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  1. To be honest I have no knowledge of embedding scripting engine or doing script.   So im just doing whatever i can do for now
  2.   Yes, I had look at the interpreter and the event class already   but i was thinking about taking some compiler book (aka the dragon book) and start reading then at one point i will implement a scripting engine that apparently will do the condition branch work for me aka the event system will be a scripting engine. where u have file 1.eventfile (is a text file filled with script)   so yeah i dont think it will be a RPG Maker event system clone, but i will try my best to do as good as their event system
  3.   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.   http://www.youtube.com/watch?v=qX-jWJvuAJs   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.   ^This guy   he know what im talking about :D   But sadly that is what im trying to achieve - an RPG Maker event system clone   Now to the concept, how do i do the event system condition branch... That is the only part that i have problem on at the moment.    But yeah i realized, in the end it all up to scripting. I believe i have to sort of code a "script" reader, where u can just have the { and } to state whenever there is a condition.     But again, if you have any advice/help i would definately appreciate it
  4.   can you please explain a bit more detail?
  5.   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
  6. I had been making an event system, things are fine, my code work fine, but now i stuck on a conceptual idea how would i implement the conditional branch dynamically? I cant seem to find a good way to code it that make use efficiently of space, and having multiple if at once   So far, the best thing that i could come up with was to have an int* ConditionBranch[somenumber] , which when checked, if it return a value that isnt zero, it will point to a Condition (assuming a class Condition that was declared as Condition myCondition[somenumber]). But, if i do it like that, then there would only be 1 if, (because it only check for 1 thing at a time).   I cant figure out a way to code it so that it allow an else statement, else if statement   any help would be appreciated.