Small request scripts
I am moving this to the top of the list because this is most likely what I am 'really' working on. When I have a whole day free, I'll likely work on one of the below.Menu Mod Script
This one started off as a way for people to easily add selection options to the menu. As I thought about it, I decided I would add the following features:
- Easily Add items to the menu
- Easily reorganize the menu
- Conditionally Mask (fill the line with ???s) any menu option, by using a script code or switch
- Conditionally disable any menu option, by using a script code or switch
- Icon support, just select the icon ID to draw an icon next to any of the menu items you set up or any existing menu items.
- Easily run a common event by clicking a menu option
- A menu interpreter so simpler event commands can be executed directly from the menu
- Compatablity support with custom menus and other scripts that add things to the menu - it will autodetect the menu in its original or modified state before beginning modifications
- Return Scene support - if an item on the menu is triggered, you will return to the menu afterward.
- An option to disable return scene support (for example, in a teleport script after teleporting you want it to return you to the map instead of the menu)
Ive bumped this to near the top of my list for now because it is contains the features that I see most requests on.Battle Combos
This script is in the beta testing stage. In its current incarnation, it only works with the default battle system, but is compatable with many other scripts that make minor alterations. The final realease may or may not be compatable outside the default system.Extra States, aka States Options part b
Progress: About 20% (Yes, still
Extra States will center around restrictions, damage modification, slip damage, and battler behavior influce, beyond just the normal silence/confusion/poison/berzerk/paraylsis/dead deal. Planned features include:
- invincibility (Immune to death, states, and HP damage/mp damage. Unlike immortatility, it can be taken away at leisure, allowing for interesting evented boss battles)
- PseudoDeath (targeted as dead, considered dead but may still have HP, if all have this state = battle lose) if an enemy gets this state, they get normal death (eg. Petrify)
- PseudoDeathTargetable (targeted as living, considered dead but still have HP, if all have this state = battle lose; eg. incurable paralysis, Zombie from FFVI) Enemies getting this state will die instantly.
- Nullify damage (by attack type and/or max amount nullified)
- Slip Damage (viral - damage multiples based on how many turns it has been on; random (by variance); percent and direct damage; regeneration included; both HP and MP) Will include a switch in the module to choose the default slip damage method (at the end of the turn) or mine (right after each action). Switch will not affect other options set, just make it more consistent (turns are counted down here, so why not?)
- Muddle (confusion, but can attack enemies half of the time and allies half of the time, instead of only allies)
- Reflect (simple reflect only, reflects attacks designated as magic, only one bounce allowed, may or may not have a message for compatability reasons)
- ActionLock (berzerk, but forced to use a selected skill over and over until the move wears off, state priority determines which move if more than one, if the skill is not valid no action can be performed)
- Physical Silence (silence, but for physical skills)
- Disable (disable skills by skill ID)
- NoItem (cannot use items)
- target self confusion (requested by Hesufo)
- Chance Berzerk and Confusion (maybe) (requested by Hesufo)
- And possibly moreBattle Event Enhancer (Progress - Script 99% done, working on the demo)
A pet project I have been working on here and there for the last month or so. Essentially, it stores user and target data for skills, attacks, etc, for use in the Event System. Using switches, the user tells the next action to replace the referenced battler in a "Battle Event" command with either the current target or the current attacker. Also allows use of certain common events that execute every battle turn, at battle start, at battle victory, and after every action. The whole thing uses switches, loops, conditional branches, etc. to set up user tailored attacked through the event system without any advanced > script commands. I have been working on a demo for quite a while, but I'm not sure if or when I am going to release this. Unfortunatley, this will never be compatible with CBS's.