DEALING WITH DISPLAYING MULTIPLE STATUSES [2K3]
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Ok, so it's me again, with yet another question. So for a long time now, like since I STARTED my project, I've been irked at how it's impossible to tell what statuses your party members have when inflicted with more than one. So I come to you, RPGMaker.net, to ask if there's a good way of showing statuses that stack up. Like I don't know...little status symbols above their HP/MP bars/Portrait or something along that line? I'm sure it would require pictures and coding and whatnot (obviously, but probably a lot of coding to make it work right...), but I would like to do SOMETHING to make it more obvious as to when someone has like 4 different statuses on. ^^;;
Wait a bit... I am currently working on a project which will allow people to write plugins for RM2k3 in C++, and displaying status symbols in battle would be very easy with that.
PS: "A bit" is really a bit, because I am just working on the documentation and a few demo plugins, the main work is done (at least I hope so^^).
PS: "A bit" is really a bit, because I am just working on the documentation and a few demo plugins, the main work is done (at least I hope so^^).
author=Cherry
Wait a bit... I am currently working on a project which will allow people to write plugins for RM2k3 in C++, and displaying status symbols in battle would be very easy with that.
PS: "A bit" is really a bit, because I am just working on the documentation and a few demo plugins, the main work is done (at least I hope so^^).
Holy s#%^$t Cherry, that sounds awesome. Mind sharing some of the functionalities, or what we can do with these plugins?
author=Cherry
Wait a bit... I am currently working on a project which will allow people to write plugins for RM2k3 in C++, and displaying status symbols in battle would be very easy with that.
PS: "A bit" is really a bit, because I am just working on the documentation and a few demo plugins, the main work is done (at least I hope so^^).
Oh wow, I was wondering if there were ever going to be a patch or plugin for something like this. I can't wait to see it, Cherry!
author=Largeauthor=CherryHoly s#%^$t Cherry, that sounds awesome. Mind sharing some of the functionalities, or what we can do with these plugins?
Wait a bit... I am currently working on a project which will allow people to write plugins for RM2k3 in C++, and displaying status symbols in battle would be very easy with that.
PS: "A bit" is really a bit, because I am just working on the documentation and a few demo plugins, the main work is done (at least I hope so^^).
http://rpg-maker.cherrytree.at/dynrpg - current status of the documentation, half-done. There will be an official announcement when it is ready.
ZOMG Cherry, I love you so much man lol. That would be so awesome to have.
Also Fallen-Griever, that's actually a very neat way of showing enemy names...though I wonder if that'd be the way of doing so. Do you suggest it at all?
Also Fallen-Griever, that's actually a very neat way of showing enemy names...though I wonder if that'd be the way of doing so. Do you suggest it at all?
author=Xenomic
ZOMG Cherry, I love you so much man lol. That would be so awesome to have.
Also Fallen-Griever, that's actually a very neat way of showing enemy names...though I wonder if that'd be the way of doing so. Do you suggest it at all?
author=Xenomic
ZOMG Cherry, I love you so much man lol. That would be so awesome to have.
Also Fallen-Griever, that's actually a very neat way of showing enemy names...though I wonder if that'd be the way of doing so. Do you suggest it at all?
There is a simple way you can display enemy names. I just added pictures above the enemies head, so I could change the RPG Maker battle system
Edit: Cherry, it sounds like you're making RPG Maker 2003 come back with a bang beyond revolution. If you do this, RPG Maker 2003 will probably be one of the top engines again. It has aged with VP / XP and the new Ace, but I believe with this, it just might bring it over the top and allow RPG Maker 2003 to do things it never was able to do before without a massive amount of programming.
Mmmm....I suppose, though that'd be an awful lot of pictures I'd have to use methinks just for that. @_@
author=Xenomic
Mmmm....I suppose, though that'd be an awful lot of pictures I'd have to use methinks just for that. @_@
What I mean is, the actual monster picture itself has the name and level above its head.
Oh. I probably wouldn't do it that way. And using statuses as the way to display their names wouldn't work either due to how little character space is in there....darn. I COULD use the traditional battle system, but that's bland! >_<
Again, drawing enemy names above their heads would be a very simple thing with DynRPG (at least it would be simple for a programmer like me to create a plugin which does it, which then makes it simple for you to use it). Just be a bit patient. :)
Okay, it is here. The newest of the newest. Official release plus introduction tomorrow, something more also tomorrow...
You can have it and test it now, if you want.
Main page: http://rpg-maker.cherrytree.at/dynrpg
Download this: http://rpg-maker.cherrytree.at/dynrpg/files/dynrpg.rar
And this: http://rpg-maker.cherrytree.at/dynrpg/files/condition_icons.rar
Then patch your game with the dynrpg_patcher.exe from the first download. Then put the condition_icons.dll from the second download into the new DynPlugins folder in your game.
Then open the new DynRPG.ini file in your project and fill it with data like this:
I think you don't need more explanation :)
Result:
For the moment, it assumes that hero battle chars are 48 pixels high. If you use larger ones, it might look ugly... but this will be fixed later.
You can have it and test it now, if you want.
Main page: http://rpg-maker.cherrytree.at/dynrpg
Download this: http://rpg-maker.cherrytree.at/dynrpg/files/dynrpg.rar
And this: http://rpg-maker.cherrytree.at/dynrpg/files/condition_icons.rar
Then patch your game with the dynrpg_patcher.exe from the first download. Then put the condition_icons.dll from the second download into the new DynPlugins folder in your game.
Then open the new DynRPG.ini file in your project and fill it with data like this:
[condition_icons]
Condition2=Picture\poison.png
Condition3=Picture\blind.png
Condition5=Picture\berserk.png
Condition6=Picture\confused.png
Condition7=Picture\sleep.png
I think you don't need more explanation :)
Result:
For the moment, it assumes that hero battle chars are 48 pixels high. If you use larger ones, it might look ugly... but this will be fixed later.
:O
Will give this a test for sure! (Yeah, I use battle animations for my characters, so mine are generally 78 tall, though some do reach 96 sometimes, so there's that. I don't know how easy it'd be to actually make it adjust per character height, if that's even possible). Still, this makes everything so much better (and I can still use the current animations I have for characters will using these too).
I do have one suggestion/idea though, if I may throw it in here. For those that uses the 3rd option (faces with HP/MP bar for characters), is there a way to set the icons to be above the HP/MP bars for the characters? It'd look cleaner there in that option, especially for those that use battle animations, though I'd imagine it'd be pretty hard to do correctly, considering that there's no definite way to determine where a character is in the current party). Thought I'd toss that out there, but still again, do love this idea.
EDIT - Seems the conditions icons page doesn't exist or something o.o?
EDIT #2 - Ah, I see I have to use 1.08 and not 1.09. I don't think I lose anything for doing so so will do that too @_@
EDIT #3 (I swear, this is the last edit!) - So I took a look at the Patch for the DynRPG (what it improved on and what it fixed in terms of bugs). I'm curious if I can't throw ideas your way on that (if you intend on adding more to it or something), since I can definitely think of a couple things off the top of my head that would be nice to fix up...but up to you on that bit (plus that would throw this topic off-topic I think maybe lol...).
Will give this a test for sure! (Yeah, I use battle animations for my characters, so mine are generally 78 tall, though some do reach 96 sometimes, so there's that. I don't know how easy it'd be to actually make it adjust per character height, if that's even possible). Still, this makes everything so much better (and I can still use the current animations I have for characters will using these too).
I do have one suggestion/idea though, if I may throw it in here. For those that uses the 3rd option (faces with HP/MP bar for characters), is there a way to set the icons to be above the HP/MP bars for the characters? It'd look cleaner there in that option, especially for those that use battle animations, though I'd imagine it'd be pretty hard to do correctly, considering that there's no definite way to determine where a character is in the current party). Thought I'd toss that out there, but still again, do love this idea.
EDIT - Seems the conditions icons page doesn't exist or something o.o?
EDIT #2 - Ah, I see I have to use 1.08 and not 1.09. I don't think I lose anything for doing so so will do that too @_@
EDIT #3 (I swear, this is the last edit!) - So I took a look at the Patch for the DynRPG (what it improved on and what it fixed in terms of bugs). I'm curious if I can't throw ideas your way on that (if you intend on adding more to it or something), since I can definitely think of a couple things off the top of my head that would be nice to fix up...but up to you on that bit (plus that would throw this topic off-topic I think maybe lol...).
Well, this is a very very first test. The plugin was mainly meant to be a demonstration (it's explained in the Getting Started section).
Later, I will add more stuff, of course.
@EDIT: Sorry, my fault. Download now.
@EDIT2: Unless you have other patches installed, it's no problem.
@EDIT3: Tell me what you think.
PS: Download the patch again. Automatically installing 1.08 didn't work.
Later, I will add more stuff, of course.
@EDIT: Sorry, my fault. Download now.
@EDIT2: Unless you have other patches installed, it's no problem.
@EDIT3: Tell me what you think.
PS: Download the patch again. Automatically installing 1.08 didn't work.
Hm....the icons didn't pop up for me at all (I tested with Poison and Berserk, which are 2 and 5 in my Conditions tab). I copy/pasted what you put there, but no go it seems. Also tried all 3 of the battle layouts so dunno what's up there. It did only come with a CPP, DEV, and DLL file (no images for them, but I would think that'd be in the DEV file...).
As for those ideas I have, a couple things that I can think off the top of my head that this thing could use, possibly make it so that the max HP for monsters isn't 99999 (that'd give more leniency with making monsters, especially later in the game). The second idea I had...I completely forgot now sadly ;_; If I remember it, or any others, then I'll post about it.
As for those ideas I have, a couple things that I can think off the top of my head that this thing could use, possibly make it so that the max HP for monsters isn't 99999 (that'd give more leniency with making monsters, especially later in the game). The second idea I had...I completely forgot now sadly ;_; If I remember it, or any others, then I'll post about it.
Well, of course you need to have those images you described in the DynRPG.ini file.
You don't need the CPP and DEV files, these are the source code. As explained before you only need to put the DLL into the DynPlugins directory after patching the game.
When the game starts, the DynRPG logo should show.
You also need pictures, of course. In the DynRPG.ini you configure which picture appears on which condition. See the example above.
You don't need the CPP and DEV files, these are the source code. As explained before you only need to put the DLL into the DynPlugins directory after patching the game.
When the game starts, the DynRPG logo should show.
You also need pictures, of course. In the DynRPG.ini you configure which picture appears on which condition. See the example above.
Oh derp. Well I should get around to trying out making images then to use for this to test it out (it'll be my first time actually making Pictures for this thing :o). I figured it was in one of those 2 files so lol...so once I get the pictures made and put them in the Picture folder (or import whatever), then (making sure that the name is the same as in the ini file) it should appear in game I'd assume?
(Yes, I've seen the logo. And I have to say, it's really nice to be able to see when an enemy actually acts, especially with regular attacks...it was kinda hard to tell who was attacking before. I'm assuming that I won't have to toss this over to anyone when I update my game for people to beta test, correct? I'm assuming no because of me patching it with DynRPRG (of course, if I have plug-ins they'll need that I'm assuming)).
I might just borrow some images from the FF series and test those out. Now that this is out, now I should see if I can't get custom pictures for these statuses now lol...I'll probably test it out tomorrow or something whenever I get more time to do so (Photoshop hates me so...), and if nobody tests this out and replies before I get to it, then well...I'll report on how it goes then! I'm just curious as to how many can display at one time...maybe I should test that out seeing as I have like 20 something different statuses that can happen in battle at once...
(Yes, I've seen the logo. And I have to say, it's really nice to be able to see when an enemy actually acts, especially with regular attacks...it was kinda hard to tell who was attacking before. I'm assuming that I won't have to toss this over to anyone when I update my game for people to beta test, correct? I'm assuming no because of me patching it with DynRPRG (of course, if I have plug-ins they'll need that I'm assuming)).
I might just borrow some images from the FF series and test those out. Now that this is out, now I should see if I can't get custom pictures for these statuses now lol...I'll probably test it out tomorrow or something whenever I get more time to do so (Photoshop hates me so...), and if nobody tests this out and replies before I get to it, then well...I'll report on how it goes then! I'm just curious as to how many can display at one time...maybe I should test that out seeing as I have like 20 something different statuses that can happen in battle at once...
You can display as many as you like, it will start looking ugly at some point of course.
For testing you can use the pictures I used: http://share.cherrytree.at/showfile-5331/picture.rar
Your players don't need anything else then the content of your project directory :)
For testing you can use the pictures I used: http://share.cherrytree.at/showfile-5331/picture.rar
Your players don't need anything else then the content of your project directory :)
Aye, that's the thing that makes me worried, since I do have Bad Breath type abilities lol. Though I wonder if it wouldn't be possible to like...rotate through the statuses, like showing Poison first, then it changing to Blind next, then Silence, and then back to Poison etc. That could be a better way than the method I was thinking of for the battle layout I use (and probably would help with the normal ones too for those that uses those). Or if anything, could possibly have it set up to 4 symbols at a time max, and then rotate the symbols accordingly with any additional ones? Of course, I don't know just how far this little thing can go, and it just came out, so maybe I'm going a bit too ahead of myself on that @_@
brb, will test this out real quick then and see what happens (will screenshot this when I get it all done and over with lol...)
brb, will test this out real quick then and see what happens (will screenshot this when I get it all done and over with lol...)
















