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Thinking about scripts

  • Marrend
  • 09/17/2012 10:31 PM
I've been thinking about scripts lately. For a bit of background, I have been, of late, toying with re-creating an Ace version of a script that I made in VX. It wasn't anything truly splashy. All it did was create a new property for statuses. It took some old-fashioned research and lots of testing to get the original VX version to work. It took a bit of doing to get it to work in Ace as well, but when I compared the final results, the code was more or less easily ported to Ace. Which was a pleasant surprise, to say the least.

I recall downloading a trial version of Melody and Tenkentai for VX, trying to comprehend what all the code meant, and it just overwhelmed me. I dunno. I have a bit of knowledge of C++ and Visual Basic, not to mention that I worked with Sphere, and attempted to make a custom battle engine from scratch with that (which, arguably, was three-quarters the reason I quit Sphere altogether), but I still managed to get lost in the Melody/Tenkentai code. Still I'm figuring that, if I'm going to do scripting on a more serious level, I should probably stay on the "easy" end of the spectrum for a tad longer. Not that I have any clue what "easy" entails in this respect, but baby steps, I suppose.

What does any of this have to do with this game? Well, this game has been something of an experimental game, so I might yet try something with this. For example, I'm thinking about an ability that, basically, deals TP damage to it's intended target. Putting a negative value in the "TP Gain" box would not do the trick, as that box indicates the amount TP both the user and the target changes by. Which is not what I want to do. I'm guessing I could possibly make a new property for attacks in much the same way I made a new property for statuses. Might be high-time to do some good old-fashioned research!