Advanced scripting help?

AngelG No. 55

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I have a very ambitious project in mind that involves gameplay based on Pokemon. As you know, the GUI-based editing of the game is... limited. No real way to mess with equipment slots, stat growths, to fine tune EXP curves or to radically change the battle system - they all have to be done via scripting.

Trouble is, it's advanced scripting, and I haven't been able to find anything in regards to that matter. Can anyone assist? Even a basic tutorial on how to use scripts to alter the fundamentals of the game would be a big help.

My biggest doubt is mainly in regards to how to "connect" my custom things with the basic framework of the game - if RGSS3 is object-oriented, then the process of creating new classes with attributes and such is fairly logical, but that's about it; I have no idea how to integrate these with the game's core.


 

Not at all related to my first question, but what scripts would you recommend to use a higher resolution in-game?
 
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NPC

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If you're looking for a script, this is the wrong forum (Script Requests is where this belongs). Check out the scripts forum, and I'm sure you'll be able to find what you're looking for. There are multiple scripts that emulate pokemon to their own degree. Dekita's scripts are probably most like what you're looking for.

EDIT: You can't change resolution right now, unfortunately. There is apparently an official update in the works for that, but it hasn't been talked of for a while.

EDIT2: Yami has this handy script: http://forums.rpgmakerweb.com/index.php?/topic/14116-manual-stats/
 
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Engr. Adiktuzmiko

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The help file gives a good documentation of the things used by RGSS3... You could alsp read and disect the default scripts...
 

Andar

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I've moved this thread to Learning Ruby and RGSS. Please be sure to post your threads in the correct forum next time. Thank you.

Trouble is, it's advanced scripting, and I haven't been able to find anything in regards to that matter. Can anyone assist? Even a basic tutorial on how to use scripts to alter the fundamentals of the game would be a big help.


Not at all related to my first question, but what scripts would you recommend to use a higher resolution in-game?
1) Scripting in Ace is the same as programming in Ruby (RGSS3 is a variant of Ruby). That is why you won't find specific tutorials for what you want, you need to learn how to program something in Ruby.


But there are a lot of tutorials for that, it will just take time (several months depending on how much previous programming knowledge you have)


You might consider purchasing LUNA engine, that is a GUI improvement to simplyfy changes of the GUI (still needs scripting knowledge, just a lot less than default menu changes)


2) Maximum resolution of default Ace is 640x480.


There had been an experimental DLL with a few bugs remaining (make sure not to confuse that one with one of the hacked, illegal DLLs) to remove that limit, but that DLL is no longer officially available and even if you find it, using it will void support capacities for your game.


(using one of the hacked dlls will not only void support, it will void EULA and your licence, so if you have to go this way make sure you'll get the correct dll)
 

AngelG No. 55

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Should this search turn out unsuccessful, I'm eyeballing the possibility of buying the Luna Engine, but is it just for interface changes, or can it change the game's basic mechanics as well?


As I said, what I'm looking for isn't just interface changes; I want mechanical changes as well.
 
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AngelG No. 55

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Apologies in advance for the double post, but I hope this way I'll get more attention.


My biggest question, however, is:


I might be able to code in moves, formulas and classes for the Pokemon and such, but afterwards what do I do with these? How do I integrate them into the prebuilt core of the game?


Or, going backwards (which might be easier), how can I access the GUI database elements and use them differently from what's pre-built into a new game? For example, in Pokemon:

  • Battlers do not necessarily correlate to the Actors used
  • Not all equip slots are used
  • Stat growths are completely different from what the GUI database will let you set
  • Ditto EXP requirements for levels
  • And, of course, the battle system, where enemies are for all intents and purposes subject to the same rules as the player and isn't played from first-person
 

Engr. Adiktuzmiko

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There is Crystal Noel's Crystal Engine which aims to mimic pokemon style..

Also I suggest learning the basics of RGSS3 first and how it is used before trying to do these things... Reading thru the default scripts should give you an idea of how things are done (like accessing database stuff etc)

Lastly, changing the battle system requires a lot of knowledge, its one of the areas that even some seasoned scripters do not touch
 

bgillisp

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I'd look at Yanfly's equip engine, and see how he used it to add equips. You should be able to mimic it to remove equips that are not used.

For EXP requirements, Dekita has a script that changes how that works. Look at it and see how he changed it, it should guide you.

As for the rest...good luck. Battle system scripts are ridiculously complex, and most scripters won't touch them with an 11 foot poll, and those that do will charge $1000+ to write you one. My goal has been to someday write my own battle system script, but that isn't going to happen til 2017 at the earliest (aka after my 2nd game is released, if everything stays on schedule).
 

Engr. Adiktuzmiko

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I'll tell you this, its easier to make your own battle system from scratch than touch the default one...
 

Shaz

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AngelG No. 55, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Don't apologize for something you're about to do and then go ahead and do it. If you post then have something else to add, use the Edit button.


Luna engine is for menus only. It does not change the game mechanics.
 

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