-Location system. This a complete location system but also adds extra information to locations and creates the mapamundi tree dinamically.
-Information books system. This a system that opens a menu for information and you look for books you find in your quests and open them.
-Improved combat rate and step count. This is a little script that let you control all the combat step count, modifing it, frezking, reseting, etc..
-Memory cards minigame. It also have its own AI.
-A tactics system for battles that use a table with a lot positions. It can measure battlers distance and check for extra valid file effects(like with status effects that disable that)
-Three combat addons for the ACBS:
The first is a expanded version of atoa status with some more and making all function also with equipment,class,ec
The second is a general battle effects script that add things like weapons that can only hit flying enemies, or that make random damage... it have 25 of that effects for now.
The last is a small script created to view ACBS like a frontview one with improved features.
-A complex skill system. Althoug i created it ith other script as a base(equip skills window and scene) my addon its complex. The skills can affect to all actors atributes, create equipment, items or skills restrictions, learn skills and actiovate some special effects.
It also works with a table with 7 levels and the power of the skill depends of the position and the effect and the context(other skills, ows,etc) can changue, can be blocked,anulated...
-Improved events commands: this add removed functionalities to XP, like the option call comands with event variables. Also it add new commands and new functions for old ones.
-Im writing a manual for rgss users.
-A huge combat addon for the DBS. That added 8 new status and a lot of effects for battle and equipment.
-Enemy AI scipt. This have 12 levels of AI, including learning from mistakes and have like human conciencie.
I also have knowledges of php, python, perl, bash, c, c#, vb and java. I also progam in gtk and pygame/sdl.
Description of the items system, wich have thousands of code:

The esthetics are temporal.
The reason to create it was my need of a limited item system based on weight with a bag for every actor. I created it with old DW experiencies in mind, where shopping/moving/using items was a painful experiencie that make you lose like 20m everytime.
Tool bar with this functions:
-Exchangue all the items betwen two actors.
-Send a bag to the temporal.
-Erase bag.
-Empty the temporal.
-Send all bags to the temporal.
-Two sort algorithms.
-Open selection window.
Math bar
-Selected item number
-Selected items total weight.
-A relationn betwin selection weight and the bag in wich the cursor is.
Wastepaper: Neutral icon. One of the ways of deleting items.
Item window: Face, actual weight/max. It shows the actor equipment, and you can changue it. Anyway you cant see the item description or effects, iys just for quick andknow changues.
Temporal window: This window dont have max weight and itsfunction is to be used for some functions and to give to the plyer some flexibility.
The items you erase are puted here, and before quiitting it will show a
warning checking for confirmation.
Selection window: It shows all the selected items merged. With this you can recolocate the tem number with a few seconds.
Move betwen windows: Two keys for that. Anyway exist a system that make that all the windows are treated like a one. This make that if you move to a window border the index willlbe traspased to the next with the more logic position posible.
Selection mode: With this you can select a group of items. There arent any restrictions, you can select from any actor. Then you can move or erase it all. When you select a item, you can also select it number.