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> Factions (Reborn), Show reputation with factions YOU create and use them for many things
Kread-EX
post Jul 7 2011, 09:26 AM
Post #161


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Dude, you've done that at least twelve times yesterday. I wouldn't have cared if your questions hadn't been so obvious but in this case, it was flooding.
I haven't warned you, just told you to be careful. NOW I should warn you to have retorted in the thread while you've already been told to dispute verbal warns in PM in the past. I will not though but no next time.


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Nariakei
post Jul 13 2011, 12:15 PM
Post #162


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Would it be possible to put the demo back available for download please? x:
Kouta


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torterra275
post Jul 29 2011, 03:53 PM
Post #163


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I'm sorry but I couldn't find it, whats the call script?

EDIT: Found It, but still this is a great script and I plan on using it alot in my games biggrin.gif

This post has been edited by torterra275: Jul 29 2011, 03:56 PM
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Acolon
post Oct 2 2011, 10:31 PM
Post #164



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Men i think that the script instructions is a bit confuse. Can you re-upload the demo? The link is dead.
Men how i add factions to the game besides starting factions I don“t understand the call scripts at all. Need some examples.

This post has been edited by Acolon: Oct 2 2011, 11:09 PM
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SojaBird
post May 10 2012, 03:06 AM
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A quick necro post on how to read and understand the instructions:

CODE
add_faction("name", max_value, *start_value, "*help_text", "*pic", *display)
      This will add a faction to the system. Value's that must be insert are;
      - name (name of the faction)
      - max_value (the heighest amount of reputation the faction can get)
      Value's that could be insert for a personal touch are;
      - start_value (the reputation of the faction when entered in the system)
      - help_text (the text that will be displayed when the faction is selected
        in the menu (add ## to go the second line))
      - pic (the picture that can be shown in the menu)
      - display (option to show the faction in the faction-window or not)


So the first line is always the string you need to put in the call-script event block.
The parts inbetween the brackets are the variables that determin how the script will opperate.
The variables with quotes, are strings.
If a variable has a asterix (* star *) before it, it meens that these variables are optional and don't need to be added.
They will be using the default values.
!!Though, if you want to have a variable set, you must always set all the previous variables as well (in the example, if you want to set the "help_test" you will also need to set the optional "start_value").

The second line holds a short description of the function.
Values that must be inserted are the ones without a asterix (* star *) and are allways the first values in the functioncall (if any).
The next lines will describe for each variable and what it stands/what it will do (the part in brackets).

After the variables, the optional variables are described just as the non-optional ones.


Now the function calls are sorted on functionalty and are obviously labeled with a block that looks like this
CODE
>>>>>>>>>>>>>>>>
  Faction startup:
  >>>>>>>>>>>>>>>>

Where the text in the middle displays the category/functionality.
Now the naming can be a bit odd at some places, but if you read the functions themselfs, you might understand the decisions I made on the category naming.


Conditions and other extra features have their own section in the script's description and are read pretty much the same as the function calls (only applied on a different location).





About the demo, I'm not sure if I still have it somewhere.
I might need to dust of my old laptop and see if I still have it there.
I won't be doing this soon though, so my appologies for this.

I hope this explanation will help people to understand the descriptions (or rather encryptions?) in the future.


Greatzz,
SojaBird.

A quick necro post on how to read and understand the instructions:

CODE
add_faction("name", max_value, *start_value, "*help_text", "*pic", *display)
      This will add a faction to the system. Value's that must be insert are;
      - name (name of the faction)
      - max_value (the heighest amount of reputation the faction can get)
      Value's that could be insert for a personal touch are;
      - start_value (the reputation of the faction when entered in the system)
      - help_text (the text that will be displayed when the faction is selected
        in the menu (add ## to go the second line))
      - pic (the picture that can be shown in the menu)
      - display (option to show the faction in the faction-window or not)


So the first line is always the string you need to put in the call-script event block.
The parts inbetween the brackets are the variables that determin how the script will opperate.
The variables with quotes, are strings.
If a variable has a asterix (* star *) before it, it meens that these variables are optional and don't need to be added.
They will be using the default values.
!!Though, if you want to have a variable set, you must always set all the previous variables as well (in the example, if you want to set the "help_test" you will also need to set the optional "start_value").

The second line holds a short description of the function.
Values that must be inserted are the ones without a asterix (* star *) and are allways the first values in the functioncall (if any).
The next lines will describe for each variable and what it stands/what it will do (the part in brackets).

After the variables, the optional variables are described just as the non-optional ones.


Now the function calls are sorted on functionalty and are obviously labeled with a block that looks like this
CODE
>>>>>>>>>>>>>>>>
  Faction startup:
  >>>>>>>>>>>>>>>>

Where the text in the middle displays the category/functionality.
Now the naming can be a bit odd at some places, but if you read the functions themselfs, you might understand the decisions I made on the category naming.


Conditions and other extra features have their own section in the script's description and are read pretty much the same as the function calls (only applied on a different location).





About the demo, I'm not sure if I still have it somewhere.
I might need to dust of my old laptop and see if I still have it there.
I won't be doing this soon though, so my appologies for this.

I hope this explanation will help people to understand the descriptions (or rather encryptions?) in the future.


Greatzz,
SojaBird.


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How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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