+++ DYNRPG - THE RM2K3 PLUGIN SDK +++

Posts

author=Essenceblade
Say, Cherry. Do you know if it's possible to remove the number of MP needed to use an ability completely? so it doesn't show "- 0"? Just for an individual skill (field skill). Or does it affect the whole skill database if you remove the parameter?

Put the following code into a onStartup handler:

*reinterpret_cast<int *>(0x4C9440) = 0;
*reinterpret_cast<int *>(0x4C9444) = 0;

Untested, but it should work.

EDIT: Oops, didn't read precisely enough... this removes the parameter altogether... :-/
Is there a compilation of what plugins are finished and available for use?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=Feldschlacht IV
Is there a compilation of what plugins are finished and available for use?
cherry has a list going here:

http://cherrytree.at/cms/lang/en/download/?category=8
Hey Cherry, I think I found a bug in DynRpg. Look:

Without DynRpg:



With DynRpg:



Can you fix this?
Also, it doesn't allow making events/items/characters transparent.. Might be related problem.
Hey, decided to post here about my experience with DYNRPG so far. I love it. I really do. I'm not C++ savvy though, so I doubt I'll be making plugins any time soon. I know it's early stages in development, but I would like to point out something I noticed. I have large swaths of area, probably 50 x 50 tiles and larger where I have events placed that act as water tiles. I do this for the transparency effect. As stated above, transparency of events simply doesn't work anymore with DynRPG. However, on top of that, I'm experiencing severe lag issues in areas where large portions of transparency events are. I never experienced issues like this before and I've been using rm2k3 with maps like this for years.

Just wanted to bring that to your attention. Also, particle plugin is amazing. Hopefully later versions will fix lag issues with that, though they aren't huge issues right now.

Oh, and one more bug I'm not sure was pointed out, when a monster attacks, the window and text will stay longer on screen, which is great and I know is intentional. However, when a character attacks, the skill name will disappear faster than the window. The window lingers a few noticeable moments longer without any text before disappearing. Just a minor aesthetic problem.

Oh, and speaking of aethetics (so much for a short post), I'm so glad the reflect skill is is fixed, but there are severe graphical errors with heros with higher ID numbers. I've noticed the battle animation repeats three times and when a skill is used by a hero with a high ID number the animation will reflect back to the first member of the party but damage is still applied to the original hero who cast the spell.

Not sure if I'm repeating what has already been posted but yeah. Hopefully that's helpful. Sorry for the tl;dr
Nightowl
Remember when I actually used to make games? Me neither.
1577
Can't really wait for an (almost) pixel movement, it will come handy.
Just a suggestion, but in attempting to create a work around for battle algorithms I've created a skill subset called "Combat" that replaces the regular "attack". I can link Combat to an event every time the player uses it but I cannot specify which skill they chose in that subset. This might be a simple plug in but could allow for much more customization within the DBS.

Every time the player selects a skill, the skill's index/ID is written to a variable. (would be nice to choose which variable that is, *hint hint!) This would allow very easily for the creator to set up a conditional event waiting for a skill subset to be chosen, and then use that variable to know exactly which specific skill the player selected.

Essentially opening the door for skill customization; attacks that function with any algorithm the player wants, attacks with special effects like particles, stealing items, analyze, etc

I know there are already ways to emulate skills like steal and analyze, but so far as I know, they are without the ability to target one single monster, or they have crummy looking work arounds for targeting. Identifying a specific skill being used would allow easy targeting.

but you know, it would be useful to be able to store all kinds of information into variables during battle. Monster x and y, monster index numbers, Hero x and y, uh, anything else people can think of. But especially a way to link a monster ID to the 'position' they are in any given battle field, 1 through 8. For example, to know that monster index 0024 is occupying battle position 4. In other words, to be able to use in a conditional branch 'battle positions 1-8' as a say a variable that log monster indexes. Hope that makes sense.

So yeah, another tl;dr, but hopefully this gives plug-in makers some ideas as I think these are the kinds of things really limiting customization of the DBS in rm2k3.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=drenrin2120
Every time the player selects a skill, the skill's index/ID is written to a variable. (would be nice to choose which variable that is, *hint hint!) This would allow very easily for the creator to set up a conditional event waiting for a skill subset to be chosen, and then use that variable to know exactly which specific skill the player selected.

There is a callback when a battler performs an action. You can get at the type of action that is performed (Attack, Skill, etc.) as well as the ID, where applicable (For example, the skill ID).

author=drenrin2120
but you know, it would be useful to be able to store all kinds of information into variables during battle. Monster x and y, monster index numbers, Hero x and y, uh, anything else people can think of. But especially a way to link a monster ID to the 'position' they are in any given battle field, 1 through 8. For example, to know that monster index 0024 is occupying battle position 4. In other words, to be able to use in a conditional branch 'battle positions 1-8' as a say a variable that log monster indexes. Hope that makes sense.
I'm trying to understand your problem statement. I'll define the terminology as follows:

Monster ID: The ID number of the monster in the 'Monster' tab of the database.
Monster Party ID: The index of a monster in-battle, 1-8, because there are eight max monsters.


Monster ID's cannot directly map to a unique Monster Party ID. In other words, if you say "Give me the party ID of my monster with ID 1" -- there could be multiple monsters with Monster ID 1 in your battle.

The reverse makes more sense to me: "Get the Monster ID of the enemy in battle position 3". Something like that is definitely possible and a plugin to accomplish that is trivial to implement.
You understood perfectly what I was trying to say about monster ID and battle position. Sorry, I'm not always the best at expressing ideas.

But I don't understand how this is accomplished without some kind of patch or plug-in? Looking in the battle event options, there are no functions for storing this information in variables. or did I not understand what you were saying about it being trivial? Unless you're saying that it would make more sense to create a plugin that allowed a player to change the algorithm for the regular "attack" option, which I agree. But cherry stated a few pages back there isn't a way to reach those algorithms with the current version of Dynrpg.

Either way, identifying a specific skill a player selects and creating a fork condition based on that isn't currently possible in battle events. But since skill IDs are set in the database, if this information was saved to a variable, that option would then be available to creators. A simple IF variable = skill ID, etc. I agree it seems like a simple thing to do, but it would open up so much customization. Examples: Skills with fire properties melting frozen statuses, skills with obscure algorithms like cutting HP in half, doing damage based on percentage of max hp, or (what I'm trying to do) working around rm2k3's limits to create different regular attack algorithms.
I had an idea for a small program project, not sure if its scope is feasible within the realm of Dyn, but it would be useful for many. It basically would be a program that hooks up to RM, and scans for message commands, to dump all of the game's dialogue into a text dump, so you could see it all at once. Then the other process it would ideally do, is if you make edits in that program, they would reflect live in the RM engine.

Do any of you dyn gurus know if this is just an ambitious project, or outside the realm of Dyn's capabilities?

From what I understand of DYN's functionality, that wouldn't be possible. I mean, maybe you could get a text dump of all messages. And that could be very useful in and of itself. But you're basically asking for a plugin that reads all messages from an outside source, and I don't think THAT is possible.
This is indeed outside the functionality of the SDK itself, since the plugins you make with it runs on callbacks from the RPG_RT, not the editor.

What should be theoretically possible however, would be to modify what the message command does when executed in the game to possible change it's text with that of one provided by the plugin.

This could allow you to write something like
\file[scene00][10]
to read message 10 from a file called scene00.txt, meaning you could edit the textfile instead to make changes appear while playing. Drawback is that you'd have to include this file in the release of the game.
Thank you for bringing the bugs to my attention. I just wrote them onto my todo list (reserved for the next time I am in the mood for spending time with the RPG Maker)!
I wonder if someone can make plugin for Calling Menu Command through event script. This will very useful if you want to make a custom menu system.

Maybe something like this:
If Variable no. 3999 contains the value 1 when "Stop Parallel Events" is called, the "Item menu" will pop up.
If it contains the value 2, the "Skill menu" will pop up.
If it contains the value 3, the "Equip menu" will pop up.
If it contains the value 4, the "Status menu" will pop up.
If it contains any other value, the standard "Stop Parallel Events" command will be executed.
get it? ;)

thnx
Yes, I know this would be useful, but there is no "supported" way to do it with DynRPG (yet).
maybe there is any other ways to do it with DynRPG. But yeah, I hope DynRPG can do this in the future. :D

thnx
Well, would maybe someone like to point me in the right direction for my idea? I think I'm just gonna crack open dynrpg and see if I can implement a simple code that writes skill indexes to a variable.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=drenrin2120
Well, would maybe someone like to point me in the right direction for my idea? I think I'm just gonna crack open dynrpg and see if I can implement a simple code that writes skill indexes to a variable.
DynRPG allows you to make "custom" event commands with the onComment callback. You could do something like this in your standard 2k3 comment:

@getMonsterID 123 4

And perhaps your callback stores the monster database ID of the fourth slot into variable #123 (for this example).