how you deal with the rtp scripts?

nio kasgami

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like the title said 

how do you deal with the rtp script? 

for myself generally when this about the SYSTEM part like how deal the actor and such 

I just work with them because most of time they do what I want 

but when this about menu system where I have to deal with the window class...that's a another subject haha....

just for a class really simple like the scene_status I decided to ...ditch out the window class (couples of hour of work in more!) simply because I hate window class this annoying me like hell so...now I just rewrite the thing in the whole scene_status because ....why not? nothing stop me : D ?

so for yourself~ how do you deal with the rtp script? 
 
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Zalerinian

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(attempting to translate, pretend I'm Nio)

When I to do something with actors, I generally use the default system because they do what I want, but when I want to change a scene or anything dealing with Window objects, I rewrite the entire scene. Typically it takes a few hours to rewrite because the Window class annoys the hell out of me, so I just need to rewrite everything.

So how do you deal with the default scripts?

(/End translation)

Redesigning scenes pretty much involves rewriting the whole thing, from designing it, to writing all the windows for it again. That's one reason I prefer to work more where I just add a new functionality and don't need to worry about building a nice menu system. Writing code for nice menus gets really messy, especially when you want to change something. For example, a large system I wrote that reworked a big part of the original engine and had a series of menus that spanned across a few scenes had to be partially redesigned, and changing the code to work without rewriting the entire graphics portion of the script (a very large part of it), things got pretty messy.
 

??????

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I like to be able to remove/overwrite/enhance the default RTP scripts as much as possible. :p

I would love to be able to set different default scripts for when I make a new project too, unfortunately, no such feature :p
 

nio kasgami

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well generally zal i write script for myself :/ because If I don't find a utility for me I just don't write it haha

so about the messyness? as long I can understand myself I am happy xD
 
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Warpmind

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I mostly leave the default scripts alone - add a few select scripts (extra stats, elements of the Luna Engine, that sort of thing) - except when just going in to rewrite the mechanics with which I disagree (I'm looking at you, Hit Formula) is a smaller task than finding/making a new script to override the old.
Conveniently, I keep a small folder of text files with the assorted scripts I've found provide suitable features (well, except the Luna Engine, of course) for simple copy'n'paste jobs, should it have relevance to the project I'm working on.
 

Galenmereth

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Well, I've been systematically either rewriting or entirely replacing every single default ("rtp") interface script there is. This is simply because when it comes to interfaces, the default scripts are entirely opposite of how I'd approach the problem. For example, why would you check if a state for a button has changed every single frame when that button could instead tell observers when it was changed? It not only saves you hairs (I don't have too much left to pull in total since I went baldie), but it also performs significantly better, freeing up resources to make things more responsive, functional and pretty.

It wasn't worth the effort to wrangle the default scripts to work with my event subscriber model setup, since I also wanted to incorporate the easing animation framework and all sorts of other goodies I have written. So now my scripts look like this (spoiler for sanity):

 

??????

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What method of organisation do you use? cause that is one hell of a nice neat script editor :p
 

Galenmereth

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I use my "Plugin" framework script and Sublime Text 3 to have all my scripts externally in the folder Data/Plugins. ST3 has a lot of nice features, like instant searching all classes and files by hitting CTRL+P, and searching/browsing methods in the current file using CTRL+R, like so:

 
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??????

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Just downloaded ST3 and will have a play around with that when I get the time :p

I assume your plugins script just alters the $RGSS_SCRIPTS data to iterate over the plugins folder and load all the scripts? Thats easy enough really. :)
 

Galenmereth

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No, it's more complex than that, and has more features. The reason is that you can't iterate over a folder's structure once the game is running, because it locks down file access. But my solution allows for things like excluding certain files in whatever way you want, custom ordering only some files while auto ordering the rest, and so on.
 

Tsukihime

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My assumption is that


1. most scripts are written assuming you are using the default scripts


2. you're on your own if you change the default scripts


So I would try to avoid changing the default scripts unless absolutely necessary.
 

Galenmereth

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@Tsukihime: Yeah I absolutely agree. I wouldn't do it if it weren't for my horse the fact that I'm customizing everything. I never change the default scripts though; I extend them within my own module namespace. So I can always access the originals. This is the sane way to do it.
 

nio kasgami

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for myself I just want to ditch out this damn window class I don't like window at all I don't know why they implement the most configuration all in the windows like the class Window_Status .....and when you look the Scene_Status...this not even have more then 30 lines ...

and I found the window class so restrictive and for admit a window is not really beautifull I found this ugly '_'

EDIT : everything is more my taste of graphics snob XD
 
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estriole

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for myself I just want to ditch out this damn window class I don't like window at all I don't know why they implement the most configuration all in the windows like the class Window_Status .....and when you look the Scene_Status...this not even have more then 30 lines ...

and I found the window class so restrictive and for admit a window is not really beautifull I found this ugly '_'

EDIT : everything is more my taste of graphics snob XD
you can make the window opacity to 0. the window won't show but the content will. :D .

in some of my script windows is only 'container' for something i want to show.

(living status script which animate the pictures, phone menu script which have icon animation, etc).

and using window have some advantage instead directly using bitmap. mainly the draw_text_ex method.

(there's other method in window class that useful too but i think the most useful is draw_text_ex in this case).

you cannot use that method to draw text to bitmap. but you can to window.

so if you want to use some escape codes in your scene. such as \i[3] etc. then it would be easier to use window.

of course you can draw the icon by yourself. but that means extra step.

ex:

text i want to draw: {sword icon} Shining Sword (with RED color)

if i use windows:

i can use ONLY draw_text_ex which process text "\\i[youriconid here] \\c[yourcolorhere]Shining Sword"

if i use bitmap i need to:

draw icon in the position. (grab the icon id from another parameter that should be passed to scene)

change font color (grab the color id from another parameter that should be passed to scene)

draw text next to it (modify the x to beside the icon).

(edit: not to mention if there's overlapping image. in bitmap it will be stacked (the bottom picture will be deleted in the

overlapped part. in window it's safe)

sorry if it's confusing. i don't know do i explain it clearly :D .

also... i myself avoid changing default scripts if i'm planning on using other people script. the reason is what hime said above :D .

unless it's for my own project. and i script all of it by myself. then sometimes it would be faster to overwrite everything than finding

a way to alias the method.
 
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