Can you make a file that you can edit to make different things happen in the game?

BoredSoul

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I was wondering if you could make a file with values you could change for something different to happen in an RM game.This is in RGSS3 script because of course,you need a script to read this.


I think I know the answer (no) but I wanted to make sure.People at the forums are great and it'd be great if somebody could find a way for me to do this and write a script or possibly link a script.
 

mlogan

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I think you need to be a bit more specific about what "different things" you want to happen.
 

Andar

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Almost anything is possible with scripts, but it needs to be implemented in the script.


So if you give a list of options you want to set with that file, then it can be done (a script can be written for that).


But you can't include in that file things that weren't known by the script in advance, so if you have a new idea what to do it first needs to be implemented in the script before it can be used.


So if you say "I want a script that reads values for strength from an external file and use that instead of the internal functions", then that can be done (in fact has already been done by tsukihime, using excel tables to get values for the actors).


However, you can't simply write whatever you want into a file and expect the script to read that.
 

BoredSoul

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I think you need to be a bit more specific about what "different things" you want to happen.
Alright,guys.Anybody played Undertale?


There's this file in the appdata called undertale.ini.Part of it has this value called "Fun."If you edit the fun value to a certain number,things can happen.For example,if you edit the fun value to 66,you can have encounters with W.D Gaster's minions and even Gaster himself.


Basically,I want a file where you can edit text to make a different thing happen.The different thing for me would be a secret battle when you create a new game (not right away,I was thinking that a script call would be called if the file was edited on the first map which u are led to,once the game starts).

Almost anything is possible with scripts, but it needs to be implemented in the script.


So if you give a list of options you want to set with that file, then it can be done (a script can be written for that).


But you can't include in that file things that weren't known by the script in advance, so if you have a new idea what to do it first needs to be implemented in the script before it can be used.


So if you say "I want a script that reads values for strength from an external file and use that instead of the internal functions", then that can be done (in fact has already been done by tsukihime, using excel tables to get values for the actors).


However, you can't simply write whatever you want into a file and expect the script to read that.
Tsumike has some interesting scripts.And,yes,I am aware I can't just write whatever I want.I just want the player to be able to change these digits to a certain number,which will be mentioned during an easter egg,to get an easter egg battle.And when they change it back,the normal things will happen.


Where will this editable file be located?In the project folder?Perhaps,in the appdata.


And,of course,may I have a link?
 
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Andar

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That works entirely different than you assume, and yes it can be done - much easier than the example with Tsukihime's script.


You need to make a list of whatever you want to happen, make them as events and condition them to certain variables. A list of "this event will happen if variable 76 has a value of 123 or higher (and won't happen if it is 124 and higher).


Then you request a script that loads numbers from a file into variables, with an example how you want to structure that file.


This is relatively easy to script as the script itself will do almost nothing in your game - it will be your events conditioned on those numbers that will contain the complex parts of what should happen.
 

BoredSoul

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Alright.So,can I have a link totsumike's script?I did think I would have to be doing conditions and events.The script,of course,is to read the file.


The file,I guess,will be located in the game project folders and the number set will make the conditions point to the normal story.The other number you can set it to,will make a condition point to the easter egg.Anything else will make nothing happen.


I've already explained that,and if it's "easy" then I'm gonna try it.


(I can't find tsumike's script because I have no idea what to write when searching it up).
 

Andar

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Tsukihime's script was an example before I knew what you really want, it works only for transfering data to the actor values and nothing else.


You'll need a different script to transfer values to variables.


If you want to write the script yourself, a better guideline for learning would be the SES External Text script (here on the forum, no need to search elsewhere).


This is only in case you know how to program - if you don't, you'll need to request a script in the request forum.


EDIT: actually it might be possible to use the external text directly without edits, if you use one of its keys to load a text and then compare it in a conditional branch of an event. However, that will only work easily if it is done before a new game and it would be a bit tricky to detect a change later, so you might still want to go to a different script.
 
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