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[DEV] EventScripter 0.8

Started by AmIMeYet, May 09, 2009, 09:25:11 PM

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AmIMeYet

EventScripter
    Version: 0.8.1
    Author: AmIMeYet
    Release Date: 10/05/09

    Description
    With this script, you can easily spawn events through scripting.
    In this script, I have done the research and documentation, and you only have to call the simplified methods in your own class!
    Try it, it's pretty easy! (Well, still pretty advanced, but easier than handcoding everything!)

    Please note that this script is far from complete (50+ EventCommands to go!)

    Common users probably won't have any use of this, but for those who want to add that 'extra touch' (guns, etc.), this script is superb.
   
    Features
   

  • Easy, standardized methods
  • Saves time (you don't have to do as much research)
  • Less typing (with the given example, you can see you save 30+ lines easily)
  • Now featuring text commands and conditional branches! hot!
    DEMO
    0.8.1:
    Mediafire
   
    Compatibility
    If you include AmIMeYet in a class that has an initialise method, make sure it makes a 'super' call.
   
    Screenshot
    I think the title-screen says it all:
   
     
    Installation
    Create a new class and call "include AmIMeYet_EventScripter".
    Now, you'll have access to every method included in this module, to help
    you generate dynamic events, fast.
    You can take a look at the 'Demo Script' to see how to implement this.
    There are also some examples in the HTML documentation.
    I recommend always keeping a window open with the documentation when scripting.

    Planned features:
   

  • Add more commands
  • Add "compile" function, so you can use standalone code in your application. (WITH credits ofcourse  ;) )
FAQ/Bugs
  • None
        Know another bug? Contact me here, or via mail.
       
        Terms and Conditions
    If you use this script on your game, you must credit me.
    You are NOT allowed to distribute this script. If you find this script on anywhere without me posting it, contact me.
       
        Special thanks
  • Pim321 (SojaBird),
               for helping my to type a few of those agonizing lines of text.
  • SephirothSpawn,
              for his map data decrypter (a MUST HAVE to do this sort of thing)
              http://www.hbgames.org/forums/viewtopic.php?f=7&t=60928
  • For bugsquashing:
              Drake0038, Yanfly

Portals - in VX!
[spoiler=Do require's in VX:]
$LOAD_PATH << Dir.getwd #You only need to call this once
Kernel.require("includable.rb") #replace includable.rb with the name of the file you want to load
[/spoiler]
[spoiler=Invert Dash enabling:]#=============================================================================#
# # # ANTI DASH HACK    # # #
# # #   By AmIMeYet # # #
# # #    please credit me   # # #
#=============================================================================#
class Game_Player < Game_Character
  def dash?
return false if @move_route_forcing
return false if in_vehicle?
return true if Input.press?(Input::A) and $game_map.disable_dash?
  end
end

This snippet basically inverts the dashing.. allowing you to dash only when 'disable dashing' is checked.
This way, normal maps disable dashing, but the ones you set to disable actually allow dashing..

It should be placed where you normally place the scripts ('above main', in the materials section of the scripts window)..[/spoiler]

modern algebra

Looks neat. Nice work, AmIMeYet

AmIMeYet

Quote from: modern algebra on May 10, 2009, 04:09:10 AM
Looks neat. Nice work, AmIMeYet
Thanks! :D

BREAKING NEWS:

Version 0.8.1 is out!
Now with 2 squashed bugs, and a better documentation of conditional branches!
Bug's reported by Drake0038 and Yanfly

Portals - in VX!
[spoiler=Do require's in VX:]
$LOAD_PATH << Dir.getwd #You only need to call this once
Kernel.require("includable.rb") #replace includable.rb with the name of the file you want to load
[/spoiler]
[spoiler=Invert Dash enabling:]#=============================================================================#
# # # ANTI DASH HACK    # # #
# # #   By AmIMeYet # # #
# # #    please credit me   # # #
#=============================================================================#
class Game_Player < Game_Character
  def dash?
return false if @move_route_forcing
return false if in_vehicle?
return true if Input.press?(Input::A) and $game_map.disable_dash?
  end
end

This snippet basically inverts the dashing.. allowing you to dash only when 'disable dashing' is checked.
This way, normal maps disable dashing, but the ones you set to disable actually allow dashing..

It should be placed where you normally place the scripts ('above main', in the materials section of the scripts window)..[/spoiler]