Is there a database styled list of scenes, and keywords alread recognized by RM?

Zoltor

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due to some happenings that have been going on lately, I'm now working on the theory that I not only can read code, but I know more then enough to code script from scratch(minus battle systems, I could never understand that crap, and It's a custom version of algebra 2, that only the code recognizes as actually being math), It's just between having no confidence with such, combined with not knowing what scenes, and all the key words/objects already recognized by RGSS3/RM are.

I know there's a pretty good topic that lists all the proc calls for the event commands, but I'm not aware of any list of scenes or objects in general(granted worse comes to worse, It's easy enough to define new objects, but if pretty much the same object is already recognized, it seems silly to create it all from scratch, just because you can't pull the master library from the top of your head, not to mention the more unnecessary things you code, the higher the odds there will be errors) that the default RM code recognizes, so does anyone know of such lists?
 

SoulPour777

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Which list of scenes are you in problem of? Did you mean the default scenes? i.e. Scene Item, Scene Battle, Scene Equip, etc?
 

Zoltor

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Which list of scenes are you in problem of? Did you mean the default scenes? i.e. Scene Item, Scene Battle, Scene Equip, etc?
Whoops sorry, I didn't explain that fully.

Scenes as in any keyword the SceneManager already recognizes as a scene.
 

Tsukihime

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I don't understand the question.
 

Zoltor

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I don't understand the question.
I'm gonna use your example in your Menu command script to explain it.

class Scene_Menu < Scene_MenuBase

def command_load

SceneManager.call(Scene_Load)

end

end

(that's weird, it didn't post it in its format, oh well, format doesn't matter for this topic anyway)

In this case the key word recognized by the SneneManager is Load.

What I'm wondering if there's a master list somewhere, for all the keywords that the scenemager already recognizes as a scene(as in the scenes that are already defined)?
 
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Zalerinian

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Scenes are not keywords. Scenes are normal classes with a start method. The start method isn't necessarily required, but it is called similar to how initialize works. You could, theoretically, call Window_Base as a scene, as long as the initialize method doesn't take arguments, as the SceneManager doesn't pass any arguments to initialize.

So in short: any class has the ability to be a scene, but only those programmed in a certain way will function correctly.

Edit:

All the default scenes are prefixed with Scene_*name here*

The code format is only maintained using the code tags, which are between the picture and quote buttons, and looks similar to <>
 
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Tsukihime

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The scene manager does not check whether it's a scene or not.


It'll probably crash if you pass in something that isn't a scene.


The only "keywords" in ruby is syntax.


Everything else are user-defined constructs.
 
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Zoltor

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The scene manager does not check whether it's a scene or not.

It'll probably crash if you pass in something that isn't a scene.

The only "keywords" in ruby is syntax.

Everything else are user-defined constructs.
Yea ofcourse. Sorry for using the term keyword, my bad.

Then what are the scenes that the default RM scripts already have defined?
 

Venka

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this site might help

http://www.tutorialspoint.com/ruby/ruby_syntax.htm

It explains things a little bit better then the rpg maker help file. It still made my head hurt from time to time when I was first trying to understand things.

as for the scenes already defined, open up the script editor and scroll to the bottom. All the Scenes are right there under the header that says "▼ Scenes"
 

Tsukihime

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Yea ofcourse. Sorry for using the term keyword, my bad.


Then what are the scenes that the default RM scripts already have defined?
That has been mentioned several times.
 
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SoulPour777

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Yea ofcourse. Sorry for using the term keyword, my bad.

Then what are the scenes that the default RM scripts already have defined?
The Scenes, the ones on the menu that you see.
 

Zoltor

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The Scenes, the ones on the menu that you see.
Lol so they're all exactly named after the command that is linked to the scene?

Well that's easy enough to remember, thanks.
 

SoulPour777

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Well, if you duplicate one of those and change it into Scene_Yidiyadayada it would still function. Try Copying the whole Scene_Status for example. However, these scenes are called into the SceneManager because all of them are having their start methods. i.e. Scene_Menu:

class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window endendor Scene_Item:

Code:
class Scene_Item < Scene_ItemBase  #--------------------------------------------------------------------------  # * Start Processing  #--------------------------------------------------------------------------  def start    super    create_help_window    create_category_window    create_item_window  endend
 

Zoltor

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Well, if you duplicate one of those and change it into Scene_Yidiyadayada it would still function. Try Copying the whole Scene_Status for example. However, these scenes are called into the SceneManager because all of them are having their start methods. i.e. Scene_Menu:

class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window endendor Scene_Item:

class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_help_window create_category_window create_item_window endend
Lol yea ofcourse, but when you're calling a scene that has already  been defined, and "named", you have to know what it was named to call it, unless you are really suggesting I dig for every defined scene, to see what the developers decided to name it.
 
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Kaelan

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What do you mean "dig for every scene"? They're right there in the script editor.

 

Engr. Adiktuzmiko

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yeah, if you're only looking for the default ones, the devs already made the name of the slot to be the same as the name of the class inside, so no need to dig... and this is for all default classes that are listed, not just Scenes...
 
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Mouser

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There is the second list of classes to be found in the help file in addition to the ones in the script editor. Helpful to check on when you get down to base inheritance. Just remember that EVERYTHING in Ruby (up to and including a block of code) is an object and you'll be off to a good start. That and learn how the Enumerator class works.

So long as you always copy the class/method you're aliasing or changing down below materials, you can't ever screw things up - the original code will still be nice and safe up top for you to fall back to. Backups are nice too if you keep changing your scripts.
 

Zoltor

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There is the second list of classes to be found in the help file in addition to the ones in the script editor. Helpful to check on when you get down to base inheritance. Just remember that EVERYTHING in Ruby (up to and including a block of code) is an object and you'll be off to a good start. That and learn how the Enumerator class works.

So long as you always copy the class/method you're aliasing or changing down below materials, you can't ever screw things up - the original code will still be nice and safe up top for you to fall back to. Backups are nice too if you keep changing your scripts.
Ok thanks, and yea I pretty much knew that already

What's that, I don't think I've even heard of the Enumerator class.

Yea I know that, It's definitely a nice safe guard, but It's weird when you're use to working with other codes/engines, because if you have learned anything, It's that compilers generally demand you organize the codes properly, yet in RM, nomatter what the script does, if It's not one of the default scripts, it gets placed in the Materials section.

To Kaelen: Oh ok, so that is indeed all of them then(I guess I .just thought there were more)
 

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