I use Scripts
I use Events
I use both
I use neither :P
Other
I think Scripts are the best
I think Events are the best
I think a combination of both is the best
I think it depends on the specific situation
Other
dwarra :=:
second comedy option
Zeriab is the best :V
Well yeah, so events pwn, easily costumed for any need, easily changed whenever anyone feels like it, and require no knowladge.
It's a lot of fun to make a battle system via events, it takes hours and hours and you end up debugging for daysAm I the only one who finds that sentance goes against his argument?
I do know pascal but that's only good for making the code look not scary and hence editableIf you're framilliar with any programming langauge it's editable.
class Debate
attr_accessor :scripts
attr_accessor :events
def initialize
@scripts = 1
@events = 2
end
def answer(*args)
if *args.size > 0
@scripts == *args[0]
else
@scripts == @events
end
end
def give_answer
@answer = answer(1)
if @answer
p 'The statement Scripts are equal to events is true'
else
p 'The statement Scripts are equal to events is false'
end
end
end
$message = Debate.new
$message.give_answer
Care to explain how scripts are limited :3
Scripts are powerful, but they are also limited. Events are powerful, but they are limited as well.
Creating a custom system of a sort seems so much easier in 2000 and 2003. Which makes me think scripting is slightly forced upon people, because useful functions are missing in the event editor.
I use Scripts
I use Events
I use both
I use neither :P
Other
I think Scripts are the best
I think Events are the best
I think a combination of both is the best
I think it depends on the specific situation
Other
dwarra :=:
second comedy option
Zeriab is the best :V
I made a battle code in 2k3 and its so long that after a certain point i cant move the scroll bar down anymore and i have to use the mouse wheel but scripting doesn't exist on rm2k3. Hopefully i can transfer my battle code to rmXP in future games. Thats real backwards compatibility.
Besides, It's a lot of fun to make a battle system via events, it takes hours and hours and you end up debugging for days :blizj:
I dislike scripting because
1)I really don't know it all that well
2)it scares the bajezus out of me because you have to save before testing and it crashes like holy hell. That becomes a big issue when you have a multi-layered investment in the script, like if you primitively edit specific lines all over the place and forget to leave markers where you edited things, and the original.
Still, I used script where eventing fails me, and it often does.
Events totally pwn script in terms of stability and accessibility.
I think people who blow their pipes about how bogly awesome script is should get together and try writing a user friendly manual for scripting, because contrary to popular belief, you cannot easily google your way through script, and learning ruby is almost useless without knowing the architecture already in place, especially the arrays and aliases.
The built in help guide is also kind of useless for beginners because no one tells you things like the "@" symbol means ".extension" or how to use p for print, or that you can print all file extentions and data by leaving off the extension.
I like to use both. Events and scripts have their own places in which they excel, and ask myself before doing something, what would be best to solve my problem.
Are you reading this to learn how to script? Then this is NOT for you. If you want to understand this e-book fully, you need basic scripting knowledge. You can read this, of course, but you'll end up wasting your time by not understanding even half of it.
to answer some basic questions: Yes I hate any kind of code that fits the criterion of
1. have to use it to accomplish what I'm trying to do
2. don't understand it
3. difficult to find resources to understand it
About Blizzard's Guide to making one's existing scripting talents better,
0 x 1.1 is still 0, or as he said...QuoteAre you reading this to learn how to script? Then this is NOT for you. If you want to understand this e-book fully, you need basic scripting knowledge. You can read this, of course, but you'll end up wasting your time by not understanding even half of it.
As my entire Project is intended to be a teaching tool for kids, I really don't find much use for Elitism or Arcane 'secrets of the code'.
I could read all the ruby guides in the world but unless I know what the RPGmaker programmer was thinking when assigning those variables, and attribute accessors, It's just a shot in the dark. I sometimes wonder if there were instruction manuals somewhere read by people when it came out and now the rest of us have to scour the earth for these gurus in hopes of finding out what it all means.
Yeah that forum was useless.
RGSS is a library, and a lot of stuff is built into RMXP and can't be changed (like the RMXP interface), so you can't add new attribute fields into that, that stuff is in RGSS and can't be edited. RGSS is an extension to Ruby, providing easier ways to work on the game graphically and such. Trust me, it's easier than if there was no RGSS.
HOWEVER, you -can- add new attributes and stuff by writing a script, like you did.
Also you can't move events from map to map, that's just something that is impossible to do with RM.
There was never an instructions manual, just the help files that detail what RGSS gives you.
Well, because it's saved into a data file, which is reloaded everytime the game is started up and isn't saved into the player's save file. However, you could circumvent that by creating a hash or array in some object that is saved (like Game_System) that tracks which map each event is in. Then you could rewrite the part of Game_Map that loads events to correspond to that hash instead of the hash that is within the data file. So, it is possible.