- Joined
- Mar 14, 2014
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This would be very useful:
* How about direct "Download Scripts" support in the editor? For example, the user would click "Manage Scripts", which would download a list of scripts from the Current Script List. The user could then choose one or more Scripts which would be downloaded and inserted into the current project. The user could also search by function, name, author, etc. The "Download Scripts" support could also check the version of a Script against the newest one and offer to update any out-of-date scripts.
** When each Script is uploaded, it would have a simple tag set which identifies the author, describes the purpose, indicates if the script must be edited before use, and perhaps includes screenshots and an example project, as well as a download location. These would be used to populate the Script List in the editor.
I know we currently have a script list, but this would make it easier to use directly from within RPG Maker. And, most importantly, easier to search through the huge list of available scripts to find the right tool for the job.
Also I'm sure the below can be done nicely with scripts:
* The ability to set Conditions for Troop encounters, like we do for Events. This would make it easy to say "If you defeat the head Thief, no more Thief encounters"
* During Battles, the ability to execute a Common Event when a particular enemy (or enemies) are hit. This would make it easy to say "If you attack the Dark Lord with fire, he has an immediate magical counter-attack of, say, Dark Curse" This type of technique is put to great effect in Chrono Trigger to make the bosses trickier. There is a Counter-Attack status but that always seems to execute a Physical attack
* An extra Condition which is "True if item <X> is being worn." I assume the Condition "Item <X> in inventory" doesn't care if the item is being worn or not. This allows you to say "These goggles let you see ghosts if they're being worn," which makes much more sense than "These goggles let you see ghosts, even if they're in your pocket."
* How about direct "Download Scripts" support in the editor? For example, the user would click "Manage Scripts", which would download a list of scripts from the Current Script List. The user could then choose one or more Scripts which would be downloaded and inserted into the current project. The user could also search by function, name, author, etc. The "Download Scripts" support could also check the version of a Script against the newest one and offer to update any out-of-date scripts.
** When each Script is uploaded, it would have a simple tag set which identifies the author, describes the purpose, indicates if the script must be edited before use, and perhaps includes screenshots and an example project, as well as a download location. These would be used to populate the Script List in the editor.
I know we currently have a script list, but this would make it easier to use directly from within RPG Maker. And, most importantly, easier to search through the huge list of available scripts to find the right tool for the job.
Also I'm sure the below can be done nicely with scripts:
* The ability to set Conditions for Troop encounters, like we do for Events. This would make it easy to say "If you defeat the head Thief, no more Thief encounters"
* During Battles, the ability to execute a Common Event when a particular enemy (or enemies) are hit. This would make it easy to say "If you attack the Dark Lord with fire, he has an immediate magical counter-attack of, say, Dark Curse" This type of technique is put to great effect in Chrono Trigger to make the bosses trickier. There is a Counter-Attack status but that always seems to execute a Physical attack
* An extra Condition which is "True if item <X> is being worn." I assume the Condition "Item <X> in inventory" doesn't care if the item is being worn or not. This allows you to say "These goggles let you see ghosts if they're being worn," which makes much more sense than "These goggles let you see ghosts, even if they're in your pocket."