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RPG Maker VX: Scripts

by: Makoto ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

An introduction to scripting in RPG Maker VX.

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    The Soul of Your Game - RPG Maker VX: Scripts

    A lot of topics were covered so in my various tutorials here at Brighthub. There is one very important function which I have had yet to write about in RPG Maker VX and that is the scripting system.

    The scripting system is more or less the inner programming for the game. By using RGSS (Ruby Game Scripting System) it is possible to have all kind of neat functions in your games from side view battles to exciting mini-games.

    There’s a good reason why I have avoided writing about this topic however: it is the most complex function in RPG Maker VX.

    In this article, I will explain how to modify some of the Scripts already present in RPG Maker VX.

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    The Script Editor

    In order to access the “Scripts" submenu (or Script Editor), simply type F11 (this is essentially where most of the tweaking with RGSS takes place).

    This will take you here:

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    The programming for your game has been separated in various sections such as “Vocab", “Sound", “Cache", “Game_Temp" and so on.

    By clicking any of those sections, you will access the actual script information.

    First, let's overview the "Scripts" already included in RPG Maker VX.

    Note:

    About the #": what follow the # symbol are comments. Those comments are used to give information or instruction about the code strings. They are not taken into account into the programming of the game (they are not considered as code). You may modify them as you with without any impact when running the game. Notice how the text turns green to identify it as a “comment".

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    Vocab Section

    Go ahead and click on the "Vocab" section in the left menu:

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    By going in this section, you can change the core vocabulary of your game.

    To change the vocabulary, simply replace the purple coloured words.

    Let’s have a look:

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    Try changing “buy" to “Purchase" and “Cancel" for “Leave" for example. Once you’re done, click “OK" and launch your game.

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    When you’ll visit a store, this will be the final result:

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    Game_System

    In the Game_System section, you can change the core mechanics of your game. Let’s have a look at a few useful options.

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    You can activate the options from line 23 to line 27 by changing the “false" to “true" and vice-versa.

    For example, let’s suppose you don’t want the player to be able to save all the time. Look at line @save_disabled = true

    Change the true for false and launch your game. If you access the main menu (in-game) you’ll notice that the “Save" button has been greyed out.

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    What's Coming Up... RPG Maker VX: Scripts

    We've only barely covered two sections of the "Script" editor. In my future article, we'll continue exploring the various sections and the multiple options they have to offer.



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