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#ActualKhatharr

Posted 14 February 2013 - 05:18 PM


Do you have RMXP or RMVX?
 
You can look at the interpreter class to see how Enterbrain did it. It's not very efficient, but the general structure is there.

 
Arent RMXP and RMVX have the same type of event system (i mean its basic structure is there)
 
And that is actually a really good idea. I never thought about take a look at their scripting engine about the part where they do the event system
 
But if anyone have any advice to give on this i would love to hear it


 
The whole of the event updating system is implemented between the Event class and the Interpreter class. When an event updates it just hands each line of its commands (in a symbolic format) into the Interpreter instance one at a time until it reaches the end of the list.
 
You others, while your points are certainly valid, in RPG Maker 'Event' is the term used for 'Entity'. He's asking about how to structure a configurable Entity AI system.
 

 
It's a pretty crazy implementation. The IDE basically packages the listed commands into an array of objects. The objects have a command ID number and whatever arguments are provided. This gets marshalled into the game package to be loaded by the Ruby interpreter at runtime. It's basically a script engine on top of a script engine on top of DX9.
 
The Interpreter class is an enormous monster of a thing that IIRC is more or less stateless. It's just a huge collection of methods named 'CommandXXX(arg, arg)' where XXX is the matching command ID number from the IDE.

Just to make sure that everything is as confusing as possible, the engine uses entities to drive things like cut-scenes as well. You can create a non-collidable 'Event' with no sprite and set it to trigger whatever behavior you want using the same system as an 'Event' like a treasure chest or NPC.

Honestly, I'm not sure what OP is up to overall. If he's trying to make an RMXP clone then that's how they went about it. If he's just trying to make an RPG then it may be worth using a less convoluted system. The RMXP method is flexible for content creation, but it's slow as hell and extremely clumsy to modify.

Anyway, he's talking about customizable entity AI management, not 'events' in the normal sense of the word.

#2Khatharr

Posted 14 February 2013 - 05:12 PM


Do you have RMXP or RMVX?
 
You can look at the interpreter class to see how Enterbrain did it. It's not very efficient, but the general structure is there.

 
Arent RMXP and RMVX have the same type of event system (i mean its basic structure is there)
 
And that is actually a really good idea. I never thought about take a look at their scripting engine about the part where they do the event system
 
But if anyone have any advice to give on this i would love to hear it


 
The whole of the event updating system is implemented between the Event class and the Interpreter class. When an event updates it just hands each line of its commands (in a symbolic format) into the Interpreter instance one at a time until it reaches the end of the list.
 
You others, while your points are certainly valid, in RPG Maker 'Event' is the term used for 'Entity'. He's asking about how to structure a configurable Entity AI system.
 

 
It's a pretty crazy implementation. The IDE basically packages the listed commands into an array of objects. The objects have a command ID number and whatever arguments are provided. This gets marshalled into the game package to be loaded by the Ruby interpreter at runtime. It's basically a script engine on top of a script engine on top of DX9.
 
The Interpreter class is an enormous monster of a thing that IIRC is more or less stateless. It's just a huge collection of methods named 'CommandXXX(arg, arg)' where XXX is the matching command ID number from the IDE.

Just to make sure that everything is as confusing as possible, the engine uses entities to drive things like cut-scenes as well. You can create a non-collidable 'Event' with no sprite and set it to trigger whatever behavior you want using the same system as an 'Event' like a treasure chest or NPC.

#1Khatharr

Posted 14 February 2013 - 05:08 PM

Do you have RMXP or RMVX?

 

You can look at the interpreter class to see how Enterbrain did it. It's not very efficient, but the general structure is there.

 

Arent RMXP and RMVX have the same type of event system (i mean its basic structure is there)

 

And that is actually a really good idea. I never thought about take a look at their scripting engine about the part where they do the event system

 

But if anyone have any advice to give on this i would love to hear it

 

The whole of the event updating system is implemented between the Event class and the Interpreter class. When an event updates it just hands each line of its commands (in a symbolic format) into the Interpreter instance one at a time until it reaches the end of the list.

 

You others, while your points are certainly valid, in RPG Maker 'Event' is the term used for 'Entity'. He's asking about how to structure a configurable Entity AI system.

 

 

It's a pretty crazy implementation. The IDE basically packages the listed commands into an array of objects. The objects have a command ID number and whatever arguments are provided. This gets marshalled into the game package to be loaded by the Ruby interpreter at runtime. It's basically a script engine on top of a script engine on top of DX9.

 

The Interpreter class is an enormous monster of a thing that IIRC is more or less stateless. It's just a huge collection of methods named 'CommandXXX(arg, arg)' where XXX is the matching command ID number from the IDE.


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