Version 1.2 (1/06/2012)
Script Download

This is a simple script that provides developers the option to define the gender of Actors and Enemies in their game. With the use of script calls and new methods, this opens up a variety of options for eventers and scripters alike.

Changelog

  • v1.2
    • Efficency update. (1/06/12)
  • v1.1
    • Enemies should now use their proper default gender value. (1/04/12)
  • v1.0
    • Initial release. (1/04/12)

Notetags

Note: Some tags are given shorter tags for typing convenience. You only need to use one <tag> from a given group for a notebox.

The following Notetags are for Actors and Enemies only:

<gender: none>
<gender: genderless>

Defines the Actor or Enemy as genderless. The internal value that represents genderless is 0.

<gender: m>
<gender: male>

Defines the Actor or Enemy as male. The internal value that represents male is 1.

<gender: f>
<gender: female>

Defines the Actor or Enemy as female. The internal value that represents female is 2.

Script Calls

The following Script Calls are meant to be used in Conditional Branch event commands within the Tab 4 “Script” box. Each of these Script Calls will turn the given Game Switch ON or OFF, where ON is true and OFF is false.

leader_genderless?
leader_male?
leader_female?

These script calls check the gender of the party leader.

party_member_genderless?(index)
party_member_male?(index)
party_member_female?(index)

These script calls check the gender of the given party member where index is the party position index. 0 is the party leader, 1 is the 2nd member, 2 is the 3rd member, etc.

actor_genderless?(id)
actor_male?(id)
actor_female?(id)

These script calls check an actor’s gender where id is an actor id from the Database. These can check the gender of actors not in the current party.

battle_party_all_genderless?
battle_party_all_male?
battle_party_all_female?

These script calls check if all members in the battle party have the same gender.

troop_enemy_genderless?(index)
troop_enemy_male?(index)
troop_enemy_female?(index)

These script calls check the gender of the given enemy in the current troop where index is the enemy’s troop position index. 0 is the first enemy, 1 is the 2nd enemy, 2 is the 3rd enemy, etc. This script call only works in-battle.

enemy_genderless?(id)
enemy_male?(id)
enemy_female?(id)

These script calls check an enemy’s gender where id is an enemy id from the Database. These can check the gender of enemies even when not in battle.

————

The following script calls are meant to be used in Variable Operation event commands within the “Script” box. Each of these script calls return a number which is then stored into the given Game Variable. The “Script” operand for Game Variables is a new feature in VX Ace.

all_party_genderless_count
all_party_male_count
all_party_female_count

These script calls count the number of party members that has a specified gender and stores the number into the given Game Variable. This includes both battle and reserve members in the party.

battle_party_genderless_count
battle_party_male_count
battle_party_female_count

These script calls count the number of battle members in the party that has a specified gender and stores the number into the given Game Variable. This does not include reserve members.

reserve_party_genderless_count
reserve_party_male_count
reserve_party_female_count

These script calls count the number of reserve members in the party that has a specified gender and stores the number into the given Game Variable. This does not include battle members.

Compatibility

This script does not overwrite any default VXA methods. All default methods modified in this script are aliased.

Requests for compatibility with other scripts are welcome.

Terms and Conditions

Please do not repost this script elsewhere without permission. Newest versions of this script can be found at http://mrbubblewand.wordpress.com/

14 Responses to “Gender Functions”


  1. 2 Tijmen Bok January 10, 2012 at 3:00 am

    Sweet. Thanks for making this, Mr. Bubble.

  2. 3 Mr. Bubble January 30, 2012 at 6:50 pm

    Looking back on this script, I should’ve just used symbols instead of integers to represent genders. Ah well, lesson learned.

  3. 4 Xypher April 5, 2012 at 7:51 am

    Would it be possible to make a skill deal more damage based on actor/enemy gender?

  4. 5 johnseed June 8, 2012 at 1:08 pm

    hello
    I am a “pokemon like” function and gender I like a lot!
    I have two small questions.
    1: how to display the gender of the enemies and player in the page near the name, or target in combat.
    2: how to make a system of random gender for enemies?
    Example: Two enemies in battle [id1] one male and one femal?

    ps sorry for my english

  5. 6 Neko Hibiki September 30, 2012 at 12:31 pm

    How do I add other genders, like ‘Herm’, ‘Shemale’, etc to it, please tell me?


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