A script that can tie a database's feature to notes made on a event page

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
This Isn't so much a personal request, as it is a request for the entire RM community.

You see, a lot of scripts utilize note boxes to do amazing things, yet there's so little room in the note boxes used in the database, but if there was a way to tie a database feature to a note box in any event you choose, then you would have pretty much all the space in the world.

Now who's up for this endeavor?
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
You would need to explain what you're after a little more clearly. You start talking about notes, then you divert to features, note boxes and events. What do features have to do with notes? Or are you using the word "feature" in a way that DOESN'T mean the list of features on numerous database tabs?


You can't really change the database during play, unless you want to save the entire $game_data arrays with your save file, resulting in overly large save files.


Maybe state what you're trying to achieve by this, that can't be achieved through note boxes ...
 
Last edited by a moderator:

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
You would need to explain what you're after a little more clearly. You start talking about notes, then you divert to features, note boxes and events. What do features have to do with notes? Or are you using the word "feature" in a way that DOESN'T mean the list of features on numerous database tabs?

You can't really change the database during play, unless you want to save the entire $game_data arrays with your save file, resulting in overly large save files.

Maybe state what you're trying to achieve by this, that can't be achieved through note boxes ...
It's a simple concept, pretty much every feature in the database has a notebox section. make a script(that would probally require a tag in the note box in the database feature, which would most likely be little more then just the event name), , that would read off of the notes typed on a event page, this way you're not limited to what notes can fit into the database note boxes

The goal is to have more room for notetags, to use scripts(as many scripts utilize the note boxes)
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,355
Reaction score
7,669
First Language
German
Primarily Uses
RMMV
pretty much every feature in the database has a notebox section.
You need to be more careful with your wording, because NO "feature" in the database has any notebox...
The database features in the RM database are thigs like "add skill", Parameter changes and more as listed on some database tabs in the upper right area, titled "Features".


What you're trying to tell about is the notebox that is available on most of the database tabs/sections in the bottom right area, but that has nothing to do with "Features"


And by using that wrong naming you created the confusion that Shaz tried to adress with his questions, but instead of realising that you made a wrong naming, you continued to name the database sections as "Features"...
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
You need to be more careful with your wording, because NO "feature" in the database has any notebox...

The database features in the RM database are thigs like "add skill", Parameter changes and more as listed on some database tabs in the upper right area, titled "Features".

What you're trying to tell about is the notebox that is available on most of the database tabs/sections in the bottom right area, but that has nothing to do with "Features"

And by using that wrong naming you created the confusion that Shaz tried to adress with his questions, but instead of realising that you made a wrong naming, you continued to name the database sections as "Features"...
Ah bloody hell, well by feature, I ofcourse meant features of the game, that RPG Maker has pretty much hardcoded for you, not the attributes for such/objects.

To Tsukihime: I never knew about this script, not the most user friendly thing, but yea that will work :)  Damn man, you have made a lot of useful scripts around here, I personally love the equip/unequip event script, and the page condition script(that fixes a flaw RPG maker should've never had in the first place, the original RPG maker didn't have fixed page conditions, you were able to choose whatever type of conditions you wanted, so It's screwed up that the newer RMs restrict you so much).
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I've made it so that it automatically generates the note files when you playtest, but that's about as friendly as it gets.


The decision to create a separate text file for each object was so you don't need to say things like "this tag is for weapon 1, this is for weapon 2" etc


The external note files are automatically loaded. You don't need to go to weapon 1 and say "use weapon 1 note file".


weapon1.txt will be loaded by Weapon 1 in the database at load-time. Or it should. This was another attempt to make it user-friendly. The explicit "note src" tag is used if you wanted to, say, link to a text file that is shared by multiple objects.


In general, the thing was deigned to be used in conjunction with a hypothetical "note manager" application which will deal with all those text files for you, but...that never happened.


Thinking about usability now, I can't come up with anything better.
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
@Hime - I think that's quite the best way to do that, I can't think of any better way since you already provided both an auto-load and an explicit loading method.
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Ah bloody hell, well by feature, I ofcourse meant features of the game, that RPG Maker has pretty much hardcoded for you, not the attributes for such/objects.
You really need to learn, and use, the terms RPG Maker uses. That is what everyone is familiar with, and you can't get frustrated when someone misunderstands you when YOU are the one who's caused the confusion.


"Features of the game" and "things RPG Maker has pretty much hardcoded for you" are also no closer to explaining what you're trying to accomplish.

...you created the confusion that Shaz tried to adress with his questions...
"her questions" ;)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,990
Members
137,562
Latest member
tamedeathman
Top