In my game, I was hoping to allow the player to choose between a side view battle play style, or an ATB play style at the very beginning of the game. If there any way to make the engine NOT load the ATB related scripts (Such as the ATB itself, pixel movement, ext) unless the player chooses to play ATB on that save file?
The two scripts in specific are Jet's Sideview Battle: http://www.rpgmakervxace.net/topic/509-simple-side-view/
As well as XAS (Action Battle System): http://www.rpgmakervxace.net/topic/868-xas-ace/
Although those are the two main scripts I am looking to figure this out for, I'd be interested if there is a general way to enable/disable scripts in-game for any scripts.
Question about loading scripts
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What is the turn system of the side-view one? Side-view is just a visual style while ATB is a turn handling style.
ATB that has pixel movement? Are you sure ur talking about ATB (Active time battle, a variant of the default turn based, like FFX-2) and not ABS (Action Battle System, you fight in the map)?Such as the ATB itself, pixel movement, ext) -
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
What ATB script? If you have one you're using, you should provide a link.
If you are going to provide a choice of battle systems, I would design them so they're not overwriting each other, and call the appropriate one when a battle is launched. Then you won't need to enable/disable them. -
D'oh, my bad, I do mean ABS, sorry about that...What is the turn system of the side-view one? Side-view is just a visual style while ATB is a turn handling style.
ATB that has pixel movement? Are you sure ur talking about ATB (Active time battle, a variant of the default turn based, like FFX-2) and not ABS (Action Battle System, you fight in the map)?
Also, the two battle systems in specific are Jet's Sideview Battle System, and X A S - Xiderwong Action System. (Can't add links at the moment, but I'll edit in the links to both later) -
Bump
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You still haven't edited in the links
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yeah, also, can you explain why you want to do it? and how would things like skills and equipment act in both scenarios?
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Whoops, looks like I forgot the links. Well, don't I feel like a goof now. :p
Anyway, the main reason I want to go about this is because I was hoping to allow players of my game the choice of two distinct play-styles at the beginning of the game, the first being classic side-view turn based, while the other being an action battle system, similar to that of The Legend of Zelda series.
As far as skills and equipment go, I specifically utilized these two scripts because the only set up needed for such things can be done via note-tags, which on their own can contain settings for both scripts, but not cause a crash or error if said script is not present (or in this case, loaded). Anything else that would come up that wouldn't function between the two would be omitted from the foreign play-style via a switch that would be triggered depending on the choice of play-style.
I'm not really sure if I explained my thoughts all that well, but hopefully my rant make a lick of sense. -
Bump.
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Double Bump. :p
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Triple-Bump. :)
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As for the general way you mentioned:
Scripts are usually executed right after starting the application, before the title screen pops up. They define how the games functionalities work. You actually can execute scripts at a later point in the game, however I'd usually not recommend that at all.
Unlike script commands you'd usually put in an events "script..." box, these scripts are not meant to immediately execute an action but to redefine how the application handles certain functions. For example, a simple questlog would probably do this changes:
- When a new game is started create a Questmog object to handle the status of every quest
- Save this questlog object when saving the game, reload it when a savestate is loaded
- When the player presses F8 while on the map, switch to a questlog menu.
If you started a new game first and then executed the questlog script it probably won't work correctly anymore. Since the "new game" process was not redefined at the point the new game was started, no questlog object would have been created, so accessing the questlog then would most likely result in an error. This is also the reason why some scripts can cause problems when they are used with old savestates.
Even if you chose a battle style at the beginning of a game and forced the player to stick with it: script execution does not only affect single savestates. So if you are planning to let the player switch to another savestate with a different battle style without restarting the application you will have to provide both scripts functionalities. "Unloading" a script would be hard to accomplish and could cause case dependent problems as well.
Just loading one of the battle system scripts would be only a way if the player had to stick with it until the application is terminated.
I didn't look at the scripts you are using yet, however. If you don't want to use the sideview battle system, probably just don't use "Battle Processing..." and disable random encounters. Most ABS allow you do deactivate their functionalities, for example within combat free zones. Again, I didn't look at the script you are using, so I can't tell if disabling can be accomplished without modifying the script.