09-08-2012, 02:36 AM
Alright, not sure how to start this but this is my next big idea. The intent behind making this is to streamline the game-making process and to allow for a greater deal of consistency whenever eventing something as simple as "Item x## Received."
The inspiration behind it came from two things: Script calls, and the premade scripts from RPG Tsukuru 5/RPG Maker 2 (PS2)
Here's what I'm talking about with the premade scripts:
The unfortunate thing about this is, unless there's a much better way of going about it, I'm going to have to make use of Game Variables. I have 5 game variables set up (which the IDs of them could be changed through the script editor). They all act as parameters to the common event that is being called next. Not all of the common events will require all 5 of those variables (some are going to require none to 4 at most). Some of those variables being used as parameters would later get reused as something that could later be inserted into a message, such as a string.
The way it's being handled right now is certainly not set in stone. I might end up ditching game variables entirely and just go with creating variables through the Game_System class.
What I'm attempting to do is build common event templates that are somewhat "automated" that dynamic so people could reuse them as much as they desire. They're going to feature some heavy use of both eventing and scripting (through script calls). Going back to the "Item Received" example, say we use a script call and then a common event call referring to the Item Received common event. It would look like this:
> Comment: 2 arguments: Item ID, Amount (optional)
> Call Script: cel_argument_set(1, 2)
> Call Common Event: [Item Received]
Returns:
> (Might play a sound cue)
> (Might receive an item, if the user wants to make it more than a message)
> Message "Potion x2 Received"
Also, there are certain common events I want to put together that would return a value (Example: Waiting Until Button Input), which may prove useful for whatever you want to do with it.
So far I've jotted down 77 ideas (a few came from [member=FenixFyreX]) though I have yet to work on them all and I can't seem to think of anymore ideas. Now here's where the community comes in. I want you to come up with ideas for common events. It could be something about as elaborate as (or even more than) setting up an Inn but not something that's better suited as a full-blown system (Farming, Day/Night System).
Got any ideas? Questions? Do you have suggestions on how this could be better implemented?
Edit: Some Common Events might even include settings (similar to the event systems I submitted here this year) which you could use to easily tweak certain aspects to suit your game.
The inspiration behind it came from two things: Script calls, and the premade scripts from RPG Tsukuru 5/RPG Maker 2 (PS2)
Here's what I'm talking about with the premade scripts:
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The unfortunate thing about this is, unless there's a much better way of going about it, I'm going to have to make use of Game Variables. I have 5 game variables set up (which the IDs of them could be changed through the script editor). They all act as parameters to the common event that is being called next. Not all of the common events will require all 5 of those variables (some are going to require none to 4 at most). Some of those variables being used as parameters would later get reused as something that could later be inserted into a message, such as a string.
The way it's being handled right now is certainly not set in stone. I might end up ditching game variables entirely and just go with creating variables through the Game_System class.
What I'm attempting to do is build common event templates that are somewhat "automated" that dynamic so people could reuse them as much as they desire. They're going to feature some heavy use of both eventing and scripting (through script calls). Going back to the "Item Received" example, say we use a script call and then a common event call referring to the Item Received common event. It would look like this:
> Comment: 2 arguments: Item ID, Amount (optional)
> Call Script: cel_argument_set(1, 2)
> Call Common Event: [Item Received]
Returns:
> (Might play a sound cue)
> (Might receive an item, if the user wants to make it more than a message)
> Message "Potion x2 Received"
Also, there are certain common events I want to put together that would return a value (Example: Waiting Until Button Input), which may prove useful for whatever you want to do with it.
So far I've jotted down 77 ideas (a few came from [member=FenixFyreX]) though I have yet to work on them all and I can't seem to think of anymore ideas. Now here's where the community comes in. I want you to come up with ideas for common events. It could be something about as elaborate as (or even more than) setting up an Inn but not something that's better suited as a full-blown system (Farming, Day/Night System).
Got any ideas? Questions? Do you have suggestions on how this could be better implemented?
Edit: Some Common Events might even include settings (similar to the event systems I submitted here this year) which you could use to easily tweak certain aspects to suit your game.