Scripting and where to get started?

Makoren

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Firstly, I apologize if this is in the wrong forum, couldn't figure out which one was the right one.


Anyway, I've been studying the Ruby programming language, and I wanted to have a go at coding stuff that wouldn't usually be in the VX Ace system to begin with, like real time combat. I don't want to rely on other people's massive scripts too much, like Falcao Pearl ABS Liquid, because I'm relatively new to RPG Maker too and I don't want to be overwhelmed.


So, where do I start? How do I add scripts to my game, and how do I know what needs scripting and what is already in RPG Maker?


I apologize if I missed a blatantly obvious tutorial. >.>
 

Andar

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



Basically you need to know how to program something, and then it is only work to write what you want.


Unfortunately you sound as if you have only started to learn programming, and writing an ABS is among the most difficult scripts in existance, one that takes good and experienced programmers several months to write.


I suggest you start with something smaller until you know the engine a bit better.
 

Wavelength

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You can "add scripts" to your game by creating them in the "Materials" section of your Script Editor.  The scripts you'll be creating will mostly be collections of methods - either new methods you synthesize, overwrites of already existing methods that completely wipe out the original method in favor of yours, or aliases of already existing methods that combine with the original method's behavior.


However, for your first one or two edits, I would recommend editing the default scripts directly - it's an easier way to get comfortable (just make sure you back up the original script, or your entire project, first).  The easiest changes are found in the mathematical logic of the program - so, for example, find a method like the Critical Hit damage formula and Critical Hit percentage chance formula in Game_Battler and make some small modifications to that.  Save, then playtest!


Since there are no great guides to Ace's (or MV's) default scripts, your best bet will be to play around with stuff yourself and just learn the flow and interaction of all of the default scripts over time.  Don't underestimate the value of searching for a term like "crit", "window", or "buy" - the shortcut Shift + Ctrl + F will let you search for a term in all Scripts in your project.
 

Makoren

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Basically you need to know how to program something, and then it is only work to write what you want.


Unfortunately you sound as if you have only started to learn programming, and writing an ABS is among the most difficult scripts in existance, one that takes good and experienced programmers several months to write.


I suggest you start with something smaller until you know the engine a bit better.
You got me, I'm using the "Learn Ruby the Hard Way" book to get me started. Due to my previous programming knowledge I'm blasting through it, but I understand if I don't have the level of knowledge required for the more complex scripts.


Though it's kinda disappointing that an ABS is that hard to program, real time combat (and combat in general) is one of the things I look forward to coding the most. Maybe I'm just moving too quickly.
 

Andar

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If you know how to program (that is independent on any language used), then search the forums for several topics explaining the theoretic basics of how to write an ATB - someone posted them during the last year, that will get you started


ATB is a timed battle without movement on the map, and you'll need that as minimum before you can try to expand it with map movement
 
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DoubleX

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I wonder if this topic can help you to write ATB systems(I wanted to link the RMW counterpart, but I think the code formats are all screwed up now) :)
 

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