Introduction
And who said I only create scripts for battle systems, yeah that's right This is a map system. This allows your game to have time. Also includes a simple Day Night System. And Also you can setup events that happen at a certain time (ex. at 0 to 6 minutes past each hour, or on Tuesday March 20, 2007 at 3:00 PM to 4:00 the same day and year), This script wasn't meant to be an exact copy of our calendar (you can only set up a month to be 30 days and not vary by month), but well enjoy.
Features
Simple
Can Set Time to a certain hour, minute, month, day, year
Can Speed up or slow down time
Can Disable Tinting
Tinting is disabled on inside maps
Can Setup Initial time
Can redefine the time system
A whole lot of other stuff I am probably to sleepy to recall
Can Stop Time for certain maps or whenever
Can Speed up time on certain maps or whenever
Can Pause Time flow when events are running
Screenshots
Look at one of the default maps, make it 11PM think of that as night, there you have your screenshot.
These control the lengths of time
2 seconds in a minute
60 minutes in a hour
24 hours in a day
30 days in a month
12 months in a year
The only one you can modify in game is how many seconds in a minute which you can change by using this call script
Code:
$game_time.minute_length =
where length is the number of seconds in a minute
Code:
#--------------------------------------------------------------------------
# * Starting Time
# - Year, Month, Day, Hour, Minute
#--------------------------------------------------------------------------
Time = 1207, 4, 13, 23, 0
This is just the starting time and this reads 11:00 PM May 4, 1207
Code:
#--------------------------------------------------------------------------
# * Days of the Week
#--------------------------------------------------------------------------
Days = %W( Sunday Monday Tuesday Wednesday Thursday Friday Saturday )
#--------------------------------------------------------------------------
# * Months of the Year
#--------------------------------------------------------------------------
Months = %W( Janurary Feburary March April May June July August September
October November December )
Days and Months of the year just type the names without '' or "" like I have done here if you need a space in the name replace the space in the name with \s
Code:
#--------------------------------------------------------------------------
# * Time Format
# 0 - HHMM 1 - HH:MM 2 - HH:MM AM / PM (Splits Day Rate in Half)
#--------------------------------------------------------------------------
Time_Format = 2
Ok These effect the Time of Day it is Morning is considered to be from 5am to 12 pm Afternoon is from 12 pm to 6 pm Evening is from 6pm to 10 pm and Night is from 10 pm to 5am. Not really important options but you you'll see what they are for if you read below
Code:
#--------------------------------------------------------------------------
# * Time Effect
# 0 - Wait (In Map Only) 1 - Wait2 (In Map in Battle) 2 - Active
#--------------------------------------------------------------------------
Time_Effect = 2
Time_Effect is how the time updates 0 in map only 1 for map and in battle 2 for all scenes (provided if Scene_Base is used to create the scene)
Code:
#--------------------------------------------------------------------------
# * Tone Enabled (At Start of Game)
#--------------------------------------------------------------------------
Tone_Enabled = true
#--------------------------------------------------------------------------
# * Time Speed (At Start of Game)
#--------------------------------------------------------------------------
Speed = 1
#--------------------------------------------------------------------------
# * Time Stopped (At Start of Game)
#--------------------------------------------------------------------------
Stopped = false
#--------------------------------------------------------------------------
# * Time Stopped During Events
#--------------------------------------------------------------------------
Stopped_Events = true
These are options for at the start of the game these are self-explanatory
Code:
#--------------------------------------------------------------------------
# * Time Stopped Maps
# - syntax map_id => stopped flag true: stopped time false: otherwise
#--------------------------------------------------------------------------
Stopped_Maps = {}
#--------------------------------------------------------------------------
# * Time Stopped Maps Default
#--------------------------------------------------------------------------
Stopped_Maps.default = false
#--------------------------------------------------------------------------
# * Increase Speed up Time Maps
# - syntax map_id => speed
#--------------------------------------------------------------------------
Speed_Maps = {}
#--------------------------------------------------------------------------
# * Increase Speed up Time Maps Default
#--------------------------------------------------------------------------
Speed_Maps.default = 0
#--------------------------------------------------------------------------
# * Tone Disabled Maps
# - syntax map_id => disabled flag true: disabled false: enabled
#--------------------------------------------------------------------------
Tone_Disabled = {2 => true}
#--------------------------------------------------------------------------
# * Tone Disabled Maps Default
#--------------------------------------------------------------------------
Tone_Disabled.default = false
These are options for maps the in version 1.0 was deprecated for the Tone_Disabled Hash setup. These are also self-explanatory because of the comments telling how to set it up
Setuping up an Event to Happen Depending on Time
On the page you want the event to have an extra time condition
Using an Event Comment Write a Comment that says Time_Setup
This activates the script
To Set the minutes the event is supposed to happen two comments that says
Code:
start_minute
end_minute
where is the minute as a number for example
Code:
start_minute 0
end_minute 6
If you leave one of these off then it will not be used for example
Code:
end_minute 6
will do the exact same thing as the above
Except it means from any time where the minute is less than x:06
repeat for hours, days, months, and years their conditions are
The First, on_day, makes an event happen on a certain day and on_month makes an event happen on a certain month.
Code:
morning, afternoon, evening, night
These are new as of V2.0 these check if the time is morning, afternoon, evening or night respectively (or not if you set them to false)
That is all
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatability
SDK 2.2 Compliant (Get it from this demo)
Requires Map Info Script
Credits and Thanks
This script is based on Deke's Time System
Author's Notes
Also this was coded in less than a few hours :)
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
This is a caterpillar system nothing special. This code is based on Fukuyama's version only better. Currently this is only a prototype of the full version.
Simple
Simple
Screenshots
Don't feel like it or coming up with some sort of joke
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
Currently only Spriteset_Map#initialize was overwritten
Credits and Thanks
Diedrupo for inspiring me somewhat
Author's Notes
First new script in like two months
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
A New Battle Status look to look like Final Fantasy styled (I don't know I haven't played many Final Fantasy Games :p) Great for Sideview Battle Systems.
Instructions
If you are using the DBS copy the DBS version if using one of my Timerbased Battle Systems copy the Timerbase Version, If you want to get rid of the black borders then the Easy Battle back script is included in the script so that you can use 640x480 battle back images. There is also a patch to add the Hp/Sp Bars if you are using the Timerbased version with Animated Gradient Bars.
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
SDK 2.x Compliant
Credits and Thanks
Thanks goes out to those people I've annoyed with the question "Which looks better A or B" :p
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Now for the addon effects, this is setup in a similar fashion as the Bag of Skill Effects, don't want it don't copy it.
see the individual scripts for setup information
Example
Code:
==============================================================================
?? Name : Counter
Effect : Counters Actions
Parameters : 'counter' => chance
Other Stuff : set chance to 0 for hazard chance (less hp > chance)
==============================================================================
The Parameters info is the information you are after
Code:
id 8
name Counter
kind 0
type 3
next_method phase3_next_actor
[color=Red]parameters {[COLOR=Blue]'counter' => 100[/color]}[/COLOR]
this command is a counter command, it does absolutely nothing for the actor using it, if you want it to attack set type to 0. You type it in just as you see it 'counter' is the flag telling the script that this command is a counter attack command and the 100 tells use the chance which in this cause.
Other Things
Animation IDs
To change the animation used add this to the parameters hash
'animation_id' => [anim1_id, anim2_id]
if the value isn't set then the default is used, see the script for that
Help Text
To change the Help Text shown add this to the parameters hash
'help_text' => HELP TEXT DISPLAYED
and that will change the text used when the commands effect is executed
Abilities vs Commands
If you set a command as hidden using the hidden parameter then the command becomes an ability and its effects will activate regardless if it was used or not
if a command is not hidden then it must be used for the effect to activate
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
Requires Advanced Individual Battle Commands see its requirements
Credits and Thanks
Twilight and Kurisu for betatesting
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
This script allows you to set up a Warp Menu that allows the players to warp to places you define. Also includes a picture of the place if they have visited it before.
Script
I don't want the families to have the ability to travel/warp...
Instructions
Add the script, If you want the Cursor Also Have the script Window Cursor (Selwyn) into your project (If you have it already use the version in my script to prevent a stack error when pressing F12)
Add a Folder to the Graphics Folder Named Locations
The Rest of the Setup can be found in the Setup Section of the script, the lines are comment and you can figure out what each does by reading them.
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatability
Should be Compatible with everything
Requires SDK 2.0 Part 1
Credits and Thanks
Atemu for requesting
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
This script allows you to create abilities (ex counter-attacking, acting first, acting last, learning skills, etc.). The abilities can be learned by level, by class, by weapon or armor. The Players have a certain amount of slots (just like equipment) can you can set a cost limit for the players so that they can't equip lets say they have 10 points and counter is 8 points they won't be able to equip drain which is 5 points.
Script
Sorry not in a saving families mood right now...
Instructions
Add the scripts into your project below SDK and Add Method and Class Library if you haven't already.
Copy the file Abilities.rxdata from the data folder of the demo into your project, here you can edit the Ability Data Structure, everything is explained in the text file
Also see the Setup script for Options, they are explained as well
This version comes with nine effects, add these as key/value pairs of the parameter "parameters"
'first' => true
Acts First
'last' => true
Acts Last
'drain' => percentage (0 random)
When Attacking Drains percentage% Hp (from damage)
'damage_sp' => percentage (0 random)
When Attacking Deals perecntage% of sp damage (from damage) as well
'learning' => chance
When Attacked by a skill has a chance chance of learning it (if a learnable skill)
'counter' => chance (0 desparation)
When Attacked, has a chance chance of counterattacking (if chance is 0 then more of a chance when hp is lower)
'regenerate' => [chance, amount] (0-desparation, 0-random)
When Attacked, has a chance chance of regenerating amount% of hp (if chance is 0 then more of a chance when hp is lower)
'auto_skill' => [chance, skill ids]
when Attacked has a chance chance of using a skill (if can't use the first skill in list then moves to second)
NOTE THE CHANGE IN THE TEXT FILE IT SAYS 'auto_skill' => [skill ids] IT IS ACTUALLY THE ABOVE (too sleepy/lazy to reupload demo, atm)
'skills' => [skill ids]
Skill ids learned when ability is equipped
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
SDK compliant
requires MACL V1.5 or greater
Incompatible with RTAB
Credits and Thanks
Thank Night (Nocturne|Captain_Jack) for his terrible requesting skills, actually the script I gave him has a lot more effects, and more code. This is just a spinoff of the result of his bad requesing XD
Author's Notes
Not integrated into the DMS, as it isn't the focus of this script, though If you asked nicely and If I'm not in a destroying families mood. I may put your name on the very bottom of the merge with CMS list and then forget about you XD (I may be kidding or not...)
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
This script lets heroes and enemies to steal exp, gold, items, and skills (for a certain amount of turns, the rest of the battle, or permanently). Also from this update lets the battlers steal + attack (mug) and also adds a scan skill that scans a enemy (stats, exp and gold carrying, weaknesses, strengths, and the items able to be stolen from them). This is the First Revision of this script It does not add any features, but It does fix some coding, looks neater and a few bugs may have been fixed.
Features
The ability to steal gold from monsters and have gold stolen from you
The stealback ability allows you to stealback the gold/item the monster stole from you (can be turned off)
The ability to steal items from monsters and have items stolen from you
Monsters may hold three items (the regular item, secondary item, and rare item
The ability to steal skills from monsters and have skills stolen
The ability to steal the commonly used skill from a monster
The ability to steal a skill for a certain amount of turns and have skills stolen from you for a certain amount of turns
The ability to steal a skill forever and have monsters steal skills from you forever *coughcruelcough*
The ability to steal exp from a monster and have exp stolen from you
Display what was stolen from you
Help window edit to allow for color changes/bold and italic toggling
You may have items/skills that are unstealable
Enemies may use stolen skills against you
Damage Display using the help window
Copy Skills from the enemy instead of stealing them
Steal/Copy the last skill the enemy used
Can be used with encrypted projects
Mugging skills (stealing and attacking)
A scan skill that displays enemy stats, stealable items, and strengths and weaknesses
Instructions
Also Copy the File Steal.rxdata from the data folder to the data folder of your demo.
Create five new elements named Steal, Copy, Last Skill, Mug, and Scan
Edit in the script these lines each with their corresponding element id
Code:
#--------------------------------------------------------------------------
# * Steal Element
#--------------------------------------------------------------------------
Steal_Element = 20
#--------------------------------------------------------------------------
# * Copy Skill Element - Copies Skills instead of stealing them
#--------------------------------------------------------------------------
Copy_Element = 21
#--------------------------------------------------------------------------
# * Steal Last Skill - Steals Last Skill Target Used
#--------------------------------------------------------------------------
Steal_Last_Skill = 22
#--------------------------------------------------------------------------
# * Mugging Element - Steals + Attacks Target
#--------------------------------------------------------------------------
Mug_Element = 23
#--------------------------------------------------------------------------
# * Scanning Element - Note: Do not use in conjunction with above
#--------------------------------------------------------------------------
Scan_Element = 24
You may either edit the skills directly in the database or you can do this in the file Steal.rxdata located in the data folder of the demo (see below). If you don't plan on using the Text file then set the option Using_Steal_Rxdata to false.
Here is how you set up a skill steal
Quote:Here is how you set up a skill steal
* means the argument is required
*1)id
The id of the skill to overwrite
*2)steal
The steal type (Item, Gold, Exp, Skill, HRSkill)
note: HRSKill = Highest Rated Skill
3)Mugging
set this to true if you want the skill user to also attack the enemy
4)base
For Gold and Exp Stealing the base amount stolen
note: (leave blank for base = enemy gold)
For Skill Stealing The amount of turns the skill is stolen
note: Set this to true = stolen forever and set to false to steal just for the battle
5)item_get
For Item Stealing The id of the item given to the player
note: (leave blank for item = enemy item)
6)type
For Item Stealing The type of the item given 1 item 2 weapon 3 armor
For Skill Stealing 1 = steal last skill 2 = copy skill 3 = copy last skill
7)number
The maximum number that could be stolen
8)agility
Agility influence
9)dexerity
Dexerity influence
10)Theft Defense
For Exp and Gold Stealing the Defensiveness Influence
11)variance
For Gold and Exp Stealing the variance
12)accuracy
Accuracy
NEW Setting up unstealables
Look in script Steal Setup and see these constants
and add the corresponding id of the unstealable item in the array
NEW Setting up secondary/rare items
This was changed as well in the Script Steal Setup find these constants
Code:
#--------------------------------------------------------------------------
# * Enemy Secondary Stealable Items
# syntax enemy_id => [id, type, chance]
# where id is the id of the id
# type is 1: item, 2: weapon, 3:armor
# chance is the chance of stealing
#--------------------------------------------------------------------------
Secondary_Items = {
1 => [5, 1, 40]
}
#--------------------------------------------------------------------------
# * Enemy Rare Stealable Items (see Secondary Items)
#--------------------------------------------------------------------------
Rare_Items = {
1 => [3, 1, 20]
}
Now in the Secondary Items you can define the enemies second stealable item. and in the Rare Items hash you can define the enemies rare stealable items (when scanning they show in a golden color)
So From My Example Above
1 => [5, 1, 40] interprets as Ghost Also Holds High Perfume as a secondary item and you have a 40% chance of taking it
1 => [3, 1, 20] interprets as Ghost Also Holds Full Potion as a Rare Item and you have a 20% chance of taking it
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
Should not pose much of a compatibility problem
Yes Still Incompatible with RTAB. No we are not going in that direction again, if you really want to use this script then make a request in the Script Requests Forum asking for a merge. Lets Keep it out of this thread this time, thanks.
Credits and Thanks
Sol_Fury for suggesting a Scan ability be added.
Notes
1) So what was sacrificed for SDK Dependancy? If you are using the Save Data option you must Go all the way to the first map (that is to a scene other than Scene_Title) as I have moved the main_database alias to the end of main (and this will be easier for me also).
2) Feel free to edit the scan window. If you have a redesign then post here or PM me with the redesign and I'll do it for you (Since I am soo nice)
3) This is the first revision of this script, I will fix bugs in the script if I find/ or someone tells me
4) What Did I do? I can't remember everything I did since this wasn't a one-day job. This script now uses MACL. This script is not dependent on SDK. I ran through the formulas/methods over 5 times catching errors and commenting code. The Setup has been cleaned and added more stuff to it. Redesigned the Scan Window a Bit and added the option to use a cropped picture or a zoom to fit picture.
5) This scirpt is also 2000 (1863) lines of code and has to be the most advanced stealing system out there as it allows you to steal skills, and exp.
6) This is also my very first script Enjoy
If you need any extra help/examples feel free to post here and I'll answer your question/problem and if you find any bugs tell me (please be detailed)
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
Did you ever get more than one state inflicted upon an actor in battle. Did you hate that it only displayed the highest ranked state. Well this script fixes that problem, by cycling through the states every x frames. Best thing about this script is that there is no lag involved in doing so. Now Loops State animations as well. V3.0 Works better out of battle, z axis problems fixed.
Instructions
Add in a new script above main
Change this constant - Change_Speed = 100
setting it lower make it cycle faster and setting it higher does the opposite
Note: States with a rank of 0 will not be displayed
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
Requires Method and Class Library any version (latest is recommended)
Credits and Thanks
BlueScope for requesting
Author's Notes
Saved for later use
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
This script emulates the database's generate curve feature, so that you can define a starting value for a stat (at the minimum level) and a maximum value (can be over level 99, if you wish) and the growth (expressed as a ratio of early and late growths) and this script will generate the values for every level. This demo also comes with my Limit Breaks script so that you can break the limits and still generate a curve for that fits it.
Features
Can be used with stats over 999 and 9999 for hp/sp
Can be used with break level limit scripts
A bit more advanced growth formula than the database (Uses a minimum and maximum level and now a middle level)
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatability
SDK compliant
Requires Method and Class Library V2.x or greater
Credits and Thanks
Prexus for pointing out the bug with V1.0
Author's Notes
I created this script out of a bit boredom and curiousity
Bug with the Database's Function
Yes sometimes there is a slight bug with the generate curve feature with the database All you have to do is set the min to 50 and the max to 500 set the growth for fast and look at the result for level 96
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.
Introduction
This script transforms the DBS (Group Turns Battle System) into an Speed Based CBS.
Explanation
Ok this system works as follows
Here are our battlers Arshes/Aluxes, Basil, Gloria, Hilda, and a Ghost
[A, B, G, H, Gh]
Now Turn 0 all speeds are initialized (see make_action_speed of Game_Battler) suppose if their speeds are as follows for this round
[30A, 10B, 25G, 15H, 35Gh]
Now the script gets the magic value for this round which is the average of all speeds for this round and that value is 23. Their speed is added to their turn points. Now any battler with turn points under this value can't act this round so bye Basil and Hilda. So that leaves us with
[30A, 25G, 35Gh]
Ok now the battler with the most turn points (and fewest actions if turn points are the same) gets to act first so now
[35Gh,30A, 25G]
Now lets assume everyone attacks and attack are worth 100% of the magic number generated, Everyone who is able to attack attacks so now we have
[7A, 10B, 2G, 15H, 12Gh]
Turn Over. Next Turn New Speeds are generated, but lets say we get the same values here are the turn points in total
[37A, 20B, 27G, 30H, 47Gh]
Wow more people are able to act this round so the turn order is
[47Gh,37A, 30H,27G]
Everyones make their action and here is the total for all battlers now
Script
Script? There was never a script here. If you are a family member then you must be surely seeing things get the demo. The FAMILIES MUST DECIDE IN A GROUP WITHOUT SPEED
Instructions
Add the MACL and SDK 2.x if not already done
This script has a setup section I will update this post with notes later (but the setup section is commented and shouldn't give people much trouble)
FAQ Note:Permission granted by Trickster to post:
Quote:And if you post what you have now of my stuff then you don't have the latest versions. I'm too lazy/busy to post stuff.
As this is his material, it is deletable upon his request. Due to his current absense, no support is available. Please do not PM or eMail him for support.
Compatibility
May not be compatible with some Battle Addons (I know for a fact it is not compatible with my Ally AI script) if you happen to find incompatibility ask me nicely and I may merge them (Depends though)
SDK 2.x compliant
Requires method and class library
Credits and Thanks
Me (Trickster) for betatesting
Author's Notes
Scripted in less than an hour
If you find any bugs please notify me
Terms and Conditions
Hey, I posted this publicly. You can use it. What do you expect? But if you do use it, I do expect you to spell my name correctly in your game. And yes you can use it in commercial games too.