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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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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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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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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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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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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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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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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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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Item/Bank Storage

Item Storage Bank
FEATURES
A scene that allows the player to store items and retrieve them later. Also now includes a bank to store gold.

Includes a variety of script calls for eventing purposes.
Includes options to customize the vocab of the scene as well as other options such as allowing the player to store key items or not.

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NOTE! This version currently has a bug that may cause multiple stacks in storage after saving and loading. The ‘count’ in the bank will also not work. I will fix this up as soon as I can.
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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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