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 The Event Extenders
#1
Summary

Event-making is a thankless discipline because it often requires a lot of patience to do things that can be very easy to conceive (I'm thinking of gauges, for example).
The purpose of this script is to offer some easy-to-use commands in order to help the making of event-based systems less painful.
Of course, this script won't allow you to compete with experienced scripters, but I honestly think that it can be a good initiation to programmation and to the joy of going further with event making.


Overview

It's obvious that I was greatly inspired by the Local Variables script written by Nuki (since this script relies heavily on its concept) and by the Event Languagedesigned by Roys and Avygeil. However, my goal was to keep the simplicity of the native local variables (and their command module) while offering a large number of possibilities.
Thanks to it was born the Event-Extender script, which is used by means of script calls.
This documentation will try its best to explain how it works.


Special thanks

A lot of people helped me in the making of this script, be it in terms of conceptualization or for technical prolems.
I hope I didn't forget anybody!
Nuki, Zeus81, Molok, Zangther, Joke, Magicalichigo, Teraglehn, Lidenvice, Al Rind, Avygeil, S4suk3, brandobscure (lol), Ulis, Raho, Strall, Scriptopathe, Rabah, Testament, Ypsoriama (and Hiino for the english translation, I love you Hiino you're the best, yeah... of course !).


Here 's the code and the documentation:
https://github.com/Funkywork/Scripts-rm/...xtender.rb The code
http://www.biloucorp.com/BCW/Grim/Notice...er/UK.html The Documentation
Reply }
#2
This is an awesome system, I can imagine the possibilities with it, it's so flexible.
I like that you mapped it out for all the keys effectively allowing a game developer to use every key on the keyboard for their game but without having to rely on another script. I also like how you condesed the process of condition+variables that tend to take up a few hours just creating one condition inside another over and over (like your example of guages).

I have a question:

Quote:Putting random stuff in your variables
By default, a variable in RPG Maker can store whatever you want (thanks to the type system in Ruby), but the interface forbids you tu store anything else than numbers in them.
Let's try this: "V[10] = "Hello world"" Then use "Display message" and write \V[10] in the message box. The message will effectively display "Hello world".
However, try not to generate any errors by putting random things in your variables. For example, don't try this: " V[1] = 25
V[2] = "12"
V[1] += V[2] " Text isn't the same thing as numbers.
So by that, do you mean you can't make it say "Hello world, welcome to my castle" if you put "Hello world" and "welcome to my castle" in two different variables?
Reply }
#3
Thanks MetalRenard for the feedback !
"So by that, do you mean you can't make it say "Hello world, welcome to my castle" if you put "Hello world" and "welcome to my castle" in two different variables?"
Yes of course :)
Reply }


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