Difference between revisions of "RPG configuration"

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==Commands==
 
==Commands==
 +
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Revision as of 00:40, 23 May 2011

Intro

To create a new game, you have to create a cfg file in in data/rpg/games/ which contains the respective title of your game. This configuration file would either host the definitions, or execute additional configuration files. These files may not be in data/rpg/games/, but they can utilize a sub folder, such as data/rpg/games/bongo/. Here are a few useful tips;

  • execute the contents of data/rpg/games/common, this folder contains several generic but useful things - as well as some defaults
  • don't define the indices explicitly! use aliases to store the index and query it when needed

The various commands here only apply to the last defined item. If an item is not defined, or if it's not compatible with the last created item, an inconsequential error will simply display on screen.

Aliases

An important note is that aliases are not saved. If you choose to use them make sure that everything is substituted inline. In short use an @ for every pair of [] brackets that surround the statement and $ when not inside [] brackets. See the Cubescript page for more information.
The only exception to this rule is the aliases defined in data/rpg/game.cfg

When you invoke either the *_new or *_dup variants of the commands, it will return the index.

 //generic_item_script will be set to 0, assuming this is the first defined script
 generic_item_script = (r_script_new)
 ....
 //to make an item use it, I can simply go
 r_item_script $generic_item_script

Scripts

These commands are all prefixed with r_script_
Note that creatures and objects default to script 0, and items to script 1.

Commands

  • new - creates a new slot and returns the index
  • dup INDEX - duplicates the provided slot and returns the new index.
  • say TEXT SCRIPT - creates an additional dialogue node, when this node is reached the SCRIPT is executed
    • currently not used

Slots

Strings

  • approach - executed when you notice someone approaching you.
    • UNUSED
  • death - executed when the user dies
  • drop - executed when an item is dropped
    • UNUSED
  • equip - executed when an item is equipped
  • interact - executed when interacted with
  • spawn - executed when you spawn
  • use - executed when you use an item, or attack with a weapon
    • UNUSED
  • hit - executed when hit
    • UNUSED
  • collide - executed on the collider and collidee after the update cycle

Mapscripts

These commands are prefixed with r_mapscript_
This is just like the above but only for maps.

Commands

Slots

Particles

These commands are prefixed with r_effect_
These define assorted pretty graphical effects; these are used to draw attacks, projectiles, area effects, etc.

Commands

Slots

Status Groups

These commands are prefixed with r_status_
These are essentially a group of status effects which are applied together. The best part is that this allows incompatible effects to dispel the other (ie, two polymorphs).

Commands

Slots

Items

These commands are prefixed with r_item_
These commands define items; as in their value, weight, appearance, etc.

Commands

Slots

Uses

These commands are prefixed with r_item_use_
These commands define how the item can be used, and what the resulting effect will be

Commands

Slots - Use

Slots - Use_Armour

In addition to the above, the following are available

Slots - Use_Weapon

In addition to the above, the following are available

Recipes

These commands are prefixed with r_recipe_ - there are no slots
These consist of 3 item list, ingredients, catalysts and the products.

Commands

Ammo

These commands are prefixed with r_ammo_
These definitions group a series of items into one uniform ammotype, for example you can group many different arrows as a generic arrow type.

Commands

Slots

Characters

These commands are prefixed with r_char_
These are sort of like templates for character entities. When character entities are created, the slots are copied over as is exactly.

Commands

Slots

Factions

There commands are prefixed with r_faction_
These essentially define how factions regard each other.

Commands

Slots

Global Variables

These should be used to store variables inside the RPG.
It should be noted that they can only store integers

Commands

Tips

These are simply tips displayed on the loading screen. More can be added during any stage of the game, there is currently no way to prioritise certain tips for certain areas.

Commands

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