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    Listing of Essential Items

    I'm looking through the various things that you get when you start in Normal mode.

    I want to delete the maps, events, scripts, and even enemies and classes that are not essential.

    I have a strong feeling that there are fewer essential items than non essential ones...

    So, does anyone have a readily available list of all of the scripts, events, effects, etc... that are needed for a game to function at its basic level?

    IE: I want to keep the battle system. I also want to keep all visual effects, for now, until I learn to make my own.

    I would start with Hard but I'd lose the visual effects and, from what i understand, the battle system.

    So can anyone help out? Thanks
    Last edited by dean1012; 04-03-2008, 11:06 PM.

    #2
    Re: Listing of Essential Items

    Sorry, I can't really help you. I had originally planned to make my Advanced FAQ cover this topic, but it was too big a subject to cover in the little time I have to do side projects like this. All the scripts and I lot of other things RPG Maker 2 is covered in the FAQ so you might want to take a look at it.

    Basically, any script with an H in front of it (the first 250 or so) shouldn't be touched if you want the game to function properly. Most of those scripts are used in combat but there are a few others, like enter map and wipe out scripts that you also need. There are vehicle scripts that you need for vehicles to work as intended, treasure scripts for finding items or gold in the game, and scripts dealing with buying and selling.

    Really, there are very few scripts you can get rid of that won't effect your game. The Scripts you get in Normal mode are the basic scripts you need to create your own RPG game. There are a few dialogue scripts you can get rid of (these are part of the tutorial you get in the preset game).

    Even the scripts dealing with items should be kept since they are useful for creating your own items. Actually, you'd be better off renaming the existing items then attempting to make your own. The items cover a wide range of supplies and equipment that no game should be without.

    The only events you can safely get rid of are the character in the preset town and the sign that occurs outside town (note however that the sign contains an action script that causes the light to change from day to night. You could more this script to a different event if you wanted to keep it).

    You can freely remove maps, enemies, and classes from the game (although again, I suggest you rename are edit the existing ones rather then delete them).

    I should point out, that the visual effects are what take up much of the memory used. Most Scripts (with the exception of the battle scripts and the merchant scripts) take up very little memory. Enemy actions take up some memory but you need the enemy to act in battle and you want a good collection of enemies anyway.

    If you start on normal, you should have everything you need to make your own game. These is no reason to get rid on anything unless you're starting to run out of memory, which isn't likely to happen unless you make a lot of overly complex visual effects. Keep it simple and you should have more then enough memory to do whatever you want. Very few people have created games that have used up all the memory and it always involved creating a lot of complex stuff that filled the memory quickly.

    Good luck with your game.




    The Crown of Order demo is here.

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      #3
      Re: Listing of Essential Items

      Thanks.

      I'm not worried about running out of memory. I just don't like the clutter.

      I suppose what i'm trying to do is get rid of the preset data only.

      I'll go ahead and keep the items and whatnot but I still want to get rid of the towns, npcs, etc...

      There are some scripts that are obvious presets like: Town > Inn and Guest Quiz.

      There are some others i'm not sure about like: Instigator Name (Script 279)

      Is this one needed?

      That's what i'm not sure about.

      I suppose it wouldn't hurt to leave it. I just don't want scripts, events, etc... laying around from the preset game that aren't essential to the functioning of a game.

      Comment


        #4
        Re: Listing of Essential Items

        If you mess with preset scripts, always check the potential damage in a test play before saving.

        You could cause battles to freeze without fail the moment a VFX occurs, and never figure out how to fix it.

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          #5
          Re: Listing of Essential Items

          Again, I need to advise you to edit rather then delete. For example, if your game has 5 classes and there are 8 preset classes. Delete 3 classes and edit the other 5. This will prevent a lot of problems later on. If there are only 4 preset classes, you should copy one of the classes rather then making your own. Enemies, party members, and items should follow this same process. There are several advanced options that need to be set properly in order for them to work. Once you understand how these work, then you can start setting up things your own way.

          You might want to keep scripts like Town > Inn too. Just edit it instead of deleting it. These scripts set some flags that keep track of what abilities the party can use. This way you can create abilities that will only work on the field, in Dungeons, in towns, in buildings, in the sky, or any combination of them. For example, a teleport spell may require that the party be in an open space. So it would work on the field, in towns, and in the sky; but won't work in buildings or in a dungeon.

          Instigator Name (Script 279) is one of the battle scripts that is outside the Hard scripts for some reason. I can only guess that it was added later in the design process, after some play testing. There are several scripts like this (272-292).

          Note that Scripts 270 and 271 are special enter and exit map scripts you can use to start your game. This allows you to have a cut scene or menu appear as soon as the game starts. You can use similar scripts on any map you want a cut-scene to appear on. I used these scripts a lot when making my games. I highly suggest studying them and figuring out what they do different from the regular enter and exit map scripts.

          Don't worry too much about the clutter, there is very little of it when you start on Normal anyway. Everything you create will appear at the end of the list so it can easily be found. You can add a description to most things in order to keep track of them as well.




          The Crown of Order demo is here.

          Comment


            #6
            Re: Listing of Essential Items

            I'll do that.

            Right now, i'm trying to modify the wander script.

            It does move randomly but that's all it does! move!

            I'd like it to stop after every move for a second or so

            Comment


              #7
              Re: Listing of Essential Items

              the wander command is a build in command (like all the event actions) that causes the current script to end and executes an internal script instead. There is no way to modify this.

              The only solution is to write your own wander script, which shouldn't be too hard to do.




              The Crown of Order demo is here.

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