Marcus
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So with all talk about CipSoft ways of probably making scripts in their MapEditor and people proposed we should try out something as well, with various of ideas which is both good and bad, I decided to open my mind about how it could be done, with some efforts from various people.
Thread of such discussion is for example @Ezzz found here.
(sorry for bad quality but it's just made to be an example)
I propose this:
The new "view item" window:
And when you click on one/several action options, you get 1 new window inside for each type of action:
In there you can write the script in LUA.
To make this the most professional way, the game engine must have additional "unique ids" in form of:
and create 1 new LUA file in /data/world/actions/movein/100.lua
100 -stands for the unique "moveIn Id" provided in RME, whenever a new moveIn action is added to the game, RME will add the UID type to the item making sure it's uid++ (and double check so it's not already taken, similar like house-door ids).
With new sets of unique ids, we can add multiple actions to the same item without conflicts.
From there we'll have a lot of "messy" files in /world/ but as they're meant to be loaded in the MapEditor it wont matter too much.
With some effors from people working on MapEditors, and people who work with TFS sources, this could be done in no time really.
and it would really make managing and creating servers a lot easier as you'd be working on the MapEditor alone, and not MapEditor, Action + Move folders with multiple lua files open at same time + extra stuffs to keep track of all UIDs and Actionids you're using all the time.
All this is only my ideas, it will need some altering
etc, onAddItem as action as well.
and some other stuffs that could be modified to make it better and more "all-around"
Thread of such discussion is for example @Ezzz found here.
(sorry for bad quality but it's just made to be an example)
I propose this:
The new "view item" window:
And when you click on one/several action options, you get 1 new window inside for each type of action:
In there you can write the script in LUA.
To make this the most professional way, the game engine must have additional "unique ids" in form of:
- onmovein_uid
- onmoveout_uid
- onuse_uid
- onuseex_uid
and create 1 new LUA file in /data/world/actions/movein/100.lua
100 -stands for the unique "moveIn Id" provided in RME, whenever a new moveIn action is added to the game, RME will add the UID type to the item making sure it's uid++ (and double check so it's not already taken, similar like house-door ids).
With new sets of unique ids, we can add multiple actions to the same item without conflicts.
From there we'll have a lot of "messy" files in /world/ but as they're meant to be loaded in the MapEditor it wont matter too much.
With some effors from people working on MapEditors, and people who work with TFS sources, this could be done in no time really.
and it would really make managing and creating servers a lot easier as you'd be working on the MapEditor alone, and not MapEditor, Action + Move folders with multiple lua files open at same time + extra stuffs to keep track of all UIDs and Actionids you're using all the time.
All this is only my ideas, it will need some altering
etc, onAddItem as action as well.
and some other stuffs that could be modified to make it better and more "all-around"
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