This thread is a redirect page to a website with Japanese resources and software heralding from RPGMaker 2000 up to RPGMaker MV. Its original terms of use were more strict, forbidding commercial usage or posting of their source content on other sites. However, terms had changed, and have become more lax.
While this thread does not post the actual script content, it will post links and descriptions to said software.
You should be able to navigate through its site to find the resources.
Do note, using Google Translate upon the webpage will actively disable certain menus and hotlinks. And line-by-line translation is way more accurate in comparison.
Terms of Use
If you wish to reprint any scripts or other materials from this site, please let us know in advance via the message board or email.
Please feel free to link to the pages of each technique or script.
However, due to renovations or rearrangements, links may occasionally become broken.
We are not responsible for any damage caused by editing the script.
Please use it at your own risk.
Just to be safe, be sure to back up your data before use.
Currently, we are not accepting requests at all.
No reporting of use is required. No copyright notice is required.
If you would like to include it, we do not require any specific format.
Modifications are of course OK.
There are no restrictions on secondary distribution after modification.
(As long as you don't blatantly say "I wrote it all myself")
Please feel free to use it in general languages (C++, C#, etc.).
15+・18+・It can also be used for shareware games.
...I've written a lot of formal things, but there will be no problem if you use it normally.
Please feel free to use it. ヽ(´▽`)/
Original Japanese Wrote:利用規約
本サイト内のスクリプト等を転載する場合は、できれば事前に掲示板かメールでご一報ください。
Today, 03:57 AM (This post was last modified: Today, 03:58 AM by DerVVulfman.)
テクニック・スクリプト一覧 - 200x
Technique Script List - 200x
The title for each event listed below is a link to its corresponding event system.
On-screen map display
This is a familiar technique from Final Fantasy.
This event simply displays the entire map on the edge of the screen when you enter the map, and then calculates and displays your current position through parallel processing. Individual downloads with Map001, Pictures and other content for RPGMaker 2000 and 2003 are available at the bottom of the page.
Dash and menu commands
Dashing is designed to facilitate smooth game progression.
It's an essential system when creating games that make extensive use of large maps.
Menu commands are small windows used to perform operations other than the menu screen. The available download at the bottom of the page includes a Map001.lmu and other content that works with both RPGMaker 2000 and 2003.
Ability system (FFXIV imitation)
This is a feature that allows you to acquire special skills through equipment, similar to FF9.
When you equip a piece of equipment, you can temporarily use a specific ability.
When you remove the equipment, that ability becomes unusable.
Once you have acquired a certain amount of AP, you can use that ability even when you remove the equipment. There are no downloads available for this event system at the moment.
HP/MP auto-recovery
This is a feature familiar from games like Terrazzo and S○○er Shan that automatically restores HP and MP after battle.
It can be a bit tedious, but once you've set it up, it can easily be reused in other games. The available download at the bottom of the page includes a Map001.lmu and other content that works with both RPGMaker 2000 and 2003.
On-screen location name display
This is my own technique.
This technique also doesn't involve any complicated processing.
The purpose of this event is to display the name of the place at the top of the screen when you enter the map.
I recommend this to anyone who wants to create a user-friendly game. Individual downloads with Map001, Pictures and other content for RPGMaker 2000 and 2003 are available at the bottom of the page.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
KGC_ChangeTransition
Adds the ability to change the settings for various transitions. Map Movement and Battle Start transitions supported.
KGC_EquipEventReinforce
In 200x, you could "change equipment" even if none equipped. But with XP, it won't change equipment if none was there to replace. This repairs that feature.
KGC_FlexibleScope
This script allows you to select the range of effect of single target skills and items from all/single target.
KGC_HelpExtension
Enhances the functionality of the Help window, granting multiple lines and message window command codes.
KGC_HPSPAlter2
Changes the HP/SP display format, allowing it to be shown as a gauge, supports different gauges, and HP/SP values as an image.
KGC_RemoveElements
Adds a process to exclude special elements from damage calculations, useful for certain scripts that use elements for other purposes.
KGC_SetAttackElement
Adds the ability to set attack attributes for each character. (Place below KGC_RemoveElements if both in use).
KGC_StateIcon
Displays the state as an icon. This is a feature that seems a little late.
KGC_MessageAlter
Modifies the message window and adds subtle features; name window, face graphics, message scroll, and more.
KGC_HPSPAlter (Original/Depreciated)
This is a script that displays the remaining HP/SP as a gauge. Use of KGC_HPSPAlter2 is recommended instead.
Menu:
Menu
KGC_2000StyleSave
Increase the number of save files, like in Maker 200x. It can now increase to 15 (or more).
KGC_2PaneSave
Creates a 2-pane screensave that can display a file list and file information separately.
KGC_PaytimeAlter
Adds the current/real world date and time to the PlayTime window. Actively a minor 1-page edit.
KGC_FaceesInMenu
A highly prized technique for displaying face graphics within menus. May be difficult for those not good at adjusting coordinates.
KGC_MenuCursorMemory
Added a function to remember the cursor position on the menu screen.
KGC_MonsterGuide
Create a simple monster encyclopedia; displaying stats, element resistances, number defeated, and more.
KGC_Outline
Adds the ability to show text with an outline, useful with smaller text that may be harder to read.
KGC_PlaceMission
Adds a function to display your current location, ongoing missions, etc. on the menu screen.
KGC_AddMenuCommand
Describes a technique in how to add new commands to menus. Details are up to the creator.
KGC_EquipAlter
Alters the equipment screen with a new menu that can add Strongest available weapons and/or armor (accessories ignored).
KGC_MenuAlter
Modifies the menu screen, giving it a horizontal orientation instead of the default vertical format.
Map:
Map
KGC_Dash (event system)
An XP version of the evented 2000/2003 Dash system
KGC_Dash_8DirMove
Adds dash and 8-way movement functionality when moving around the map.
KGC_MiniMap
Adds a minimap display feature which includes moving objects.
KGC_MapLoop
Provides a function so the field map loops in all four directions.
KGC_Teleport
Added the ability to call the teleport screen from an event.
KGC_MagicWeapon
Creates a weapon that has a set chance of activating a skill when you perform a normal attack.
KGC_EquipDetailSetting
Modifies weapons to add various effects, including cursed and weapon autostates.
KGC_UsableEquipment
This is a script that allows you to use weapons and armor as items.
KGC_EquipExtension
Expands equipment-related functionality; more equipment slots, multiple weapons, can set per actor, and more.
State:
State
KGC_AutoRecover
Adds the ability to automatically recover HP/SP every turn.
KGC_ExpGoldIncrease
Provides a function which increases gain EXP and Gold of battle result.
KGC_Invincible
Creates a state that makes one become invincible.
KGC_KillState
Creates an instant death attack for a specific state.
KGC_SkillReflection
This script creates a state that reflects magical attacks. It's the equivalent of "Reflect" in Final Fantasy.
KGC_StateLearnSkill
Create States that grant the use of skill(s) when applied (ie, the player can use "Fireball" if under the Haste state )
Special system:
Special system
KGC_BattleDifficulty
This script creates a "battle difficulty setting feature. To display this in menus, see KGC_MenuAlter and/or KGC_TitleOption.
KGC_BattlePoint
We're introducing Battle Points (aka BP, custom points you can obtain in battle). The script only processes BP gains. How to use BP is up to you.
KGC_ClassDetailSetting
Added the ability to set stat modifiers for each class. (Place below Equipment Expansion and/or KGC_LimitBreak)
KGC_DayNight
Creates a virtual day and night system in the game.
KGC_Depository
Create a bank where you can deposit items and money.
KGC_LimitBreak
You can increase the maximum values of various character ability scores (ie allow STR to be 9999 instead of 999)
KGC_SPCostAlter
Modify points consumed by skills, including percentage from Max SP and HP consuming skills.
KGC_LargeParty
Allows you to build large parties of 5 or more people. Up to 5 can be in combat. A swap member feature is included.
Battle screen:
Battle Screen
KGC_BattleCamera
We're adding a feature to move your viewpoint during battle.
KGC_BattlerEffect
Various animations will be displayed on the battler graphics when taking action or taking damage; Zoom in, Hit Back, Shake, etc.
KGC_DamageAlter
Allows the use of image graphics to display damage, many options available. To display SP damage, install KGC_SPDamage.
KGC_ResultScene2
Create an end-of-battle result screen with unique functionality.
KGC_SkillMessage
When using a skill, a message will be displayed instead of the skill name. Can use with KGC_HelpExtension for multiple-line messages.
KGC_ResultAlter (Original/Depreciated)
Modifies the end-of-battle result screen. Use of KGC_ResultAlter2 is recommended instead.
Battle system:
Battle system
KGC_AbsorbDamage
Adds damage absorption ability to normal attacks and skills.
KGC_AdditionalAction
When you have acquired certain skills, you will be able to perform basic attacks multiple times.
KGC_AttackRecoverSP
This is a script that recovers SP with normal attacks, similar to Tales of Symphonia.
KGC_FusionEnemy
Multiple enemies can now fuse together and transform into a new enemy.
KGC_GuardRecover
This script adds a process to recover HP/SP when defending. That's it. Nothing else.
KGC_MultiAttack
You can now create attack actions that can display multiple attack effects. The 'hit' timing can be precisely set.
KGC_OverDrive2
Like Final Fantasy 7 and 10, it can create skills that can only be used when a special gauge is filled.
KGC_OverDrive (Original/Depreciated)
Create a skill that can only be used when the dedicated gauge reaches MAX. Use of KGC_OverDrive2 is recommended instead.
KGC_PreemptAttack
This script brings back the "preemptive attack" feature that disappeared in XP.
KGC_RandomTarget
Lets you create a skill that attacks random targets. Requires the skill be tagged with a custom element for identification.
KGC_RankConception
Allows you to have attack ranges based and party repositioning within formations in battle.
KGC_RateDamage
This script will deal damage based on MAXHP or remaining HP by a certain percentage. Its akin to FF7's "Gravija/Gravity" attack.
KGC_SPDamage
It displays the amount of SP recovered and allows you to create attacks against SP.
KGC_SPDeath
This script will consider heroes knocked out or incapacitated when their SP reaches 0.
KGC_BonusGauge
This is a script that creates an imitation of the HeatupGauge from "Super Mario 3."
KGC_SeparationCommand
This script can forcibly increases the number of character-specific commands during battle. Some can be very specific hero-only skills.
KGC_ActiveCountBattle2
This script creates Final Fantasy-style real-time battles. It may or may not have real-time features like spell casting and button-holding escapes.
KGC_ActiveCountBattle (Original/Depreciated)
This is a script for creating a typical real-time battle. Use of KGC_ActiveCountBattle2 is recommended instead.
Draw function:
Draw function
KGC_BitmapExtension
Adds various drawing functions (clipping, scaled transfers, floodfill, gradients, various shapes) to the Bitmap class. Can be used with both XP and VX.
KGC_Drawing 2D
Adds methods for drawing planar shapes (polygon, pie, arc, ellipse, etc) to the Bitmap class.
KGC_FormatText
The test rendering system enhanced with new control codes (object names, bordered text, font variations) and allows your own custom additions.
KGC_FrameShadowText
This script creates replacements for draw_text so menus and dialogue may be either outlined or with a shadow effect.
KGC_SpecialTransition
This allows you to create transitions that cannot be created using transition images. Utilizes the Win32API for screen capture and requires the TCap.dll.
TCap.rar (Size: 21.41 KB / Downloads: 0)
Applied function:
Applied function
KGC_Class Reinforce
Add methods to the Array and Integer Classes and adds a SpriteEx class that you may find useful.
KGC_FileEncryption2
For both XP and VX, this script encrypts files and adds functionality to prevent them from being viewed or analyzed. Requires the TCrypt.dll.
tcrypt.rar (Size: 59.89 KB / Downloads: 0)
KGC_InterfaceForWin32API
For both XP and VX, a generic window/handle interface for the Win32API. Features are typically found in resolution scripts.
KGC_Math Reinforce
Adds several new methods to the Math module in both XP and VX.
KGC_RGSSDebugger
This will enhance the debug screen during test play. Although it has a fancy name, it does not debug RGSS itself.
KGC_ScreenCapture
Adds the ability in both to take screenshots directly in-game. Captures can be taken directly from RGSS or manually. Requires the TCap.dll.
TCap.rar (Size: 21.41 KB / Downloads: 0)
KGC_SystemSave
Creates a save file that shares all data. This is useful for creating CG viewing modes and post-game bonuses.
KGC_TitleLogoDisplay
This is a feature commonly found in commercial games that displays a logo before launching. Essentially, this was included into KGC_TitleDirection.
KGC_TitleDirection
Create a logo (splash screen) before the title is displayed and a title logo display function.
KGC_TitleOption
This script adds "options" to the title screen.
KGC_FileEncryption (Original/Depreciated)
The encryption process is performed using AdvStl.dll. Use of KGC_FileEncryption2 is recommended instead. advstl.rar (Size: 26.43 KB / Downloads: 0)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)