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> Common Event Library (Development + Brainstorm thread), Making Common Events much more common.
PK8
post Sep 7 2012, 04:25 PM
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I walk the long road to redemption.
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I wasn't sure where to put this. This is actually a series of Events tied together by an idea that's being put in development, it's not really a script (well, there's going to be a script that comes with it but the common events are the real stars of the show), and this idea isn't exclusive to any one Maker, so I figured the Main Forum of Script Development would've suited the topic nicely, unless anyone has other ideas.

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)
A screenshot of RPG Maker 2's 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 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 which you could use to easily tweak certain aspects to suit your game.

This post has been edited by PK8: Sep 8 2012, 07:49 AM


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X-M-O
post Sep 8 2012, 12:23 PM
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Have you considered a "sleep to level up" system? (Similar to The Elder Scrolls: Oblivion's system that requires you to sleep in order to level, despite having gained the correct amount of experience.)

And this location is probably best for developing something like this; of course it could easily fit into the emporium as well.


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PK8
post Sep 9 2012, 06:22 PM
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QUOTE (X-M-O @ Sep 8 2012, 04:23 PM) *
Have you considered a "sleep to level up" system? (Similar to The Elder Scrolls: Oblivion's system that requires you to sleep in order to level, despite having gained the correct amount of experience.)

And this location is probably best for developing something like this; of course it could easily fit into the emporium as well.

Never thought of it, though I might consider wanting to do something like it one of these days. That sounds more like a full-fledged system to me.

Here's a bit of progress I've done so far. I even changed up the plans. It's going to also somewhat explain how this is going to work.

The Common Event Library (being referred to from here on out as CEL) will include a script that it's going to pretty much need. It features a few calls in which the common events are going to (possibly) make heavy use of, along with new variables for the message system to make them as dynamic as possible.

When I took a screenshot this morning, I forgot to comment on the calls.

Allow me to explain:

cel_arguments_set(any number of arguments) allows devs to set up the arguments which would later be passed onto the one of the common events I made in the Common Event Library. In this case, we're going with the Item Received example. The first argument being passed here is the Item ID, whereas a second (and optional) argument that is being passed is the amount.


The common event being called is actually pretty complex compared to the standard fare, but that's due to me wanting to make this customizable (Touchfuzzy, Robin, Lowell/Twilight, and I had a bit of a discussion over at chat on the pluralisation of item names), dynamic, and consistent.


And here's the result of it. Please note the es suffix.

That's what I have got to show so far. I still have many more of these to work on, some of which will be as equally complex if not more so.

Edit: I will try to make some comments stand out a little more, but it sucks that I can't use the special characters.


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