PREPARING TO DO SOME HEAVY SCRIPTING
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(I'm using XP. After writing the below post I figured it'd be best to put that info at the top)
If you can't tell from my post count, I'm pretty new here. The reason I'm here, though, is because I'm a game design hobbyist (also, I'm a professional programmer, though I'm new to Ruby) who really wants to make an RPG with some interesting combat and character building mechanics. I've got reams of text files with things planned out, and really the next step is to start programming. I figured that rather than start completely from scratch with XNA or some other toolset like that, I could start with something like RPGMaker, which seems to have some pretty powerful scripting available. The reason for this is simply because I didn't feel like going through the process of directly handling graphics, map editing, music handling, etc. I just wanted to use something that would let me get right down to business, so here I am.
Now, I have a pretty simple question: where do I go to throw in all-new stats and attributes for character? Right now it looks like it'd be in Game_Battler, but I noticed it references things like base_str, which I have no idea how to access. My primary concern is that if I go and add in stats in game_battler, I'll find out later that they don't really get saved permanently, since I see there in the initialize function is stuff like @str_plus which seems like its maybe some kind of temporary value.
I looked at the sticky post with tutorials, and glanced at tutorials on the site, and didn't really find any thing that was like "here's how scripting works" or "here's how you customize character attributes." Maybe I'm looking for the wrong terminology though.
Oh, and I'm probably gonna go with XP, because the combat system I have in mind would basically be like turn-based strategy with characters moving around the map, instead of a separate battle scene. XP's sprite graphic handling (variably sized characters) seems somewhat more appealing because of this.
If you can't tell from my post count, I'm pretty new here. The reason I'm here, though, is because I'm a game design hobbyist (also, I'm a professional programmer, though I'm new to Ruby) who really wants to make an RPG with some interesting combat and character building mechanics. I've got reams of text files with things planned out, and really the next step is to start programming. I figured that rather than start completely from scratch with XNA or some other toolset like that, I could start with something like RPGMaker, which seems to have some pretty powerful scripting available. The reason for this is simply because I didn't feel like going through the process of directly handling graphics, map editing, music handling, etc. I just wanted to use something that would let me get right down to business, so here I am.
Now, I have a pretty simple question: where do I go to throw in all-new stats and attributes for character? Right now it looks like it'd be in Game_Battler, but I noticed it references things like base_str, which I have no idea how to access. My primary concern is that if I go and add in stats in game_battler, I'll find out later that they don't really get saved permanently, since I see there in the initialize function is stuff like @str_plus which seems like its maybe some kind of temporary value.
I looked at the sticky post with tutorials, and glanced at tutorials on the site, and didn't really find any thing that was like "here's how scripting works" or "here's how you customize character attributes." Maybe I'm looking for the wrong terminology though.
Oh, and I'm probably gonna go with XP, because the combat system I have in mind would basically be like turn-based strategy with characters moving around the map, instead of a separate battle scene. XP's sprite graphic handling (variably sized characters) seems somewhat more appealing because of this.
FYI, the stat parameters are loaded with the RPG::Actor class. Read the help file and search for that function for more details.
However, Game_Actors.new is run when the game is loaded, which loads all characters (instances of Game_Actor) in your game into the $game_actors array. Then, the $game_party grabs the appropriate characters that are in your party at any given time. Each instance of Game_Actor, I'm pretty sure, is the only class that references RPG::Actor, so you don't need to worry about the latter. You can make all your additions to the Game_Actor class (or Game_Enemy for new enemy stats, or Game_Battler for stats that both can have) and it will work fine. Instead of referencing actor.parameters for your stat_plus, you can just call back to Game_Actor/Enemy/Battler.
The only thing you need to take into account is that RPG::Actor contains the table for characters' level > stat value. You'll need to come up with this on your own in Game_Battler/Actor/Enemy, or you can try to keep consistent and add your own formula to RPG::Actor.
However, Game_Actors.new is run when the game is loaded, which loads all characters (instances of Game_Actor) in your game into the $game_actors array. Then, the $game_party grabs the appropriate characters that are in your party at any given time. Each instance of Game_Actor, I'm pretty sure, is the only class that references RPG::Actor, so you don't need to worry about the latter. You can make all your additions to the Game_Actor class (or Game_Enemy for new enemy stats, or Game_Battler for stats that both can have) and it will work fine. Instead of referencing actor.parameters for your stat_plus, you can just call back to Game_Actor/Enemy/Battler.
The only thing you need to take into account is that RPG::Actor contains the table for characters' level > stat value. You'll need to come up with this on your own in Game_Battler/Actor/Enemy, or you can try to keep consistent and add your own formula to RPG::Actor.
I can't check RMXP's data structures (I can't get it to start) but any variable that starts with '@' is a class variable and part of its structure. The way RMXP/VX store data will add all class variables automatically when saving/loading data so its easy to expand a class like Game_Battler.
I'd also suggest giving RMVX a spin. Its mapping system isn't as good but if you can live with it the backend is easier to modify and it runs a bit better (plus it doesn't have the same issues as RMXP when running on Vista/W7)
I'd also suggest giving RMVX a spin. Its mapping system isn't as good but if you can live with it the backend is easier to modify and it runs a bit better (plus it doesn't have the same issues as RMXP when running on Vista/W7)
Okay, so @ variables in battler/actor/enemy will hold over through saves. Great, that's the main thing I wanted to know. I'm probably gonna stick stuff in battler, since I want my system to apply to both characters and enemies. Also, I'm probably going to handle character progression in a manner that doesn't involve traditional levels and experience, so I'll be doing that from scratch as well.
What kind of problems does RMXP have with Vista and W7? Right now, I'm stuck with Vista, and if I switch to anything in the future it'll be W7. I'm a bit reluctant to give up RMXP's ability to have sprites of many sizes. Unless VX does that too, though I didn't see anything like that when I was messing around with it.
What kind of problems does RMXP have with Vista and W7? Right now, I'm stuck with Vista, and if I switch to anything in the future it'll be W7. I'm a bit reluctant to give up RMXP's ability to have sprites of many sizes. Unless VX does that too, though I didn't see anything like that when I was messing around with it.
Yeah, VX support the same sprite style as XP. There's no size restrictions and it supports character graphics laid out in a 4x2 or just a single character set per graphic file. I really would suggest downloading both the XP and VX trials to see how they differ exactly.
From what I remember, VX can do everything XP can except it has a different mapping layout and the normal battle backgrounds aren't natively supported and they require a script. VX does run at a smaller resolution but VX also supports being able to change the window resolution so this is pretty much a non-issue.
RMXP doesn't play well with Vista/W7: It has to be ran as an administrator in order to test play games. I also have some personal experience with RMXP not starting, the editor or games, with Vista/W7. I'm not sure what is causing it since I don't use RMXP and can't tell when it broke but I've had this issue come up twice now on two different Windows installations. At the same time I haven't heard of anybody else having this issue so it just might be my own bad luck. Having to start the editor as as administrator isn't that bad anyways, so take my RMXP+Vista/W7 issue as you will.
From what I remember, VX can do everything XP can except it has a different mapping layout and the normal battle backgrounds aren't natively supported and they require a script. VX does run at a smaller resolution but VX also supports being able to change the window resolution so this is pretty much a non-issue.
RMXP doesn't play well with Vista/W7: It has to be ran as an administrator in order to test play games. I also have some personal experience with RMXP not starting, the editor or games, with Vista/W7. I'm not sure what is causing it since I don't use RMXP and can't tell when it broke but I've had this issue come up twice now on two different Windows installations. At the same time I haven't heard of anybody else having this issue so it just might be my own bad luck. Having to start the editor as as administrator isn't that bad anyways, so take my RMXP+Vista/W7 issue as you will.
I've downloaded and tooled around with both XP and VX just a little bit. I looked through the VX RTP sprites and they were all the same size, so I just assumed that they couldn't really be bigger, but I guess I was wrong.
VX has one less layer for mapping (2 instead of XPs 3) which seems like a weird arbitrary downgrade, but I'm not too terribly concerned with it. Also, having to be an admin to run games in Vista doesn't sound that daunting. Plus things seem to work for me. Now, if things screw up the actual GAME running, that could be a problem.
I'll look harder at VX. Though regardless, thanks for the scripting tips, you two.
VX has one less layer for mapping (2 instead of XPs 3) which seems like a weird arbitrary downgrade, but I'm not too terribly concerned with it. Also, having to be an admin to run games in Vista doesn't sound that daunting. Plus things seem to work for me. Now, if things screw up the actual GAME running, that could be a problem.
I'll look harder at VX. Though regardless, thanks for the scripting tips, you two.
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