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Like Zachary mentioned, VX Ace comes with a very extensive and useful help file, but it's also helpful to check out the online documentation of Ruby for questions you have. The game also shows (minimally) descriptive errors when you make a mistake. Using the internet to look up general Ruby commands, and then the RPG Maker help file to see how they're relevant to the game engine, you can do anything. The games come with an extensive help file which will tell you the methods for every class. "$this_is_my_sprite.x = 302" would put the sprite's x location at 302 pixels to the right of the upper-left corner of the screen. "$this_is_my_sprite.bitmap = RPG::Cache.picture('file name here')" would give the Sprite an image. You can call the methods for each class in the usual way, by typing a period and then the name of the method. Now, "$this_is_my_sprite" is a sprite object. You would first create an object somewhere-the easiest way to do this would be to create a global object, which would be permanent.
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So, let's say that you wanted the game to display some kind of graphic. RGSS also contains a few built-in classes that make things easier, like the Sprite class. This can be done by looking around in the "Interpreter" scripts, where the game developer would have originally interacted with the RPG Maker engine through event commands. In this case, what's required is simply to understand how the RPG Maker you are using interprets its information internally. By doing this, you can get the RPG Maker interface to work for you in the most efficient way possible, whether it's through event commands, customized event commands, Ruby script, or what-have-you. Although it can be fun to play around with it, it's best to come up with a plan for what you need, if you truly intend to complete a game. For example, under the Show Text command, you can modify the Show Text "method" (Ruby's equivalent of a "function") to do whatever you want based on what you type in the Show Text window. Because of this, you can even create your own event commands. They can be seen in the Script interface under the name "Interpreter". RGSS is versatile enough to incorporate with event commands, because all event commands are handled by Ruby script behind the scenes.
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Those that don't work are meant for a later edition of Ruby than that which appears in RPG Maker. Because it's standard Ruby, most commands you see online will work. In either RGSS, you can get a general idea of the syntax just by looking up Ruby commands online. I assume that RGSS2 arose in RPG Maker VX, now off the market. RPG Maker XP uses RGSS (Ruby Game Scripting System) and RPG Maker VX Ace uses RGSS3. Hi again, The difference between RGSS and RGSS3 is the RPG Maker program in which they were implemented. 3.) Are the RPG Maker eventing and scripting systems interchangeable? In other words, can they both be used and mixed together in their uses? Or do you have to commit more to one or the other? 4.) Lastly, which would you suggest one focus on for more of the game's programming? (Assuming both can be used mutually) (Most specifically commands/syntax exclusive to the RPG Maker scripting system) I know the basics of Ruby so I understand most of it's logic, but I don't know of it's applications, nor of it potential commands in the RPG Makers engines. 2.) Does anyone know of a list that shows all the RGSS (RGSS3, like I said, I don't know) syntax? In other words, a list of all the commands that can be called/executed through the scripting system and there uses. I figure it has to do with the different versions of RPG Maker. Alright, I feel like I keep asking questions on the forums that have already been answered, but I can't seem to find the answers anyway else, and you guys seem to be awesome at answering my questions! So thanks, now for my questions: 1.) What's the difference between RGSS and RGSS3? Or is there not one? I seem to keep seeing those as though they are both real, and different things.