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 Forum Script Listings
#19
[Image: map.png]
Systems that change the way the map moves or operates are in here.

Map Systems: A-E

3D Dungeon
by Sabakan
Posted by JayRay

JayRay: This guy (or girl) has seemingly created a different version of the MCG FPLE, and this one actually looks to be better than I could have imagined.
DerVVulfman: "Whether he saw or didn't see MGC's system, it is an RPGMaker VXAce script demo blog with a vialble demo download"


Advanced Event Triggers
by Near Fantastica (July 11, 2005)

This script give you control over events like you never had before..."
1. You can now use script calls to trigger events...
2. You can use as many calls as you need...
3. You can use Logic opperators like AND OR NOR NAND XOR XNOR


Ancient RM2K Isometric Engines?
by TanatosMaker (???)
Posted by JayRay (February 25, 2017)

A collection of early open demos, both RPGMaker 2000 and RPGMaker XP for isometric map movement.


Animated Parallax
by SoulPour777 (November 17, 2015)

Animates your static parallax.


Anti Event Lag Script
by Near Fantastica (June 12, 2005)

This script uses my view range script to limit which events are being updated... therefore a large map with lots of events 300 + can still run at 40 fps... this is probably not a final version as I can think of a few more ways to limit event lag...

It removes the events from updating and the events sprites from updating when it is out side the screen (2 titles out side) auto start and parallel are not included in this though.


Anti Lag VX
by Anaryu (March 4th, 2008)

Welcome to the second script I've bothered to release, this one is rather unique and fixes the problem that both RMXP and RMVX share: serious lag as the amount of events on a map is increased.


Auto Populate Maps
by Charlie Fleed (June 12, 2008)

Hi all. This is a small script that lets you populate a map with monsters for "on-map" encounters. Enemies will be placed randomly on the passable tiles of the map. Please note that these events are generated on the fly. So, while you can use self-switches as long as you stay in that map, everything is reset when you exit from the map and re-enter.


BIG MAPS
by DerVVulfman (July 12, 2017)

This allows you to chain multiple maps together to make one hellacious big honkin' map!


C-TT(Colméia - Transition to Teleport)
by zecomeia (December 28, 2009)

Permit execute a transition when teleport.


Call Event
by woratana (May 5th, 2008)

It's a little snippet that will add thing like event command 'Call Event' in RM2K.

If you haven't use RM2K before, 'Call Event' use to run event commands in other event.
Basically, it's similar to 'Call Common Event', just change from common event to event in map.

I also added option to use call event with event from other map.


Call Map Event
by DerVVulfman (December 5, 2011)

Okay, it sucked that RPGMaker XP dropped this feature, but it wasn't hard to code after looking at the default 'call common event' command. It creates a new 'event' accessibility to the events of a map, so it has to be below Game_Event at the very least. Other than that, it merely creates a new method for the Interpreter class which does not interfere with any other system. It should be compatible with all other scripts


Call Event VX
by woratana (May 5th, 2008)

It's a little snippet that will add thing like event command 'Call Event' in RM2K.

If you haven't use RM2K before, 'Call Event' use to run event commands in other event.
Basically, it's similar to 'Call Common Event', just change from common event to event in map.

I also added option to use call event with event from other map.


Camera Scroll EX
by SoulPour777 (November 24, 2015)

Plugins that changes or adds features to the overall gameplay mechanics of the default engine.


Change Map Tileset
by Ryethe (May 5, 2005)

This script restores yet another missing feature in RPG Maker XP relative to RPG Maker 2000 and 2003. This script allows you to change the tileset used by the current map. This is especially useful on maps that use multiple elevations, since you can change the tileset priorities as the player changes elevation. Adding this feature merely requires you to insert this script above main.


The Charlie Mini-Map / Dynamic Maps Patch
by DerVVulfman (June 22, 2020)

This is a crucial patch required for anyone using the redesigned version of the "Passable Mini-Map" by Charlie Fleed, and the upgraded version of Near Fantastica's "Dynamic Maps" script, both of which were released by DerVVulfman. Without this patch and the instructions that are contained within, the proper display of the mini-maps will falter.


Charlie's Mini-Map Extended
by DerVVulfman (June 4, 2020)

This is a mini-map script. In that, it renders a scaled-down version of your game map on your screen, depicting the player and surroundng nearby events visible. But unlike other mini-map scripts, this one generates and saves the map as an actual .png format image file.[/FSLText[

Charlie's Passability Mini-Map VX
by Charlie Fleed (July 20th, 2009)
[FSLText]This script draws a mini-map indicating the passability of each tile and the position of the player and some other map objects. The mini-map does not consider blocking events except those using graphics from the tileset. In that case the through check-box is also considered.


Choices Change Events
by kyonides (February 20,2024)

Allows you to have a defined map event graphically update as you cycle through Show Choice options. You only need to paste my scriptlet in a new slot in the script editor, pick a game variable to hold the event ID.


Copy Events XP
by DerVVulfman (January 29, 2024)
based on Fomar0153's work (January 8, 2012) for RPGMaker VXAce

This script allows you to copy an event from one map to another. Please note this does not save them to a map, you will need to add them every time. You could use this to set pre-defined events within a repository map and copy them in on an auto event every time you enter the town for example.


Dynamic Maps Expanded
by DerVVulfman (July 26, 2017)

This script allows the user to allow the contents of their maps retain their settings prior to exiting or teleporting. This means that events that have moved on a map, or have changed their graphics through a simple self-switch, do not reset if the player leaves the map and later returns.


Dying on Game Map
by Arbiter (November 18th, 2007)

Well I noticed a while ago by chance that you can't die on the map (outside of battle) which is a bit daft to leave that feature out, also when you are at zero hp and you enter battle only then do you get the game over screen. Now I don't know how many of you know the fact that when your party dies on the map from terrain damage nothing happens until you go into battle, but for those who do and haven't solved the problem here is an easy guide.


ELSA (Event Layering Script Advance)
by JayRay (February 24, 2015)

Layered Events!! This script, based upon DerVVulfman's 'Events Always Under' script, allows one to allowr more mapping options for RPG Maker XP and VX. Three Events can go UNDER the ground tiles. Now, you'll probably never need more than that, but this allows you to have large event floor tiles, smaller accents on top of them, and then maybe even smaller accents on the accents! Or use the layers for water effects, lava effects and more, as the events can be animated. And you can use his variation of the Always Over Events which he finds useful for creating rooftops for houses, making Huge Windmills with events moving over one another, or the like.


Event Comment Conditionals
by Ixfufu (December 24, 2014)
Posted August 4, 2015

This script creates new conditions for event pages. In other words, you can have pages that change based on things like gold amount, weapon equipped, even actor parameters.


Event Distance Sensor
by SoulPour777 (November 26, 2015)

Plugins that changes or adds features to the overall gameplay mechanics of the default engine.


The Event Extenders
by Grimimi (August 31, 2012)

Event-making is a thankless discipline because it often requires a lot of patience to do things that can be very easy to conceive. This package grants you some easy-to-use commands to aid n the making of event-based systems. While new event makers may not compete with more experienced event system creators, the package should help them started.


Event Location Saver
by ixfuru (August 18, 2013)

This script allows you to save the location of events on the map through transfers. The script uses short script calls to perform the procedure. You can save all event spots or even release all saved event spots with simple calls as well. Further instructions are in the script.


Event Spawner Fixes
by DerVVulfman (March 14, 2013)

Located within are a collection of individual patches that changes the behavior and/or performs repairs to the Event Spawner script by SephirothSpawn from 2006. His script works fine by itself, however these may assist users of his system when creating complex features. So herein, you can find fixes for Event Erasure, Event Adding and ID number generation.


Event Transparency
by DerVVulfman (August 7, 2012)

This script is simple in premise. If you walk behind an event with a special code attached to its name, that event may become transparent so you can see the player behind it. A useful script if you have large forests or mazes filled with tall or large objects.


Events Always Under
by DerVVulfman (February 22, 2015)

This script is designed to add a new parameter to events that are drawn on the map, the ability to be drawn below the traditional ground level. This "Always Under" flag, the polar opposite of the "Always On Top" flag, will have the event drawn at a -1 z-depth, which will force it to be rendered under the base ground layer, but still above the panorama graphic.


EventRegionBox
by kyonides (August 11, 2023)

The present script allows you to restrain the movements of any given event to a very specific region on the map.
If there are multiple areas on the map with the same Region ID, that Event will simply stay in its respective area.
If a given Event's Region ID has never been defined, that Event will move randomly and there is no way to know where it may go next.


Expanded Encounter Areas
by DerVVulfman (July 19, 2019)

This script allows the game developer to designate areas within one or more field maps to have designated areas where additional enemy troops may be encountered by way of random encounters.
It allows for a change of the number of steps required to trigger any such random encounters and is compatible with Big Maps by DerVVulfman.


Extended Random Encounters
by Kread-Ex (June 14, 2010)

For the random encounters lovers out there (bleh), here is a simple script to make them slightly more interesting. First, a colorful circle to know when the fight will start. More red the circle is, closer the battle is. Secondly, a Gust-ish system to allow a maximum number of battles for each area.


Extra Autotiles
by SephirothSpawn (June 3, 2007)

This script was designed to allow you to add more than 7 autotiles to your maps. This is not the easiest script to work with, as you have to specify which autotiles are on a certain tile based off position and layer.


Extra Terrain Tags
by DerVVulfman (October 18, 2013)

This script allows you to have more than the default 0-7 terrain tags in any individual tileset of your choice. You do this by adding or altering values within the configurable MAP_TERRAINS set of hash arrays. A must for anyone who extensively uses terrain tags within their projects.


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Messages In This Thread
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:00 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:04 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:04 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:08 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:08 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:09 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:09 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:09 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:10 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:10 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:11 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:11 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:12 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:13 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:14 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:14 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:17 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:18 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:19 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:20 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:20 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 06-19-2009, 04:21 AM
Forum Script Listings - by DerVVulfman - 07-06-2009, 05:14 AM
Forum Script Listings - by DerVVulfman - 08-04-2009, 04:04 AM
Forum Script Listings - by DerVVulfman - 09-21-2009, 04:59 AM
Forum Script Listings - by DerVVulfman - 11-09-2009, 05:46 AM
Forum Script Listings - by DerVVulfman - 11-09-2009, 05:47 AM
Forum Script Listings - by DerVVulfman - 12-07-2009, 05:14 AM
Forum Script Listings - by DerVVulfman - 01-11-2010, 04:45 AM
Forum Script Listings - by DerVVulfman - 02-08-2010, 06:38 AM

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