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Power Pack VX - Scripts Collection – ''Official'' Documentation v1.0

Power Pack VX - Scripts Collection – ''Official'' Documentation v1.0

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Published by RafaelSolMaker
First release of the ''Official'' Documentation from Power Pack VX - Scripts Collection, a RPG Maker VX script and resource package.
First release of the ''Official'' Documentation from Power Pack VX - Scripts Collection, a RPG Maker VX script and resource package.

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Published by: RafaelSolMaker on Jul 14, 2011
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05/12/2014

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Rafael_Sol_Maker’s Power Pack VX
- Scripts Collection
“Official” Documentation v1.0
 Introduction!
Hi, everyone!
I’m Rafael_Sol_Maker, as you could imagine. No introduction for my person this time, let’s jump
onto the project.
First of all, I’ll quickly brief the
Power Pack VX project.The Power Pack VX objective is very clear: Put in a single package: lots of bug fixes, enhancers and functions fromprevious RPG Makers, with more resources, some database modifications and extr
a content. An essential “starterkit” for every maker.I’m still working in a RC (release candidate) version. I still need to do some improvements and modifications
before build a final version with merged to RTP scripts and contents. (Oh, and beta testing to wipe out allbugs)There was also a Beta version, very inferior to the actual, no more supported. The Portuguese RC version of 
the package was already launched and it’s on release/ revision 004
(at the time of this writing).In Theory, this pack is ready to be launched worldwide, to gather feedback and help someone,
but there’s a lot of 
work in translation to do in it before posting in English communities. I was long time ago thinking how I canprovide some taste of it, and I finally got a
Idea.
And this idea was the following: Throw in another package and redistribute
all the “original” scripts I made for
the
PPVX
, already isolated from the package modules (
plug’n’play purposes
, you know). All these scripts wereprepared some months ago; I originally wanted to publish
sometime later after the release of the “mainpackage”, but I changed my mind and decided to p
ublish it now.Several of these scripts are remakes, or similar to already existing ones, or even extended versions of scripts fromothers guys, and I decided to put under my name if after considered to have edited "enough". Some script on thePower Pack I edited a lot but kept the credits to the original author, too.
Yeah, you didn’t
understood wrong. Obviously, I did
n’t
make all of this, so I prefer to put in the credits all theauthors of the original versions I extended, if applicable, and people who had similar scripts or ideas, if theseideas helped me. More: A special thanks to various scripters around the internet, because they helped so muchwhen I was learning, so... Now, without further yap-yap-yap, let's finally go to the scripts, showing what each onedoes. Just a side note: The usage generally follows the scripts itself, in the header.
 
 
VX POWER COMMANDS v1.2
 
A super-special collection with more than 40 scripting commands, containing some brand new and some alreadyseen features into RPG Maker, they could be used by simply using few lines in the 'Run Script' event command. Itcontains Party Commands, Characters Commands (hero and in-map events), Batch Utility Commands, Picture
Commands ('Show Picture' event command), and Standard 'System' Folder Graphics’ Changing, among others.Very easy to use and extremely powerful! At the beginning of the script there’s a li
st of all commands andparameters. I only adapted some and made few things/commands here, but my collection is simply killer.
VX PERFECT FOG v1.0a
You've probably seen some scripts to add the fog in VX. And also there’s a script that can even add multiple
foglayers, but probably you never saw some like that I did (or already saw, hehehe, who knows). It, obviously, adds a
fog effect identical to the RPG Maker XP one in RPG Maker VX maps. This means that I’ve collected the best
features and ease of use of s
ome scripts and merged it with the XP fog code, creating a “Perfect” fog system, as
the name of the script may suggest. All commands and usage are in the header of the script. All fog graphicsshould be placed in the folder 'Graphics/Fogs/'. Just try out this script!
VX SAVE STYLE 2003 v1.2a
(Based on UNIR’s 'Save 2003 Style')
 Do you think the 'Save' screen VX is ugly? Me too, so I was searching for an alternative, something more classic,
beautiful and functional, then I came across some script, the UNIR’
s one. I changed lot of small things and this wasthe result. It allows the increasing of the total of "saveslot" files, for your desired number (just remembering that
the VX default was only 4 “saveslots”). Here the scene was redesigned to looks like the
RPG Maker 2003, showing
characters’ faces and money. Fully compatible with 544x416 and 640x480 resolutions. Nothing too advanced, but
the final result is way better than the default.
VX SCENE INTRO (2Kx LOGO) v1.3
This is a very basic and simple graphical script, there are several others similar out there, but mine has a few otherfeatures and is very polished. Explaining: It makes possible the addition of a slide show of images, and can be usedon the map, as well as a logo before the title screen, similar to RPG Maker 2000/2003 (I bet you remember,right?). You can also play a background music if you want, and has one more optional settings, the waiting timefor in and out transitions between images. All graphics should be placed in the 'Graphics/ Intros/' folder. Anintroduction/logo before the title is a very interesting idea used in many professional games, why do not you tryone too?
VX SINGLE ICON & FACE v1.1
(Based on snstar2006’s 'Enable single icon usage')
 
In RPG Maker VX, everything is grouped into 'sets', but this is not always very helpful or a good idea. Grouping of course has advantages, but in one situation or another you may need to use an individual feature, just like you dowith charsets by putting '$' before the name. And that's what this script does to faces (which were only possibleusing one face and choosing the very first part of it). And more: This works for icons too, and you may even useother iconsets, configuring them in the database (through notetags). All individual icons or additional iconsets
should be placed in the 'Graphics/Icons/' folder. The instructions you’ll find in the script header. Now you can
choose the easiest way you find to use your graphics.
 
 
VX SMALL TWEAKS v1.1a
 (9 in 1, English version)After a careful review of RPG Maker VX, I found many little glitches/inconveniences on it. And then, after an
extensive research I created this small collection made of “mini
-
scripts” that have no right place to put in my
compilation, grouping all under this name. They're all minor adjustments to improve the usability of VX andcorrect some errors, bugs and inconsistencies. In this version I included you can perform the following adjusts:
• Set
the message when you succeeded to escape from a battle;
• Adjust the
making of enemy names (useful to Japanese default scripts, putting a space before the
enemy’s
letter, e.g.: " Enemy A")
Optionally recover HP and MP when you level up;
To adjust the encounter rate to be halved if you are in vehicle, even in grass;
• Airship can now
trigger events with priority 'Over the Hero';
• Correction of the battler positions (Properly aligns the monsters on the screen, add
-on for resolutions scripts)
• Sound in Expressions;
 
• Modify easily the party’s initial Money;
 
• Modify easily the flight
height of the Airship;
VX STATUS STYLE 2003 v1.0
Let's be honest, the Status screen of the RPG Maker VX is horrible. It’s only a mono
-block window with all the
information thrown at it, and moreover there is one thing missing, the party’s money! So I totally redesigned the
scene status to be similar to RPG Maker 2003. The information is now distributed and well organized in otherwindows, and of course, I added the Gold window, by adding/changing and removing what is unnecessary. It maynot be the most beautiful Status scene, but it does now have a minimum of quality, in my opinion. Compatiblewith the 544x416 and 640x480 resolutions.
VX SUPER AREA UTILITIES v1.1a
 (Battleback and terrain damage using areas)
Replaces the basic ‘Battleback by Area’ script that I made for Power Pack VX Starter Kit BETA, and
with some newcool built-in functions! Just see what it does: Set batllebacks similar to RPG Maker XP for certain areas, and alsoassign a specified damage for each step, simulating the terrain damage from other RPG Makers. And more: adjustthe minimum HP that the hero can have when poisoned and when walking on the map, the damage rate of thepoison and the regeneration rate of items that recover HP, for each step given. Cool, huh? For this you only needto configure some things and write some commands in the names of the areas. P.S.: It eliminates the Battlefloor,since it is unnecessary. All battbleback graphics goes to the 'Graphics\Battlebacks\' folder.
VX TOGGLE FULLSCREEN & RESOLUTION v1.0
Technically speaking,
it’s
the most complete (and complicate
d) resolution script that I know. It’s not a completekit to run every single scene and window of a VX game in "full VGA” resolution, but actually makes a great duetwith the OrginalWij’s Resize&Scale script, after some modifications, if you want to do this. To understand what I’
m saying, just see it working on
Power Pack RC. Below: Let's say that it resembles the Kylock’s "High resolution"script, but it’s more advanced why its keep the aspect ratio and scale, because it takes into calculations all
window borders, something that no other script does. And as an additional, you can change the resolution or putthe Game in fullscreen with a single key press, pretty much like the RPG Maker 2000/2003 did. Do not miss thischance to put your game on "high resolution"!

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