Test Play Setup

● ARCHIVED · READ-ONLY
Started by Tsukihime 6 posts View original ↗
  1. Test Play Setup

    -Tsukihime

    This script allows you to set some data when starting a new game, such as during test play. Basically, start-up scripts.

    It allows you to specify starting information without having to change your project (eg: change your starting location, or initial levels), and you don't have to use the in-game switch/variable debug menu to set things up.

    Things like

    -setting switches

    -setting variables

    -setting actor levels

    -setting player start location

    If you think something would be useful to add, just mention it and I might add it so everyone else can use it as well without having to write it themselves.

    Additions are being added as I think of things that are trivial but should not require you to go through extra effort just to accomplish.

    Usage

    Just add some custom values for the appropriate data.

    For example, if you want to set switches 2, 3, and 7 when the game starts, you would just go to the Switches hash and say



    Code:
    Switches = {
       2 = true,
       3 = true,
       7 = true
    }
    The comments describe the format of the input. They are all hashes for the most part.

    Download

    http://db.tt/Q7J4xy7o

    Features

    -title skip

    -set framerate

    -set game resolution

    -set switches

    -set variables

    -set starting location

    -adding party members

    -adding gold

    -adding all items, weapons, and armors

    -set actor levels

    Extension

    In some programs, they allow you to save configuration profiles so that you can save settings in some format and then just load them up when you need it.

    I'm thinking of providing some way to do that as well, using a spreadsheet file as the main source of input. But that's just an idea I haven't thought of the best way to implement it.
  2. This is neat, maybe implement so that you can run common events as well?
  3. I don't know how to run common events from outside of an event.
  4. Well, in my title script I did the following code:



    Code:
    $game_temp.reserve_common_event(XAIL::TITLE::COMMON_EVENT)
    However, that only works for 1 common event id so maybe that isn't so flexible.
  5. I've updated the script to support running common events on start up.

    Just write in a list of ID's



    Code:
    Common_Events = [2,3,7, 1]
    They will be executed in the order that they are specified.
  6. This script has been updated with a non-blocking testplay window using fenixfyre's approach.


    That means you can edit your project while testplaying the game. Does not support reloading data files (to load any changes) though (yet)