Author Topic: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)  (Read 18816 times)

Offline Ryex

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[XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« on: October 18, 2009, 02:19:48 AM »
Dynamic Effects Engine
Authors: Ryex
Version: 1.61
Type: Effects Engine
Key Term: Scripting Tool

Introduction

this is a scripting tool. as such on its own it dose NOT add any functionality to a game.
it is a frame work that provides methods and structure to create dynamic effects based on the player or an events position relative to a source on the map.

Version 1.2
- massive lag decrease
Version 1.6
- improved speed added Dynamic Position Sources and the mute feature
Version 1.61
- fixed a small bug with Dynamic Position Sources


Features

  • Provides a frame work for creating dynamic effects based on the player or an events position relative to a source.
  • Under 300 lines of code (comments not included)

Screenshots

NA


Demo

NA


Script


http://docs.google.com/Doc?docid=0AUKLI9M5vfiOZGdiNXdnMjVfMjBkc3Y5NTlneg&hl=en


Instructions

this is a scripting tool a description of the classes and how to use them is located in the script


Compatibility

this is a tool it is as compatible as you make it

Credits and Thanks

  • Ryex
  • Blizzard (for giving me a piece of code that I should of seen myself)

Author's Notes

Please! ask questions, poke through the code, make suggestions for the improvement of this tool. and comment!
« Last Edit: November 20, 2010, 01:31:17 AM by Ryexander »
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Offline G_G

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #1 on: October 18, 2009, 02:35:01 AM »
very nice I'm gonna take a look at all of this. I'll give you some feedback in a little.

BTW database'd ;)

EDIT:
syntax error line 97
« Last Edit: October 18, 2009, 02:46:41 AM by game_guy »

Offline Ryex

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #2 on: October 18, 2009, 02:49:26 AM »
lol I forgot a '.' on that line first post fixed.

EDIT: in getting my Dynamic sounds script to work I had to get a few bugs worked out of the code so here is an updated version *edits first post*
I'll release my Dynamic Sounds script tomorrow after I figure out the exact way to configure it
« Last Edit: October 18, 2009, 05:54:10 AM by Ryexander »
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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #3 on: October 18, 2009, 10:32:53 AM »
Lol, you don't have to credit me.
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Offline Ryex

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #4 on: October 19, 2009, 04:11:40 AM »
well now, maybe I LIKE crediting you!

UPDATE:
V1.2 has a MASSIVE lag drop.

UPDATE:
v1.21 fixes a bug when there is more than one map
« Last Edit: October 20, 2009, 07:08:54 AM by Ryexander »
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Offline Ryex

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #5 on: March 11, 2010, 07:16:21 AM »
UPDATE TO 1.6

see first post for changes
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Offline Fantasist

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #6 on: March 11, 2010, 05:14:05 PM »
I was checking this out just the other day (about 3 days ago) and thought "Hm, nice work!" I didn't want to necropost for giving you my compliments, but the universe wishes it and here I say it: nice work, Ryex :D *levels up*
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Offline Ryex

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #7 on: March 11, 2010, 06:59:08 PM »
why thank you. it is just a tool though, it's not all that impressive on it's own unless you look at it from a scripting point of view. then it is a rather decent back bone for this like my dynamic sounds script.
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Offline Fantasist

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #8 on: March 12, 2010, 01:41:28 PM »
Exactly! Now I don't have to do the tedious work when you've already made a pretty good module! It's plug-and-script! :3

I do have a suggestion, though. If it were me, I wouldn't  make the class names so general. Of course, not that many other scripts made for RMXP would use words like "Source" and "Client", but just to be safe, I'd name them, say, "DEE_Source", "DEE_Client", etc.
This is just me, though, babbling about non-issues ^_^'
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Offline Ryex

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #9 on: March 12, 2010, 06:56:44 PM »
but then those classes are inside a module so unless some one did

Code: [Select]
modual DEE
  class source
    #code
  end
end
they would never be effected
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Offline Kett Shee

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #10 on: March 15, 2010, 05:42:13 AM »
so is this basically like sdk?
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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #11 on: March 15, 2010, 11:18:51 AM »
that's kinda an insult around here.

SDK makes all scripts in your game break.
this isn't

« Last Edit: March 15, 2010, 11:20:23 AM by Jackolas »

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #12 on: March 16, 2010, 12:01:06 AM »
oh, sorry...i didn't realize.(i meant like a better version)
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Offline Ryex

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #13 on: March 16, 2010, 01:50:15 AM »
no not by a long shot
the sdk is an attempt to make scripts to rewrite the rtp scripts in a way that was more compatible and increase the compatibility between user made scripts.

this is simply a frame work or an really small API that allows scripters to, using this as a back bone, creat systems that are based on the player's or another event position/distance from a source. without lag and with an increased change of compatibility with scripts using the same system.
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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #14 on: March 16, 2010, 01:57:02 AM »
The SDK: a group of guys got together and reinvented the wheel, only it was lopsided and not as good as the original.

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #15 on: March 16, 2010, 02:07:37 AM »
Oh, i get it now. And yeah SDK never really worked for me.
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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #16 on: March 27, 2010, 02:42:50 PM »
@Ryex: Ah, my mistake, didn't realize the classes were in a module >.<

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« Last Edit: March 27, 2010, 02:43:51 PM by Mad Scientist Fantasist »
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Offline Griver03

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #17 on: December 12, 2010, 11:15:06 PM »
Like in tthe desrcription i get the error SYNTAX ERROR on line 144 but only with the new 1.61 one the 1.6 works fine ! ive tested it in a new project too and the same error... pls help me i want to install sound engine 2.04 and dynamic weather tonight ^^
thx and sry for my bad english  :ninja:
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Offline Ryex

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #18 on: December 12, 2010, 11:36:31 PM »
well there is nothing wring with the script. in any case I re copied the script to google docs so try again.
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Offline Griver03

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Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
« Reply #19 on: December 12, 2010, 11:40:29 PM »
Sry for Posting in Script Troubleshooting  :^_^': i've forget to post here big sry  :roll:

so i get a Syntax Error on Line 144 even in a clean project...
1.6 works fine so i dont know why  :(
pls help me ^^

        #treat it as a strip
-->    if (client.x >= piece.x - piece.power && client.x <= (piece.x + piece.width - 1 + piece.power))
        if (client.y >= piece.y && client.y <= (piece.y + piece.height - 1))
« Last Edit: December 12, 2010, 11:58:27 PM by Griver03 »
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