Hi guys.
I was thinkin' since a couple of us here are putzing around with RPG Maker/RPG Tsukuru programs, I decided I'd go around the internet looking for some nice RGSS2 script resources, and imagine my surprise when I find a truckload of them! Unfortunately, they are mostly in Japanese, therefore I think it'd be cool if we talked about some of them and try derive some ideas from it.
First of all, though, here's a link to
PocketWiki, where Shanghai/Yanfly and some others post a multitude of useful RMVX/RMXP scripts that may or may not prove to be useful for your own project do you ever decide to take up that mantle... And responsibility, ha ha.
Now, to the meat of this thing.
RGSS2 ResourcesIndividual scripts I will cover laterHikimoki | RPG Maker VX Script Site (
link)
Scroll down until you see the list of links with the term "RGSS2" on them. These are mostly core scripts for various game engines, as you might be able to tell from the name itself. This particular dude also scripted a danmaku game engine on RGSS2, aside from things like making an Action game, a Puzzle game, SRPGs, an RTS, an MMORPG styled game, and even a roguelike! It also has an RGSS2 Script Reference for those who are well-versed enough in Japanese to understand what the hell it's talking about. This site is also very deserving of mention because without it I wouldn't have found the OTHER really nice script sites, which I'm going to share.
Mint's Room (
link)
In the top frame navigation, click "Special," and then click either the "XPRGSS素材" link if you use XP's RGSS or "VXRGSS素材" link if you use VX's RGSS for the script repositories. Since I believe most of the people this thread is relevant to is using VX, you probably want to look at that instead. If you plan to use any script from this site,
it is imperative you install the Minto Master Script VX Ver1.02, or many scripts won't work properly when you install them into Materials. Don't worry, the Master Script VX source code link is directly beneath the text box, just click on it. The scripts the VXRGSS page has are numbered, but they are extremely nice. They're mostly menu and battle enhancements. You can add an enhanced battle aftermath screen complete with an active EXP bar (アクティブレベルアップVX), and such. You can also putz around with the animation FPS with the "Change Animation FPS" (アニメFPS変更スクリプトVX) Script.
Phantasmic Area (
link)
Click the "Materials" link and then... Uh, try and read the hilariously small text >_< The SS link means it's a screenshot. This site is notable for having a decent ATB system scripted out. Some games are using the ATB bar from this site, I believe. The links under the アクティブタイムラインバトル are relevant in the following ways:
1) First link is a Sample project.
2) Second link is SCRIPT ONLY.
3) Third link is GRAPHICS ONLY.
Although the site is very hard to read properly, it actually neatly divides its massive list of scripts into sections depending on which part of the core RMVX engine it changes, modifies or enhances. It also includes scripts to call the Win32 API into the game itself either for debugging or for whatever reason the project creator deigns. It also has scripts for a 15 Block Slide Puzzle and Othello minigames. Another script of note is one that emulates the famous "At 0 MP you ded too!" mechanic mostly pissing off people playing Star Ocean 3.
Neo Memo (
link)
Click the RGSS2 butan to find the list. You can click the image boxes to enlarge them to full. This site contains very nice scripts too, that it is simple enough just to "Plug and Play." It has its own Weight Gauge battle system and a Side View battle system, scripts are located at the bottom of the page, though the Weight Gauge battle system itself is the link labelled ウェイトゲージバトル. It also has a script that calls certain files in the game data that allow you to insert
battle voices if you wanted to. Basically, it's a site containing lots of neat enhancement and polishing scripts.
EnDlEss DREamER (
link)
You need to scroll all the way down til you find a list of links. The site organization isn't as neat as the previous ones but the scripts are still worth looking at. Basically, these are tweaks to KGC's scripts and also introduces some original scripts too, like a Synthesis Shop script. It's quite a neat site to take a look at when you're stuck looking for ways to introduce skill levelling, weapon levelling, forging and the like. Very nice script repository, it has around 48 scripts.
KGC Software (
link)
Click the テクニック集 button, then the VX 用スクリプト一覧 link if you're using VX though that is quite obvious which one you're looking for... :3 Clicking on the folders will open up the script lists. This site is the basis for almost every single menu or battle edit script out there. Even Yanfly, a very well-known scripter in the Western communities, has based some of his scripts off the dude in KGC Software. There's far too many nice scripts in there for me to describe one by one, though... haha
Sabakan's RPG Maker Blog (
link)
The links are in a dropdown menu under Category/カテゴリ, and then in the menu look at the entries below スクリプト素材開発ログ. Whoever this Sabakan dude is, they're absolutely amazing because they managed to script and make a
3D dungeon and code an
Etrian Odyssey styled battle system. He's also distributing sample projects for fellow scripters to check out and mostly test for bugs, and occasionally he talks about his scripting and eventing process. At some point, though, the dude states
you must have KGC's Multi-Actor Party Changer script for things to be fully functional.
Atelier Nonta (
link)
Simple, but very nice site for free music in MIDI and OGG Vorbis if you so need it.
STRRGSS2 ARCHIVES (
link)
The relevant scripts are in the
srgss2_txtpng.zip file. I may or may not post a list of the scripts in the pack, depending on demand.
Individual ScriptsActive Level Up VX ver1.23Requires Minto Master Script VX to be installedINSTRUCTIONS
Firstly, you will need to install the
High-Speed Number Display script. To install THAT script, download the image with the numbers in it and then Import that into the
Graphics/Pictures folder, then simply install that script in the Materials, above Main. Afterwards, you can directly install the Active Level Up script. You also need to download the images displayed on the Active Level Up VX page and then transfer THOSE to
Graphics/Pictures (though I have mine imported both to ../Pictures and ../System, I think it's ../Pictures though).
WHAT IT DOES
You can instantly see what it does like, right there in the page >_>
Save Layout Screen c/o
Neo MemoJPN: セーブレイアウト
INSTRUCTIONS
Simply install the script directly to your Materials.
WHAT IT DOES
This script adds 12 additional save slots. Each save file is now detailed with who's currently in the leading party, complete with names, portrait and character sprite. It shows the Level, HP and MP details of the actor who is first in the party. The file also displays the name of the map, how much money you have, and play time. 物語リスト版 displays only 3 save file slots, but titles each save file with a "Chapter Name," and logs it with the name of the actor who is first in the party, along with their level, HP and MP. Also displays map location, money and play time. カスタム版 is similar to the previous version but instead players can opt to MAKE additional save files instead of being locked at a fixed value.
Equipment Forging/Creation Shop Follow the instructions carefullyINSTRUCTIONS
Once you've installed the script into your Materials, you will need to find some specific lines in the script and change something in them.
PRODUCT_SHOP_NAME = "生産する"
Change 生産する to the word either Forge or Create, or any word of your choice
if line =~ (/<(装備生産)[::]\[\d+[,]\d+[,]\d+\](?:[ ]*,[ ]*\[\d+[,]\d+[,]\d+\])*>/)
Change 装備生産 to the word create.
This step is extremely important. You will HAVE to change the moonrunes in the script to an English word if you're unable to type moonrunes or want to make life easier for yourself. The above line of code essentially means that if you type:
<(word):[x,y,z]>
Where word is the word you replaced the moonrunes with,
x is the item identifier where: 0 = item, 1 = weapon, 2 = armor
y is the item's ID number
z is the quantity of item needed to make the item.
INSIDE THE NOTE PART OF THE ITEM, it becomes an item where you are required to forge it.Here is an example from my project, which I used this script with:
<create:[1,111,1]>
<create:[0,38,5]>
<create:[0,39,1]>
It means you need 1 of Weapon ID 111, 5 of Item ID 38, and 1 of Item ID 39, to make the item.
How do you call the script when you're making a shop? Very simple!
# 生産ショップのスイッチ番号
PRODUCT_SHOP_SWITCH = 8
See that line of code? Change PRODUCT_SHOP_SWITCH's value to an unused switch value.
When you're making an event, TURN ON the switch and then do SHOP PROCESSING, and then ONLY INSERT THE ITEMS WITH <create:[x,y,z]> IN THEIR NOTE TAGS, and then
TURN IT OFF after SHOP PROCESSING, otherwise you will royally fuck up your game.
Battle-Related Script Collection by tomoaky
RGSS2_格闘ゲーム風スキル入力Did you want to make a character who has skills that operate similar to FFVI's Sabin's Blitz? Well, now you can sort of do that. Using the RGSS2 "Fighting Game Style Skill Input" script, you can simply put <[insert inputs]> in the NOTE part of the skill. You can put MULTIPLE INPUTS in the same Note to minimize chances of the player screwing up their input.
<623C>
<6323C>
<6236C>
<62326C>
Is the example tomoaky uses to minimize chances of people screwing up a Shoryuken input, for instance.
RGSS2_バトラー表示改造This script simply adjusts the Y orientation of enemies when you position them in a certain way in the Troop Editing interface.
RGSS2_バトルミストThis script simply adds Battle Mist to the battle screen when you fight.
You will need to download the mist graphic included on the page and then import it to
Graphics/System folder.
KGC's MULTI ACTOR PARTY CHANGERScroll down to find the script# ◆パーティ編成許可を表すスイッチ番号
PARTYFORM_SWITCH = 1
PARTYFORM_SWITCH's value. When it is OFF, you can't change your party set-up. When it's on...
# ◆ 戦闘中のパーティ編成許可を表すスイッチ番号
BATTLE_PARTYFORM_SWITCH = 1
BATTLE_PARTYFORM_SWITCH's value. If it is the same as PARTYFORM_SWITCH's value, it will act like the same thing as PARTYFORM_SWITCH when it is ON or OFF.
# ◆戦闘メンバー最大数 (デフォルト値)
MAX_BATTLE_MEMBERS = 5
# ◆パーティメンバー最大数
MAX_MEMBERS = 99
Maximum number of battle members is self-explanatory
Max members... Also self-explanatory. If you make MAX_MEMBERS higher than 100, bugs happen. Like, so don't do it.
# ◆ショップ画面のステータスウィンドウスクロール時に使用するボタン
SHOP_STATUS_SCROLL_BUTTON = Input::A
If you hold the button assigned to Input:: under SHOP_STATUS_SCROLL_BUTTON and then press Up or Down, you can see the parameter changes.
# ◆待機メンバー獲得経験値割合【単位:‰(千分率 1‰=0.1%)】
STAND_BY_EXP_RATE = 500
STAND_BY_EXP_RATE is the experience gained by members not in the current party. 1 is equivalent to 0.1% of the battle experience.
# ◆ 戦闘以外でも待機メンバーを表示する
SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = true
When this is true, you can see all your party members, even those out of the party, when out of battle
When this is false, you can only see all your party members when you're arranging your battle party
# ◆パーティ編成ボタン (メニュー画面用)
MENU_PARTYFORM_BUTTON = Input::A
# ◆メニュー画面にパーティ編成コマンドを追加する
USE_MENU_PARTYFORM_COMMAND = true
MENU_PARTYFORM_BUTTON is the button pressed in the menu to call the party changer.
If you set USE_MENU_PARTYFORM_COMMAND to true, it adds a "Party Changer" command to your menu. This command is negated if you're using the KGC Custom Command Menu script.
# ◆戦闘中にパーティ編成を使用する
USE_BATTLE_PARTYFORM = true
When this is true, you can change your party during battle, like FFX. The command shows beneath "Flee."
# ◆ 全滅時の自動出撃を使用する
ENABLE_DEFEAT_LAUNCH = true
When this is true, your party members on standby will replace an entirely knocked out party.
i am completely bummed out now i may add more later