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RGSS3-EventMetaCode

RGSS3 Event Meta Code(RGSS3EMC)

RGSS3EMC uses a C-language-like syntax to describe RGSS3event code.

You can use it for varied purposes like:

  • Event Editor written in C#

  • In-Game Event Editor written in Ruby

  • Event Displayer written in Ruby

  • Command Event Tool written in C

  • Event Graphic displayer written in Javascript(HTML5)

  • Event to HTML preprocessor written in Perl/ERb

Usage

just redefine several "functions" or "macros"(i.e. they are just like "abc(def)", s-expressions)

assuming each of the event commands is like an array 'void* event_items[]', and its index is like 'int pos'

  • end_item() : should return an end sign, in C it's NULL, in Ruby it can be nil

  • start() : should increment the index, like '++pos'; in Ruby it can be @event_pos += 1

  • stop() : should decrement the index, like '--pos'; in Ruby it can be @event_pos -= 1

  • cmd(id) : to tell the meta system the command id to describe is id

  • selectcase(items, end_item()) : to tell the meta system there is a branch here, like "Direct"/"By Variable" which will change the event command structure, often it means you will need to change the editor UI when this changed.

  • casewhen(branch): set the case number to branch

  • enumcase(helpstring, items, end_item()): to tell the meta

which will not change the event command structure, often it means you just select a value in a combobox of the editor.

  • entity(helpstring, type) : type can be "switch" "var" "actor" "class" "skill" "item" "weapon" "armor" "state" "animation" "tileset" "commonevent" "color" "tone" "string" "number" "graphics/?" "audio/?" (? means a folder name) which means an entity to get, set, display etc.

  • data(): which means this piece of code is totally a string data (like message contents or comment contents)

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