Okay I like the next script is my Debug Extionsion script, after I figured out howThis script, in by no means, is meant for player use. This script offers an extended debug menu that is more accessible and cleaner to use than what the default debug menu has to offer. The goal of this script is to ensure that the users receive proper and detailed information regarding their games during test play during test play
ACE Option System ~ v1.40
This script provides two switches. One switch will stop all NPC events from being able to move when it’s on. The other switch will prevent the player from being able to move when it’s on (outside of an event).
The Item Icon Hue script allows you to specify a hue for the icons of individual items, weapons, armors, skills, and states. This way you can use the same icon for various items, only changing the hue.
While there’s probably a lot of scripts out there that does this now, I still felt the need to make my own. This is primarily due to the fact that those scripts tend to make it difficult on life when an improper map ID, event ID, or page ID is inputted (and therefore, prevents the script from working) and causing the game to crash as a whole. This script, working exactly as those would, will prevent the game from crashing if improper ID’s are used. Furthermore, if the user is in test play, there is an option for the game to pop up a window telling which map ID’s, event ID’s, and page ID’s don’t work.
This script basically does what the title says, it skips it. This is basically for developers who get tired of seeing the title screen over and over again when there testing there game. View Script Here: Scene Title Skip
Scene_Base provides a utility for other scripters by preventing scripters from “reinventing the wheel” and acting as a parent class for all scenes. It provides 2 major purposes :
- Give the Main Processing Method a Common Structure
- Automatically Update & Dispose All Spritesets, Sprites, Windows or any other instance variable that responds to :update or :dispose
This is a script for developers, not non-scripters. If you do not plan to create scenes in RMXP, this isn’t needed.
I’ve added two new modules to RMXP, that were introduced in RMVX and RMVXace.
The RPG::BaseItem was designed to act as a parent class for Skills, Item, Weapon and Armor classes. This superclass is based off RMVX version of RPG::BaseItem class.
Like VX, this script adds four subclasses to RPG::Audiofile, (BGM, BGS, ME, and SE) turning it into a parent class. This is a script for developers, not non-scripters.