Hi there all, a couple of things before I start
1.) This will be an extensive list as rather than creating separate threads for all the scripts I'm looking to acquire and learn how to implement, I figured it would be more organized and less cluttered to gather them all at once
2.) There will be some scripts here i request that I know the location of but, they are listed both to keep them all together and also both to see if there are compatibility issues with some scripts interrupting with others potentially or if I don't know if the script in question needs other primary base scripts in order to run.
3.) If I am doing anything wrong or such, I apologize. I'm a bit new and I'm doing a big leap into RGSS and hoping to come out of it learning something and I might ask specifics regarding codetags and notetags in general in order to better understand RGSS in my future endeavors.
Without further ado, here we go.
General mechanics
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A.) Dynamic Side View Batle System: Specifically, looking for one that has animated actor battlers and room in the skill creation menu to choose how the actor will move on the screen per each skill.
B.) Combination Bosses: Ideally, a mechanic that allows enemy troops, upon a certain switch or trigger being activated, to merge together into a larger enemy or boss.
C.) Chain Battles: A mechanic in which, with or without cutscene or dialogue separation, after successfully finishing a battle, that battle is followed by another
D.) Differentiating item creation systems: Ideally, I'm looking here for script separation for mechanics such as forging items into weapons, turning items into new items with alchemy, and then using alchemic items and forged items to create items at Synth Shops
E.) Targetting system: Specifically, one that is customizable in skill creation to choose from different types of Target choosing and AoE ranges and shapes.
F.) Cave of Ancients: Since this is a specific reference, I'll elaborate. Basically what this is is an escalating Dungeon Randomizer with the option to disable random map generation on floors of your choosing to create events on, as well as allocating to each floor what troops appear.
Character mechanics
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A.) Steal: A mechanic that can be either a command or a skill(potentially both) In which the actor or enemy, loots an item from the target.
B.) Combo skills: Skills that when used in a certain order or when a certain combination of inputs is secured, a new skill is unlocked temporarily to be used in combat immediately after.
C.) Skill Combos: The capacity for a character, enemy or actor, to use multiple skills in sequence during a single action turn.
D.) Transformation: The ability for a skill to trigger the actor to in combat only, become a new character in question, with relative stats to the original character
E.) Team Combo: The ability to when two or more character have the ability to use a certain combination of techniques, they unlock a team Combo skill that takes up all their turns and consumes the needed MP/TP resource in the process.
F.) Throw: A command or skill(potentially both) that lets the user expend one or more weapons in their inventory to utilize to attack the enemy with.
G.) Charge Skill: A skill that gives a temporary boost each time it's used and is then exhausted upon using a skill or command that isn't Charge
H.) State Only skills: A mechanic in which certain skills can only be utilized when the character is under a certain state or amount of HP/MP/TP
I.) Doublecast/Multicast: The capacity for a magic user to, during the turn the command is activated, to gain access to a skill pool where multiple skills can be cast in sequence.
J.) Item Merge: A mechanic or script that lets an actor select two or more items and, upon selecting the right combination of items, a new item effect is applied.
K.) Passive skill slots A mechanic that in either skill select or the equipment menu, the characters have a set of skill slots for equipping passive effects.
L.) Tagteam: A script mechanic in which an actor, upon using a certain skill or command, will gain access to another actor's skill pool. Upon using that actor's skill pool, the actor will leave the battlefield and be replaced by the chosen actor, using the chosen skill.
M.) Mimic: A skill or command that replicates the skill used immediately before it.
N.) Recurring skill: A skill that when used, repeats for a certain amount of turns on a random target or targets upon the battlefield, regardless of the next action chosen by the actor the following turns.
O.) Permanent Stat Gain Combat skill: A skill that, upon use, gives a small % increase to a random stat when used in combat.
Q.) Jump: A command that temporarily removes the actor from the field for a varying amount of turns and, upon returning to the field, the character strikes a random target.
R.) Limit System: A modification to the TP system in which, TP is stored for a varying amount of levels, based on the color of the TP bar, whereas certain skills will require a certain 'Lvl' of the TP bar or above in order to be used.