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RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: Ryex on October 17, 2009, 08:19:48 pm

Title: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on October 17, 2009, 08:19:48 pm
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




Screenshots

NA



Demo

NA



Script


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




Author's Notes

Please! ask questions, poke through the code, make suggestions for the improvement of this tool. and comment!
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: G_G on October 17, 2009, 08:35:01 pm
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
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on October 17, 2009, 08:49:26 pm
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
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Blizzard on October 18, 2009, 04:32:53 am
Lol, you don't have to credit me.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on October 18, 2009, 10:11:40 pm
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
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on March 11, 2010, 12:16:21 am
UPDATE TO 1.6

see first post for changes
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Fantasist on March 11, 2010, 10:14:05 am
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*
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on March 11, 2010, 11:59:08 am
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.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Fantasist on March 12, 2010, 06:41:28 am
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 ^_^'
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on March 12, 2010, 11:56:44 am
but then those classes are inside a module so unless some one did

modual DEE
  class source
    #code
  end
end

they would never be effected
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Kett Shee on March 14, 2010, 10:42:13 pm
so is this basically like sdk?
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Jackolas on March 15, 2010, 04:18:51 am
that's kinda an insult around here.

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

Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Kett Shee on March 15, 2010, 05:01:06 pm
oh, sorry...i didn't realize.(i meant like a better version)
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on March 15, 2010, 06:50:15 pm
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.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: winkio on March 15, 2010, 06:57:02 pm
The SDK: a group of guys got together and reinvented the wheel, only it was lopsided and not as good as the original.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Kett Shee on March 15, 2010, 07:07:37 pm
Oh, i get it now. And yeah SDK never really worked for me.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Fantasist on March 27, 2010, 07:42:50 am
@Ryex: Ah, my mistake, didn't realize the classes were in a module >.<

Regarding SDK: ShowHide
I think the SDK is not as bad as it is pointless. Modularizing things does help compatibility, but it was not coded optimally. Plus, that level of ripping the original to pieces will only help if the RMXP's default system was the OpenGL or the JVM or some other widely used platform with lots of developers. I think RMXP doesn't even come close. Most of RMXP's users do it for kicks. If anyone's serious about developing a game, they would get help from a scripter (who doesn't need to worry about compatibility with the rest of the RMXP scripts out there).
Anyway, point in conclusion: the SDK is not as bad as it's pointless.
It would do for good practice, though. I'm sure it helped the developers gain loads of experience from their coding as well as their mistakes.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Griver03 on December 12, 2010, 04:15:06 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:
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on December 12, 2010, 04:36:31 pm
well there is nothing wring with the script. in any case I re copied the script to google docs so try again.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Griver03 on December 12, 2010, 04:40:29 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))
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on December 12, 2010, 06:30:49 pm
as I just said there is nothing wrong with the script, I've tested it.again. I pased a new copy of the script ouf of my project into the google doc page. so recopy the script and try again.
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Griver03 on December 13, 2010, 10:49:45 am
i've downloaded it again and will try it out this night  :roll:
also ive downloaded it and copied it too so ive got 2 formations of the code but i think thats not important or is it maybe ?!
but thx for rersponding and that you have tested it  :^_^':
sry for my bad english ^^
Title: Re: [XP] Dynamic Effects Engine (DEE) (scripting tool/base system)
Post by: Ryex on December 13, 2010, 01:54:11 pm
no just paste the new script over the old.