
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 https://mrbubblewand.wordpress.com/












Pingback: RGSS3: Gender Functions « Bubble Blog
Pingback: YEA – Move Restrict Region | Yanfly Channel
Pingback: Some Graphical updates « Ramiro's Script Collection for ACE
This is awesome.
Pingback: RGSS3: Gender Requirements « Bubble Blog
Pingback: YEA – Extra Drops | Yanfly Channel
Pingback: Were are you ramiro-doo? « Ramiro + RMVXA = ♥
Sweet. Thanks for making this, Mr. Bubble.
Looking back on this script, I should’ve just used symbols instead of integers to represent genders. Ah well, lesson learned.
Would it be possible to make a skill deal more damage based on actor/enemy gender?
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
How do I add other genders, like ‘Herm’, ‘Shemale’, etc to it, please tell me?
Pingback: Crystal Engine – Genders & Forms « Crystal Engine
Pingback: Crystal Engine – Day Care and Eggs | Crystal Engine
Which variable does this script utilize? I have another script that changes gender of actors and enemies and I’d like to have them both use the same variable.
I am using a character creation intro where the player can choose gender…is there any way to set an actor’s gender via script call?
Also I would be interested in the answer to Neko Hibiki’s question regarding additional genders
I’m wondering the same 😦