers script). A menu scene is also available to equip, feed and view your pets. Feeding a pet increases their level and also the bonuses they give to actors.
The script uses Holder’s Mag series of battlers.

Currently tested and working with:
- Galv’s Animated Battlers
- Victor’s Animated Battlers + Actor Battlers (both required)
- Yami’s Battle Symphony

This script is NOT plug and play or friendly for new users. It requires a lot of setup and understanding of rpgmaker database.

How to Use
1. Get holder style battlers + mags (http://animatedbattlers.wordpress.com/)
2. Import battlers into /Graphics/Battlers folder
3. Put this script below Materials and above main. Make sure it is under any battle scripts in the script list also
4. Read all instructions and settings
5. Set up desired pets in the PET SETUP section
6. Set up LEVEL TYPES for those pets
7. Set up the armors assosciated with those pets
8. Remember to start a NEW GAME instead of loading a save file that was made prior to adding this script
9. Keep in mind I spent ages writing detailed info on how to use this. Before you ask how something is done, please read over it!

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Army Manager

Galvs army manager
Galvs army manager

FEATURES
A menu scene designed for use with tactical battle games to organise an army of actors. It displays your party members in rows of 6 and allows you to:
- Reposition the actor in the party
- Dismiss actors (cannot dismiss your last actor)
- Go direct to any scene using customizable menu commands (including direct to actor specific scenes like equip and status for the selected actor)
- Disable/enable commands for specific actors (for example, order and dismiss if you want that actor to never be able to move or leave the party)
- Display army name and some details about the army.

How to Use
1. Place script under Materials and above Main (And under any battle scripts you are using).
2. Read script instructions and settings to learn how to use.
3. Make sure to start a new game after adding the script.

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Visibility Range

Galvs visibility range

FEATURES
This script can make the player only able to see in a certain radius around themself. The rest is darkness. This size and opacity of this darkness is controlled using variables and turned on/off using a switch.

How to Use
1. Place script under Materials and above Main (And under any battle scripts you are using).
2. Copy the image from the demo into your project’s /Graphics/System/ folder.
3. Read script instructions and settings to learn how to use and set variables.
4. Make sure to start a new game after adding the script.

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Animated Battlers

Galvs animated battlers

FEATURES
Allows you to use holder-style animated battlers in your battles. This is a simple implementation with not as many options as other popular animated battler scripts.
Note tag actors and enemies to specify which battler spritesheets they use.
Note tag your state, skills and items to specify which pose in the spritesheet they use.

How to Use
1. Place script under Materials and above Main (And under any battle scripts you are using).
2. Read script instructions and settings to learn how to use.
3. Visit holder’s animated battlers website to get some battler spritesheets to use. (Or make your own!)
3. Make sure to start a new game after adding the script.

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Fishing Mini Game

Fishing Mini Game
Fishing Mini Game
Fishing Mini Game

FEATURES
This script adds a fishing mini game with many options to customize each fishing experience.
- Customise a range of fish attributes to change how they behave such as bait they eat, speed, difficulty to reel in (and more)
- Customise each fishing spot’s backgrounds and music
- Add specific fish or objects or randomize them for each fishing spot. Use eventing to add quest items.

How to Use
1. Place script under Materials and above Main.
2. Copy the /Graphics/GFish/ folder from the demo into your project
3. Read script instructions and settings to learn how to use.

You’ll notice that the RTP doesn’t come with many useful fishing icons (to use for rods and baits), and there’s not a whole lot of fish for you to use included in the demo – you’ll need to source or make your own resources to use.

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Menu Themes Engine

Menu Themes Engine
Menu Themes Engine

FEATURES
This script replaces the default menu and thus will likely not be compatible with other scripts that do the same.

What this script offers:

  • Image controlled menu scenes (including moving backgrounds)
  • ‘Themes’ allow you to customize the look of the menu and change it during game
  • Other scenes can change with the theme (eg. item, equip, custom scenes, etc.)
  • Customisable menu commands (icons, visibility switches, order, vocab and methods for scripters)
  • Animated (sliding) commands
  • Help window for selected command
  • Information bar with gold, current location and play time
  • Modified actor status to include exp and tp (for actors with preserve tp feature)

How to Use
1. Place script under Materials and above Main.
2. Copy the /Graphics/GMenu/ folder from the demo into your project (Feel free to remove Theme_Fire as this is only an example)
3. Read script instructions and settings to learn how to customize the menu to your liking (There’s a lot!).

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Past Encounters

FEATURES
Just a simple script that allows you to specify regions with random encounters that are chosen from any previously defeated troop. A comment can be added to troops that you do not wish to appear in these past encounters (such as bosses perhaps). You can also call a random past encounter with a script call.

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Magic Shards

Magic Shards

FEATURES
This script adds a system of equipping shards to actors via a new scene.
Each shard can give feature bonuses (just like equipping normal equips) and can also allow actors to use different skills depending on which shards are placed touching each other.
It is NOT a plug and play script and requires a lot of setting up by you. Please read ALL the instrucitons and settings carefully if you want to try to use it.

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Invader Mini Game

Invaders
Invaders
Invaders

FEATURES
A simple shooter mini game that can be played within Ace with a script call.

The game is designed to be simple. Enemies are random, they shoot random lazors at you. Powerups are random. Slowly during the course of the game the enemies spawn faster and faster until eventually the player will be overrun completely and die. A set time through the game, a reset powerup will spawn. If the player manages to get it, they get another chance at more points as it sets the spawn speed back to the start.

Variables are used for current score and high score which you can use in your game to give your player bonuses for doing well or not.
You’ll need the demo for all the graphics (but feel free to create your own)

NOTE: This is intended to be simple for now. Please don’t ask for add-ons or improvements. I might improve it later but for now, it is what it is.

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Layer Graphics

Layer Graphics

FEATURES
Create image layers for maps that can scroll, move like the parallax or be stuck to the map. Created to be used for overlay mapping, fog or other image effects.

There are other scripts available that do a similar thing, this is just my implementation of it. I recommend trying the others out (as they are possibly better!). I created this for myself but thought I’d add it to my archive for anyone to use if so desired.

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Move Route Extras

Move Route Extras

FEATURES
This script was written to fill some gaps in the move route commands.
Script commands used in move routes (for events and player) to:
- Jump to x,y coordinates on the map
- Jump to an event’s or player’s current location
- Jump forward x number of tiles
- Move toward an event
- Move away from an event
- Turn toward an event
- Turn self switches on and off
- Change charset to any pose without that ‘visible turning frame’
- Fade in or out with one command
- Repeat commands x number of times
- Change priority level (above, same, below player)
- Wait a random amount of frames
- Play animation/balloon
- Activate another event (as if player pressed action button)
- Move randomly only on specified regions

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Timed Button Attacks

Timed Button Attacks

FEATURES
Chosen skills/items can display an indicator above the target during their animations. The outer part of the indicator shrinks down and if the player presses the designated button when it meets the inner part of the indicator – the skill can do enhanced damage/healing or apply/remove a state.
This indicator can also be applied to actors and equipment to allow the player to defend against enemy attacks by applying/removing a state or decreasing the damage of the incoming attack.

Each skill/item/equip/actor can use a different indicator graphic, be different speeds and have different difficulty of their timed presses. They can also do different state and damage modification.
Vocab can also be set up to display different text in battle log when a timed hit is successful.

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Simple Debug

FEATURES
A simple debugging script that displays information to the console (or a window popup for options you desire) such as what BGM/BGS/SE/ME just started playing, when a switch or self switch is turned on/off or what a variable was changed to.
These notifications will only display during test play. Might be useful for trying to figure out why an event isn’t activating by viewing the console log of switches activated for example.

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Character Effects

Character Effects

FEATURES
This script was made to provide some additional effects for events, followers and the player on the map. Currently it has 4 effects:
Lower reflections (for uses like glass floor or water), shadows that are drawn from a light source location, mirror reflections (mirrors on walls) and displaying icons over characters.

The reflections can use custom charset and be disabled for actors and events (vampires don’t have reflections and perhaps you can see if someone is good or evil in their reflections). These reflections are drawn on the parallax – meaning it is not noob friendly, you will need some basic skills such as using a graphics program to make water tiles partially transparent or using parallax mapping.

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Party Select

Party Select

FEATURES
Works like the “Select Key Item” event command, except instead of key items it displays actor faces.
Choose to either display only members in your party or to display a list of actors you specify in the script call.
It outputs the actor ID to a variable for you to use eventing to determine what to do with it.

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Shop Upgrade

Shop Upgrade
Shop Upgrade
Shop Upgrade
Shop Upgrade

(Name changed from Shopkeeper Graphics to Shop Upgrade)
FEATURES
This script is another aesthetic one. It modifies the default shop to include:
- A background graphic
- An image that can be used as a shopkeeper that can change throughout the shopping process (examples of using this is for smiling when you buy/sell item. Frowning when you don’t buy something, etc).
- Text that shows throughout the shop process for the shopkeeper talking. (Thanking you for buying something, asking if you need anything else, etc.)
- All the above can be changed with script calls to be different at each shop.
- Use a variable to determine selling cost rate.
- Rearranged shop windows and modified equip status window.
- Added a ‘show details’ screen to see weapon stats and item effects
- Added ability for each shop to keep it’s own stock. Selling items to shops will add those items to the buy list.

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Use Item on Event

Use Item on Event

FEATURES
This script allows you to bring up the “Use Key Item” box on the press of a button. When you select an item, it then activates the event directly in front of the player.
Using EVENTING knowledge, you can set up conditional branches that contain ‘script’ condition to tell the event what to do when the item the player selected is used on that event.

You can use the other categories (items, weapons, armors) by scrolling between them in the item window. ALL items are capable of being used unlike the regular use key item event command.
This was designed for a more “adventure” style game.

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Variable Instance Bars

Variable Bar

FEATURES
First things first. This script is purely cosmetic. It doesn’t control or look after whatever it is you are increasing/decreasing and using the bar to show.
Eg. If you’re bar reaches full, YOU will need to set up using events what happens after it gets there. (See demo with an example of this).
An exception is the variable bar (see below).

The script can call a bar that will animate decreasing or increasing by certain amounts based on your input and then disappear again afterward. You can call a custom bar or a variable bar.
The custom bar increases/decreases depending on the settings you give it. (It will not automatically adjust any parameters, experience, etc. for you. You do that manually).
The variable bar will adjust the chosen variable automatically by the amount you set in the script call.
These bars only work on the map.

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Message Busts

Message Busts
Message Busts

FEATURES
Automatically show a bust instead of the face chosen in a “Show Message” window so you don’t have to keep using “Show Picture” every time.
- Set up how you want busts to be displayed in your game
- Revert to normal messages with a switch.
- Bust can be on the left or on the right mirrored using a script call before showing a message

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Double Message *

* usable but not fully-featured or customisable.
Double Message

FEATURES
This was an attempt at being able to show two messages at once. I couldn’t work out how to do it how I wanted and decided to give up.
It is usable in it’s current state, though. The current problems are:
- you cannot skip through the text while displaying the double message (You have to wait for it to type out).
- you have to add double message text with script calls which is painful and could be hard for beginners.

Still, it works and may actually be useful, so I thought I’d upload what I’ve got here.

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Jump Ability

Jump Ability

FEATURES
Pretty simple. Press a button to jump.
- Actors and equips can give bonuses to the jump distance.
- Set jump distance and sprinting jump distance (allows player to jump further with a run up)
- The jump will be as far as possible to furthest non-blocking tile. (eg. the jump will be a small jump if tiles block your max distance)
- Use regions to block jumping (so you can stop the player jumping over a wall inside a house for example).
- Set a jump sound effect.

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Visual Novel Choices

Choices
Choices

FEATURES
A purely aesthetic change. Changes the “Show Choices” function to look like the screenshot in a visual novel style layout.
- Use a custom graphic that is displayed behind each choice.
- Also added text code to use to change the custom graphic for individual choices if desired.
- Uses a graphic for the cursor.
- Settings that allow you to tweak sizes and positions for using your own custom graphics for everything.

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Group Manager

Group Manager

FEATURES
Call a scene that allows you to assign each member of your party into different groups.
These groups can have different headings, limitation on how many you can add and can also be locked or unlocked – all changeable via events during the game.
You can call another scene that brings up just the list of groups you have made and select one to change your party to that group.
Includes many script calls for use in events in an attempt to try and make it more flexible. (See demo for an example).

Possible uses could include:
- a home base, where the player arranges people in groups and you can use the number of in each group in variables to do different things with eventing.
- a party system, perhaps the player’s party is group 1 and the rest are other members that you could swap into the party when the scene is called.
- the party is forced to split up and go separate ways. The player can choose which members go which way in your story.

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Superman Ability

Superman Ability

FEATURES
This script allows the player to fly like superman with the press of a button (if a switch is on).
- Doesn’t takeoff/land in the same spot like airship, can still move while descending/ascending.
- Changes the player’s graphic and adds a shadow under him.
- Set if you can activate events while flying or not.
- If you set it so you can, you can use ‘script’ in conditional branches to check if flying or not.

DOWNLOAD:
If your game will use followers:
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If your game won’t:
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Battle Favour

Battle Favour
Battle Favour

FEATURES
This script adds favour meters to battle.
These favour meters increase by causing damage. When one side causes damage, it can also decrease the other side’s bar by an amount based on the gain amount.

As the meter fills for each team (enemy or party) they gain a state that can be used to determine the benefits of having higher favour. Upon reaching max favour, a common event can be called to add any additional effects you might like. In addition to this, the team keeps their max favour for a set duration of turns, after which their favour is reduced to 0.

Actors and equips can give bonuses to how much these bars increase. Enemies can also have different bonuses for this as well.
Skills can also be set to modify either side’s favour bar without causing damage.

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Map Positions

Map Positions
FEATURES
Press a button to call a map scene that displays an image of the current map the player is on. (You create this image yourself).

NOTE: This script does not generate the map for you.

Assuming you’ve made the map image the same scale as the map:
- automatically displays a marker with the player’s location
- automatically displays markers with vehicle locations
- script call to make events display as markers for different maps (possible use for this is quest objectives, maybe visited towns on the world map, etc.)
- script call to remove event display markers (quest finished).
- comment in event to display text under it
- make player require an item to view certain maps.

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Explorer’s HUD

Explorers HUD
FEATURES
A HUD that displays information that might be useful for an RPG with a lot of exploring such as:
- The leading actor’s hp, mp, tp, exp, states, level and equipped item (you choose which equip slot gets shown in the HUD options)
- Party gold
- Map display name
- X,Y coordinates

The player can toggle the HUD on or off when needed. Works well with Tsukihime’s Rotate Formation script to switch the lead actor with the press of a button. Can customize windowskin and a few other options.

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Nickname Functionality

Nickname Functionality
FEATURES
This script was made to give more usability/functionality to nicknames.
- Allows you to set bonus stats depending on the actor’s nickname. This could be used for a simple job, perk or race system.
- Includes escape codes to use actor nicknames in message boxes
- Also has script calls to more easily use nicknames within your eventing.

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Basic Music Player

Basic Music Player
FEATURES
This script allows the player to bring up a list of music to play. This can be added as a menu option or called via an event call.
You can choose to add all files from a folder to this list or allow the player to collect music during the game by adding new songs with script calls in events.

The player can now set vehicle bgm and battle bgm to a song that they have learned and change it any time they wish.
Use a script call to return the battle bgm to the player’s choice after a boss fight changed it.

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Multiple Storage Containers

Multiple Storage Containers
FEATURES
Allows you to make any event a storage container and able to add or remove items from it with a script call. By default the containers are empty, but you can populate a container any time you choose with script calls.
A bit of a warning, I have no idea the limitations of storing data and would be interested to know if any issues arose from storing hundreds of items across hundreds of event containers.

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Emotional Responses

Emotional Responses
FEATURES
A graphical selection option that can display when the player needs to make an emotional choice (by default: angry, sad, happy or none).
Script calls can be used in conditional branches after this selection to determine what happens depending on the player’s choice.

Every time a choice is made, a point is stored with the leader actor, to keep track of how many times that actor gets angry, sad, happy or is neutral. You can use script calls to use this data for other eventing purposes such as people responding to you differently if you are a more angry or a more happy person.

Yes, this could easily be done with show choices and variables, but I thought someone might be interested to use a gimmick graphic menu and easier storing of response data.

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Messages Without Wait

Don't wait for messages
FEATURES
Messages do not stop the player from moving and will disappear if the player walks a certain distance away from where the message was activated (much like Chrono Trigger).
- During the game, you can change the message-close distance by using a variable.
- Can turn the no-wait feature on and off with a switch.

I kind of gave up on this script as I failed at working out how to do things I wanted to.
- While event commands after the message don’t wait for the message to finish, the demo includes evented ways around it.

It may come in handy, so I thought I would post it anyway, but use at your own risk.

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Cam Control

Camera Control
FEATURES
A simple script that allows some controls over the screen position/camera. It allows you to:
- Pan the camera and then lock to x, y coordinates.
- Pan the camera to an event and then follow that event
- Pan the camera back to player
- Can also snap the camera instantly to event, player or x,y location

NOTE: Currently only works correctly with default screen size.

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Parameter Names


FEATURES
Allows you to change the parameter names for certain classes (eg. hp, mp, tp, atk, def, agi, etc.)
Leave blank to use the default vocab names (specified in the rpgmaker database).

NOTES / ISSUES
Any script that uses the vocab will likely not recognise the class param names (and therefore use the default instead).
Combat messages and popups won’t use the class param names for buff/debuffs etc.

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Keypad Input


FEATURES
The keypad is just a fancy version of the ‘Number Input’ event command.
It outputs a number to a variable based on what was input.
From then on, it’s up to your eventing skills what to do with the number.

Set a variable for it to use and maximum numbers allowed to be input.

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Region Effects


FEATURES
Specify effects you want to happen on designated region tiles.
Region effects can include:
- A sound effect (automatically varies volume and pitch so not to be repetitive)
- An event that appears at the player’s location (for example, footprints. These events are stored on a designated map)
- Activating a common event
I figure with access to these three things (and some eventing knowledge), you can create a region effect that does nearly anything you want so you don’t have to spam events everywhere.

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Pawn Shop


FEATURES
1. Sell only specified items by using the RPGMaker shop processing list and flipping a switch.
2. Set the selling rate of the items using a variable (so you can change any time in game).
3. Notetag armors, weapons and actors with bonuses or penalties to this selling rate.
4. Selling rate appears in the pawn shop scene and changes colors – to green if party has a bonus to the default or red if they are at a penalty.
5. Normal shop functionality remains the same while the switch is off.

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