VXACEDjinn System (+demo)
BMM_Archive · July 15, 2026
Original Source
- Original title: Djinn System (+demo)
- Original author: Neon Black
- Original date: January 14, 2013
- Source thread: https://forums.rpgmakerweb.com/threads/djinn-system-demo.8273/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
Djinn System v1.1bCreated by Neon Black What is it? This script allows the user to create and use Djinn similar to the game "Golden Sun". Djinn act as a "special piece of equipment" that can be used in battle to perform a special skill. Djinn have 3 states: Equipped, Standby, and Cooldown. When a Djinn is added to the party it starts out in standby. A djinn on standby provides no special effects and must be equipped, either via the main menu option, or by selecting it from the menu...
Archived First Post
What is it?
This script allows the user to create and use Djinn similar to the game "Golden Sun". Djinn act as a "special piece of equipment" that can be used in battle to perform a special skill. Djinn have 3 states: Equipped, Standby, and Cooldown. When a Djinn is added to the party it starts out in standby. A djinn on standby provides no special effects and must be equipped, either via the main menu option, or by selecting it from the menu in battle. A djinn that is equipped provides special bonuses to the player based on what the piece of equipment does. An equipped Djinn may also be released in battle to perform the skill associated with it. A Djinn released in this way enters standby. Cooldown has to do with the other ability in the game. Djinn on standby can be used to perform a special kind of summon. Djinn used in this way enter cooldown for a certain number of turns. After the cooldown is over, they go back to the equipped state.
How can I use it?
This script works with a few note tags that get placed into skills and equips.
Equip Tags:
- <fire djinn 80> - This tag consists of 3 parts. The first is the name of the element the djinn belongs to, in this case "fire". Elements are set in the config section of the script. The second is the word "djinn". The third is a number. This number relates to the skill that gets used when the djinn is released, in this case, skill ID 80.
- Skills are slightly different and use a several line tag. To do this, you start out with the tag <summon>. After this you put the summon costs for the skill in the format "# element", for example, to cost 2 fire djinn you would use "2 fire". Finally, you finish with </summon>. As an example, a skill that requires 2 water djinn and 3 earth djinn.
<summon>
2 water
3 earth
</summon>
What does it look like?
This shows the menu scene to equip or unequip Djinn outside of battle. Changes to stats are displayed up top.
This script adds commands to the menu and battle scenes. I will most likely work with any battle system that keeps the Window_ActorCommand class mostly intact and any menu system that leaves the Window_MenuCommand class mostly intact.
This script is designed to work with CP's Battle Engine version 1.2 or higher, but is compatible with older versions. In version 1.2 of CPBE there are additional block tags that add the menus to the actor command window. There are :djinn and :djinn_summon. See the instruction section in the script on how to use these.
How can I get the script?
Version 1.1b (base script, 8.19.2013) is available from my pastebin account here or my dropbox account here.
I would like to use this code.

This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
Permissions beyond the scope of this license may be available at http://cphouseset.wo...d-terms-of-use/.
Author's Disclaimer:
So I decided one Sunday that I wanted to make this script. No clue WHY I wanted to make it, I just did. And so I did. I guess this is what you call "practice". I had no reason to make it. I didn't need it. No one asked for it. I just made it. And it turned out surprisingly well. There have been some small issues with it, mostly lag which I am working to iron out of the system, but overall it runs quite excellently. I'm not sure if I want to add the class system that Golden Sun uses, but I do have certain provisions in the script to make it easy to add if I choose to. As always, enjoy!
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This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License. Permissions beyond the scope of this license may be available at http://cphouseset.wo...d-terms-of-use/. Author's Disclaimer: So I decided one Sunday that I wanted to make this script. No clue WHY I wanted to make it, I just did. And so I did. I guess this is what you call "practice". I had no reason to make it. I didn't need it. No one asked for it. I just made it. And...
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