Category:Yanfly Engine Melody
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Yanfly Engine Melody is the 4th generation Yanfly Engine series. The Melody series, unlike the Prototype, ReDux, and Zealous series, will take on a different approach towards notetags, REGEXP, and Lunatic Mode to remain more efficient in long-term gameplay. The Melody series will accomplish this by loading all of the data upon the start of the game rather than during the game (and thus, causing minute amounts of lag).
Terms of Usage
Yanfly Engine scripts are free for use with both non-commercial and commercial games. Credit does not need to be given although the only thing I ask of you is to not claim these works as your own (or anyone else for that matter).
Download Demo
For those who would like to download a small demo containing various Yanfly Engine Melody scripts, click on the following link below. The scripts included in the demo will be marked in the categories below with a specific picture.
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Script List
Core ScriptsThe core scripts are best placed towards the top of your imported scripts list to ensure maximum compatibility with other scripts. The reason behind this is due to the fact that the core scripts tend to overwrite existing methods that would prevent proper usage. | ||||
Core Fixes and Upgrades
The Melody version of this script offers a bit more coverage and a more unique outlining system to enhance the visual aspect of RPG Maker VX. While the fixes are entirely mandatory, the extra upgrades are optional and do not need to be a part of your game at all should you desire. Even if you're not using Yanfly Engine scripts, this is the only thing I recommend you to plug into your games as it will get rid of those potentially hazardous bugs and annoyances.
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Restored Functions
This script mostly encompasses any retired and removed functions from former RPG Makers and weren't reintroduced back into RPG Maker VX when released. In this script will be a number of ways to let those functions work once again. Any case, this script is just a small compilation of smaller scripts I've before made in the past and will most likely just add more to these when I come up with anything new.
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Custom Message Melody
The message system by itself is fine and easy to accept as it is. However, it wouldn't hurt to have it do a few more features. This script will allow your message boxes to perform extra functions such as drawing icons, using an external choice window, and using Lunatic shortcuts.
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Equipment Overhaul
This script essentially redefines the way the equipment system works while keeping the core without rewriting too much. It will also recalculate the stats applied through equipment by the order of operations properly so that the numbers aren't a jumbled up uncontrollable mess. In addition to fixing the calculation regarding the order of operations, this script also changes the equipment scene with a different layout and more efficient methods.
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Extended Movement
This script allows for 8 directional movement, poses, and more for both in battle and outside of battle. For that reason, Extended Movement is placed under a core script as it provides and actually overwrites a lot of movement functions to allow proper diagonal movement and pose control.
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Item Overhaul
The item scene can become seriously lacking as it often keeps players in the dark as to what items actually do. This script rewrites the item scene and provides the player adequate information about how an item functions, be it a healing item, battle item, weapon, or a piece of armour. And if needed, custom data can be inserted, too.
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Main Menu Melody
This script allows for menu item reordering along with importing in custom script scenes with ease so that there becomes little need to change the base menu script in order to add in a few items. This is a YEM version of the popular KGC Custom Menu Command. No credits will be taken on part of my own behalf for the work KGC did. All I merely did was use it to extend the capabilities of adding in common events, imported commands, and beefed up engine efficiency.
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Skill Overhaul
This script rewrites the skill scene and adds a new currency called JP, which stands for Job Points. Job Points are earned through battle and used to purchase new skills and passives.
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Status Menu Melody
The status menu doesn't appear to help much at all in the default RPG Maker VX scripts. Instead, it's been altered to a centralized single actor management screen regarding stats. Here, the player can apply stat boosters, elemental resistance boosters, and more.
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Battle ScriptsBattle scripts are scripts that primarily only affect the battle system. These scripts generally don't have many factors affecting whatever happens outside of battle (although it does happen) so they do not belong in the core scripts (even for a big script like Battle Engine Melody). | ||||
Battle Engine Melody
Battle Engine Melody is a large compilation of the previous Yanfly Engine Battle scripts to form what would be considered an "ultimate" package. It places emphasis on total battle control for mechanics, visuals, and player comfort. Although Battle Engine Melody isn't capable of doing everything by itself, it is certainly flexible enough for users to place in their own unique additions towards the engine with ease through the Configuration, the Melody Language, and the multitude of customized mechanics that include Lunatic Mode capabilities.
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Enemy Levels
RPG's with enemies that level up with the party enforces the player to stay on their toes the whole time. This is both a good and bad thing as it can cause the player to stay alert, but can also cause the player to meet some roadblocks. This script will not only provide enemies the ability to level up but also allow the script's user to go around these roadblocks using various tags to limit or slow down the rate of growth across all enemies.
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New Battle Stats
This script offers the functionality to add new battle stats for both actors and enemies alike. These stats can be adjusted in the script itself while any potential weapons, armours, states, and enemies can have their settings made within their respective noteboxes.
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Menu ScriptsThese are scripts that primarily alter and only affect menu heavy scenes. | ||||
System Game Options
System Game Options replaces the "Game End" scene found in the default RPG Maker VX with a system options menu. In this menu, the player can readjust sound volumes, automatic dashing, and more. This changes one of the unused game end scene into something a whole lot more useful.
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Victory Aftermath
The victory aftermath scene after battles are finished hardly display any data at all for the player. All that's generally mentioned is how much EXP they've acquired, who levels up, and what items are dropped in only a message box window. Now, the whole process is more visual and will contain lists to show the player what changes have been made as far as the victory portion is concerned. The item drop list will also no longer go on and on forever with the message windows, but instead, show them properly in a list window.
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System ScriptsThe system scripts are scripts that alter gameplay in a specific way with a relatively large impact, but not large enough to be considered a core script. | ||||
Skill Equip System
Gameplay balance is at stake in games where characters can get an abundant amount of skills. This script requires the player to make descisions as to which skills to bring into battle for each character and what compositions of skills, too. There's limit types to dictate how many skills of a type that the player may carry so that available skillsets won't end up becoming too overpowering. | ||||
Skill Fusion System
This script allows for actors to fuse together skills they've learned into a new skill altogether. This system allows actors to constantly recycle their skills into something more useful as well as keeping the game fresh. Skills can be fused multiple times with different skills, too, to allow for a large amount of combinations and possibilities. | ||||
Utility ScriptsThe utility scripts are created to provide user ease. These consist of debug tools, easy HUD management, etc. | ||||
Controlled Encounter Rates
This script balances out the encounter rates and fixes them in such a way where an encounter rate of 30 won't suddenly net 4 steps for one battle and then 60 steps for the following. In addition to balancing out the encounter rates, repel and lure capabilities are added to allow for control regarding encounter rates. And finally, skin functionality is added for encounters. | ||||
Debug Menu Extension
This 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.
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Iconview Melody
Don't know how to use Photoshop's X and Y coordinates to count your icons or just too lazy to do it? Well, you can use this tool to make your life easier by loading up the icons on a static sheet and figuring out what those icons are indexed as. This script will mark 256 icons per page and allows you to scroll through those pages as lagless as possible. The icons are displayed in columns of 16 icons each, following exactly the way your IconSet is made (or should be made).
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Keyboard Input
This is a utility script that provides the functionality to return inputs from the keyboard as well as free up more keys to be used in the Input module. This script will also replace Scene_Name and allow for direct keyboard input to type in an actor's name as well as fix the maximum characters shown from the default base script.
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Party Influenced Music
No matter how good an RPG's battle music is, players are going to get sick and tired of listening to it for the zillionth time. This script won't rid RPG's of that problem, but will hopefully stall the process by playing randomized music dependent on who the player has in the active party at the start of any normal battle.
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Snapshot Battle Back
For a quick and easy way of getting a map-related backdrop without that cheesy radial blur that RPG Maker VX comes with, why not just use a snapshot of whatever map you're currently on instead? This script removes the radial blur and throws in a slightly zoomed snapshot of the current map without any events hindering it.
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Swap Random Monster
This script can help those those who want their battles to be more random but don't want to make a hundred different troop groups. You will use one enemy as a placeholder to serve as a swap dummy inside the troop creation tab, and in the actual game, other enemies will appear in its place. And unlike the YERD version, there's no more need to edit the script itself. Instead, the only editing needed is done inside of the swap dummy monster's notebox.
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Scripts
Pages in category "Yanfly Engine Melody"
The following 39 pages are in this category, out of 39 total.
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