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The Lost Scripts (Search for Lost Scripts Here)

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The Lost Scripts
The Quest to Find Scripts Continues


Purpose :
      The purpose of this thread is to search for scripts you know exist, but cannot find them on the board. Please, make sure you check DerVVulfman's Forum Script Listings and The Lost Scripts Archive.

Rules :
  •  
  • Give as much information about the scripts you are looking for. If you know the author, name of the script, or even a description, post them. 
  • If someone post a demo, do not ask for the script. If someone post the script, do not ask for a demo. Figure it out or make a help topic. We want this thread solely for finding lost scripts. 
  • When someone post a answer to your request, please use the report button so a Trickster or I can update the thread. 
  • DO NOT BUMP THIS THREAD. It is pointless. People who help here will apear often, and its pinned. Just be patient.

Current Searches :
Squall's Junction System
Noobitron's Breath of Fire battle system
Multiplayer Split Screen System
Field Item Menu
More than 1 Same Actor
Prexus CMS:
ryanwh":1836sg23 said:
Hmm. How about prexus's menu script that showed full body poses that went from black and white to color when the character was selected. Anyone know what Im talking about? He made a ton of menus that have since been lost, only his best menu's still around but the other ones were good too.
Fuso CMS System(s):
Cresten":1836sg23 said:
Im looking for ANY CMS systems made by Fuso.

Anyone got any? (Especially looking for the one that shows battlers in the main menu screen. He did it as a request at .net, Im sure of it.)
fozziebear":1836sg23 said:
Hey, I was wondering if anyone still had that script that allowed for skills that allowed them to cost HP instead of MP or both? Thanks.
~Atlaswing~":1836sg23 said:
Has anyone saved the MAP ZOOM script before the hack?
angelicgemini":1836sg23 said:
Does anyone know where, the chapter script is, please can someone tell me.
geox-2.0":1836sg23 said:
Can someone find me the original Icon command, cause i found it a few weeks ago but my game data screwed so I lost it and cant find it...........
Lockheart":1836sg23 said:
Anyone have a copy of that UMS that was posted shortly after Ccoas? Just before the crash/hack, ccoa posted her UMS then someone else posted another, and I'd like to get it again since I lost it. anyone have it or know if the person will/is going to post it again?

Resolved Searches :
8-Way Movement System:
Wachunga's Random Map Generator
Acedent Prone's FFVII Menu System
Prexus CMS
Rataime Shadow Effect
To use make an event with the comments:

begin Shadow Source
anglemin 0
anglemax 360
distancemax 350
Dynamic Shop Systems
  • Astro_Mech
  • Nick (Find it in The Lost Scripts Archive)
Stargate Dialer System
 
I remember finding a CBS on here ages ago, which was a sideview battle system which used the sprites rather than the battlers or custom sprites.

Anybody have it or a link to it?

Thanks :thumb:
 
To Skyline:
You mean something like THIS.
To RomanMelnik:
Go to his test bed. Seph's test bed is still up, and I think he's only updating that now.

To Skyla (let 'em be confused ;) ):
Like a Final-Fantasy 'finger-cursor' script? Got one by ParaDog right here:

Took some time to paraphrase the instructions as well as translating it. It was a short one.:

SUMMARY:
This script creates an arrow cursor, typically a 'finger-type cursor', which is
seen in selection windows. Typically, it is seen at the left edge of the command selection window.

PREPARATION:
The image is to be a 32x32 cursor graphic stored in the Graphics/Windowskins" folder.

COMPATABILITY:
The 'Icon' Actor Command Window by momomo requires a conversion patch to correct any compatability problems.

Code:
#==============================================================================
# ++ Arrow-Type Selection Cursor ver. 1.12 ++
#  Script by ParaDog
#  http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# Uses an optional picture for the cursor in command selection windows.
#==============================================================================

module PARA_LEFT_CURSOR
  

  # Name of the cursor file (in the "Graphics/Windowskin" folder)
  FILE_NAME = "cursor"

  # Cursor type ( 0: Arrow  /   1: Arrow & Rect Border )
  TYPE = 0

end

# ↑ To setting item here
#------------------------------------------------------------------------------

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base
  #--------------------------------------------------------------------------
  #  * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  alias cursor_rect_para_lcr cursor_rect
  def cursor_rect=(rect)
    if PARA_LEFT_CURSOR::TYPE == 1
      super(rect)
    end
    empty = Rect.new(0,0,0,0)
    if rect != empty and self.visible != false and @index != -1
      if @cursor == nil or @cursor.disposed?
        # Draw the sprite
        @cursor = Sprite.new
        @cursor.bitmap = RPG::Cache.windowskin(PARA_LEFT_CURSOR::FILE_NAME)
      end
      # Move the position of cursor sprite
      @cursor.x = self.x + rect.x
      cy = (rect.height-32) / 2
      @cursor.y = self.y + cy + rect.y + 16
      @cursor.z = self.z + 2
    elsif @cursor != nil
      @cursor.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  alias dispose_para_cur dispose
  def dispose
    super
    if @cursor != nil
      @cursor.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * self.visible
  #--------------------------------------------------------------------------
  def visible=(bool)
    super
    # Dispose if cursor and window contents bit map is set
    if @cursor != nil and bool == false
      @cursor.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * self.x
  #--------------------------------------------------------------------------
  def x=(x)
    super
    if @index != nil
      # Update cursor rectangle
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # * self.y
  #--------------------------------------------------------------------------
  def y=(y)
    super
    if @index != nil
      # Update cursor rectangle
      update_cursor_rect
    end
  end
end
 
To Reygekan:
You're gonna have to look in his Test bed, as I doubt he's updated any of his other topics.
Seph's Test Bed
http://hometown.aol.com/Der%20VVulfman/ ... ns/SDK.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/S_N_D.png[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/REQ.PNG[/IMG]
By SephirothSpawn (12-13-2006)
This is a complete collection and merge of all my scripts I have and haven't posted. It is a work in progress. I will try to add a new version as often as I can, usually every 10-15 scripts (2-3 weeks).

To Skyla :D :
Oh, a mouse cursor script... sorry... you mean something like this:
Interactive Mouse System
http://hometown.aol.com/Der%20VVulfman/ ... ns/SDK.PNG[/img]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/DEMO.PNG[/img]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/REQ.PNG[/img]
by Mr.Mo (reposted: 12-10-2006)
Custom Map Systems / Advanced Scripters
This script lets you use the mouse in your game. I made it for Netplay Plusâ?€žÂ¢ but might as well release it here. Its very easy to setup. Only uses one line of comment.

Requires Cybersam's Keyboard & Mouse scripts, and Near Fantastica's View Range script (included in the Demo).​
Yeah, I didn't make a 'Custom Input Systems' category in the list... but maybe I'll just rename the 'Custom Message System' category so it can include mouse movement systems...
 
To Reygekan:
You're gonna have to look in his Test bed, as I doubt he's updated any of his other topics.
Seph's Test Bed
http://hometown.aol.com/Der%20VVulfman/ ... ns/SDK.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/S_N_D.png[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/REQ.PNG[/IMG]
By SephirothSpawn (12-13-2006)
This is a complete collection and merge of all my scripts I have and haven't posted. It is a work in progress. I will try to add a new version as often as I can, usually every 10-15 scripts (2-3 weeks).

To Skyla :D :
Oh, a mouse cursor script... sorry... you mean something like this:
Interactive Mouse System
http://hometown.aol.com/Der%20VVulfman/ ... ns/SDK.PNG[/img]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/DEMO.PNG[/img]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/REQ.PNG[/img]
by Mr.Mo (reposted: 12-10-2006)
Custom Map Systems / Advanced Scripters
This script lets you use the mouse in your game. I made it for Netplay Plusâ„¢ but might as well release it here. Its very easy to setup. Only uses one line of comment.

Requires Cybersam's Keyboard & Mouse scripts, and Near Fantastica's View Range script (included in the Demo).​
Yeah, I didn't make a 'Custom Input Systems' category in the list... but maybe I'll just rename the 'Custom Message System' category so it can include mouse movement systems...
 
I'm looking for what's presumably an old version of Minkoff's animated battlers+RTAB demo. I have the first version that's linked to in the thread, but this is a different version. Here's a screen of it.

http://i28.photobucket.com/albums/c206/Skie182/minkoffbattleface.png[/IMG]
 
To Skie Fortress:

What you want is the old BattleStatus Mod. I just scrounged around and found it. It has built-in HP/SP bars and works with & without RTAB(fyi;)). I don't know who made it, but the comments were in English. Maybe Minkoff made it... maybe not.

Code:
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  Simpler Code, Individual Windows, Actor Faces, Pretty HP/SP Bars
#==============================================================================

class Window_BattleStatus < Window_Base
  
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 320, 480, 160)
    self.opacity = 0
    @windows = []
    @faces = []
    viewport = Viewport.new(0, 320, 640, 160)
    viewport.z = 100
    for i in 0...$game_party.actors.size
      x = i * 160 + (4 - $game_party.actors.size) * 80
      @windows[i] = Window_IndividualStatus.new(i, x)
      @faces[i] = Sprite.new(viewport)
      @faces[i].bitmap = RPG::Cache.picture("Face" + $game_party.actors[i].id.to_s + ".png")
      @faces[i].x = x
    end
    @level_up_flags = [false, false, false, false]
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    for window in @windows
      window.update
    end
  end
  
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
    for window in @windows
      window.dispose
    end
    for face in @faces
      face.dispose
    end
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(number = 0)
    if number == 0
      for i in 0...@windows.size
        @windows[i].refresh(@level_up_flags[i])
      end
    else
      @windows[number - 1].refresh(@level_up_flags[number - 1])
    end
  end
  
  #--------------------------------------------------------------------------
  # * AT Refresh
  #--------------------------------------------------------------------------
  def at_refresh(number = 0)
    if number == 0
      for window in @windows
        window.at_refresh
      end
    else
      @windows[number - 1].at_refresh
    end
  end

  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end

#==============================================================================
# ** Window_IndividualStatus
#==============================================================================

class Window_IndividualStatus < Window_Base
  
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize(id, x)
    super(x, 320, 160, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    @actor = $game_party.actors[id]
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(level_up_flags = nil)
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_hp(@actor, 4, 30, 120)
    draw_actor_sp(@actor, 4, 56, 120)
    if level_up_flags
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 78, 120, 32, "LEVEL UP!")
    else
      draw_actor_state(@actor, 4, 78)
    end
    at_refresh
  end
  
  #--------------------------------------------------------------------------
  # * AT Refresh
  #--------------------------------------------------------------------------
  def at_refresh
    begin
      draw_actor_atg(@actor, 4, 104, 120)
    rescue
      return
    end
  end

  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end


#==============================================================================
# ** Window_Base
#==============================================================================

class Window_Base

  #--------------------------------------------------------------------------
  # * Draw Actor HP Meter
  #--------------------------------------------------------------------------
  alias cbs_draw_actor_hp draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 146, height = 15)
    bg = Color.new(  0,   0,   0, 160)
    c1 = Color.new(255,   0,   0, 0)
    c2 = Color.new(255, 255,   0, 160)
    self.contents.fill_rect(x, y, width, height, bg)
    width2 = width * actor.hp / actor.maxhp
    gradient(x + 1, y + 1, width2 - 2, height - 2, c1, c2)
    cbs_draw_actor_hp(actor, x, y, width)
  end
  
  #--------------------------------------------------------------------------
  # * Draw Actor SP Meter
  #--------------------------------------------------------------------------
  alias cbs_draw_actor_sp draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 146, height = 15)
    bg = Color.new(  0,   0,   0, 160)
    c1 = Color.new(  0,   0, 255, 0)
    c2 = Color.new(  0, 255, 255, 160)
    self.contents.fill_rect(x, y, width, height, bg)
    width2 = width * actor.sp / actor.maxsp
    gradient(x + 1, y + 1, width2 - 2, height - 2, c1, c2)
    cbs_draw_actor_sp(actor, x, y, width)
  end
  
  #--------------------------------------------------------------------------
  # * Draw Gradient
  #--------------------------------------------------------------------------
  def gradient(x, y, width, height, c1, c2)
    for i in 1..width
      x2 = x + i - 1
      r = c1.red * (width - i) / width + c2.red * i / width
      g = c1.green * (width - i) / width + c2.green * i / width
      b = c1.blue * (width - i) / width + c2.blue * i / width
      a = c1.alpha * (width - i) / width + c2.alpha * i / width
      self.contents.fill_rect(x2, y, 1, height, Color.new(r, g, b, a))
    end
  end

  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end
You need to have the portraits (160x160 images) in the Graphics\Pictures folder and have them named Face# where the '#' indicates the actor number (Aluxes would be Face1.png, Gloria would be Face7.png, etc.)
 
DerVVulfman;258019 said:
To Skie Fortress:

What you want is the old BattleStatus Mod. I just scrounged around and found it. It has built-in HP/SP bars and works with & without RTAB(fyi;)). I don't know who made it, but the comments were in English. Maybe Minkoff made it... maybe not.

Code:
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  Simpler Code, Individual Windows, Actor Faces, Pretty HP/SP Bars
#==============================================================================

class Window_BattleStatus < Window_Base
  
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 320, 480, 160)
    self.opacity = 0
    @windows = []
    @faces = []
    viewport = Viewport.new(0, 320, 640, 160)
    viewport.z = 100
    for i in 0...$game_party.actors.size
      x = i * 160 + (4 - $game_party.actors.size) * 80
      @windows[i] = Window_IndividualStatus.new(i, x)
      @faces[i] = Sprite.new(viewport)
      @faces[i].bitmap = RPG::Cache.picture("Face" + $game_party.actors[i].id.to_s + ".png")
      @faces[i].x = x
    end
    @level_up_flags = [false, false, false, false]
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    for window in @windows
      window.update
    end
  end
  
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
    for window in @windows
      window.dispose
    end
    for face in @faces
      face.dispose
    end
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(number = 0)
    if number == 0
      for i in 0...@windows.size
        @windows[i].refresh(@level_up_flags[i])
      end
    else
      @windows[number - 1].refresh(@level_up_flags[number - 1])
    end
  end
  
  #--------------------------------------------------------------------------
  # * AT Refresh
  #--------------------------------------------------------------------------
  def at_refresh(number = 0)
    if number == 0
      for window in @windows
        window.at_refresh
      end
    else
      @windows[number - 1].at_refresh
    end
  end

  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end

#==============================================================================
# ** Window_IndividualStatus
#==============================================================================

class Window_IndividualStatus < Window_Base
  
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize(id, x)
    super(x, 320, 160, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    @actor = $game_party.actors[id]
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(level_up_flags = nil)
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_hp(@actor, 4, 30, 120)
    draw_actor_sp(@actor, 4, 56, 120)
    if level_up_flags
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 78, 120, 32, "LEVEL UP!")
    else
      draw_actor_state(@actor, 4, 78)
    end
    at_refresh
  end
  
  #--------------------------------------------------------------------------
  # * AT Refresh
  #--------------------------------------------------------------------------
  def at_refresh
    begin
      draw_actor_atg(@actor, 4, 104, 120)
    rescue
      return
    end
  end

  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end


#==============================================================================
# ** Window_Base
#==============================================================================

class Window_Base

  #--------------------------------------------------------------------------
  # * Draw Actor HP Meter
  #--------------------------------------------------------------------------
  alias cbs_draw_actor_hp draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 146, height = 15)
    bg = Color.new(  0,   0,   0, 160)
    c1 = Color.new(255,   0,   0, 0)
    c2 = Color.new(255, 255,   0, 160)
    self.contents.fill_rect(x, y, width, height, bg)
    width2 = width * actor.hp / actor.maxhp
    gradient(x + 1, y + 1, width2 - 2, height - 2, c1, c2)
    cbs_draw_actor_hp(actor, x, y, width)
  end
  
  #--------------------------------------------------------------------------
  # * Draw Actor SP Meter
  #--------------------------------------------------------------------------
  alias cbs_draw_actor_sp draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 146, height = 15)
    bg = Color.new(  0,   0,   0, 160)
    c1 = Color.new(  0,   0, 255, 0)
    c2 = Color.new(  0, 255, 255, 160)
    self.contents.fill_rect(x, y, width, height, bg)
    width2 = width * actor.sp / actor.maxsp
    gradient(x + 1, y + 1, width2 - 2, height - 2, c1, c2)
    cbs_draw_actor_sp(actor, x, y, width)
  end
  
  #--------------------------------------------------------------------------
  # * Draw Gradient
  #--------------------------------------------------------------------------
  def gradient(x, y, width, height, c1, c2)
    for i in 1..width
      x2 = x + i - 1
      r = c1.red * (width - i) / width + c2.red * i / width
      g = c1.green * (width - i) / width + c2.green * i / width
      b = c1.blue * (width - i) / width + c2.blue * i / width
      a = c1.alpha * (width - i) / width + c2.alpha * i / width
      self.contents.fill_rect(x2, y, 1, height, Color.new(r, g, b, a))
    end
  end

  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end
You need to have the portraits (160x160 images) in the Graphics\Pictures folder and have them named Face# where the '#' indicates the actor number (Aluxes would be Face1.png, Gloria would be Face7.png, etc.)


You sir, are a miracle worker. Thanks a bunch.~

this must be the first time I've ever set up a script with no hassles afterwards...
 
Ski Fortress I got your PM and I was going to upload it for you, but I'm guessing you don't need it now? (Haha you sued my screen) ^^

Thanks Wulfman I really needed that too >.>

Hang on, will overdrive work with it?
 
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