Dungeon Tools?

IAmVianca

Veteran
Veteran
Joined
Nov 4, 2015
Messages
99
Reaction score
4
First Language
English
Hello, everyone.


I was searching around for something that I could use to add a feature into my project.


Basically, what I am searching for is something similar to Falcao's Interactive System (https://falcaorgss.wordpress.com/category/interactive-system-2-0/), more specifically the Tools part which will make it easier to make Dungeon Tools where each Actor has a specific tool they can use (like, for example, Actor 1 can use a boomerang, Actor 2 a bomb, Actor 3 a blade, Actor 4 fire) outside of battle--which will be useful in making puzzles and needed for solving them.


I have searched around and found nothing similar to this and so I hope that someone will be able to make one (as the other features in this script is also quite useful!) and it will be beneficial to the entire community.


For those who are having a hard time envisioning what this is: this is basically something that will allow the player to make use of tools ala Wild Arms (PSX).


Please and thank you.
 

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
If you would only be using them to let's say pass thru certain blockages on your game, you could always just event them. That would be easier. Like you make a tree event and if the player activates that event while Actor 3 is a leader, he will cut it down or if Actor 4, burn it down.
 

IAmVianca

Veteran
Veteran
Joined
Nov 4, 2015
Messages
99
Reaction score
4
First Language
English
If you would only be using them to let's say pass thru certain blockages on your game, you could always just event them. That would be easier. Like you make a tree event and if the player activates that event while Actor 3 is a leader, he will cut it down or if Actor 4, burn it down.


But wouldn't using a lot of events cause lag?


Like, for example, there are 20 barrels and only one of them (at random) has a key inside. The player would have to bomb the barrels (or hit them with a sword) to find the key. That would require a lot of events in a map...and that's not even counting the other puzzles that could be in that particular map as well.
 

Uzuki

Kawaii on the streets, Senpai in the sheets
Veteran
Joined
Aug 18, 2012
Messages
1,933
Reaction score
1,326
First Language
English
Primarily Uses
RMMV
Unless they were going off all at the same time, No.
 

IAmVianca

Veteran
Veteran
Joined
Nov 4, 2015
Messages
99
Reaction score
4
First Language
English
I still think it would be easier if there was already a plugin (or, in this case, Falcoa's script was converted into a plugin)...of course, that's just my opinion.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
That is usually handled by events, because it is easier to do by events than by script. There are soo many plugins coming out due to several people writing them more or less full time, if there were any real need for such a script then it would already exist. But as said the event approach is the easier solution, because that is exactly what events are intended for.


And as an Info: For non-parallel-process events, the numbers needed to cause lag are usually up in the hundreds - 20 barrels are nothing here. Ask again if you have a map with 500 barrels, that might cause a slight lag.
 

IAmVianca

Veteran
Veteran
Joined
Nov 4, 2015
Messages
99
Reaction score
4
First Language
English
That is usually handled by events, because it is easier to do by events than by script. There are soo many plugins coming out due to several people writing them more or less full time, if there were any real need for such a script then it would already exist. But as said the event approach is the easier solution, because that is exactly what events are intended for.


And as an Info: For non-parallel-process events, the numbers needed to cause lag are usually up in the hundreds - 20 barrels are nothing here. Ask again if you have a map with 500 barrels, that might cause a slight lag.


Ah, I see.


I've actually tried a hand in eventing them (using the help you previously provided me, Andar, with regards to variables (thanks for that, by the way)).


So, I suppose until then I will be using these events (as I got 2 of the 4 tools already working).
 

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
Actually, the Tools part of the script also relies on events, you create "template" events for each tool then when you trigger a tool the script creates a copy of that template event into the map.. I studied that feature back when I was trying to make a bombing script and a projectile system.


On the bomb example, you could also just make 1 parallel process event that handles key press but it would still be better to just make the individual barrel events I think.. 
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Actually, the Tools part of the script also relies on events, you create "template" events for each tool then when you trigger a tool the script creates a copy of that template event into the map.. I studied that feature back when I was trying to make a bombing script and a projectile system.


On the bomb example, you could also just make 1 parallel process event that handles key press but it would still be better to just make the individual barrel events I think.. 


You don't have to write it like that, but it's more flexible for users to integrate the tools into their game, and it's easier to mix in with existing objects. If you put a bomb down, presumably you may also want it to make it so that players can or cannot walk over it.


It's purely a design decision on the scripter's part, however.
 
Last edited by a moderator:

IAmVianca

Veteran
Veteran
Joined
Nov 4, 2015
Messages
99
Reaction score
4
First Language
English
I see.


I figured that this script had the ability to also lay down like multiple bombs or something similar at button presses. Like, I can place a bomb at point a, move one step, place another bomb even before the other one has blown.


With how I am currently doing the events for the tools, I can only do 1 of the bombs at a time so I thought this script would be helpful. (Also because there are already predefined stuff (as I figured) in it))
 

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,574
Latest member
nikisknight
Top