+++ DYNRPG - THE RM2K3 PLUGIN SDK +++
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Is a counter-attack plugin possible? Also, is it possible to determine what row a player is in (backrow vs frontrow)?
Counter-Attack: Basically, yes, however there is no "show battle animation" function yet so showing the animation would be a bit complicated (custom animation based on images or something like that).
Row: No problem, see RPG::Battler::row
Row: No problem, see RPG::Battler::row
Ok, will repatch and see if anything else happens while continuing my LP~ Might even throw some test things in the debug room to test the different commands if needed.
Also, just seeing all of the stuff in here that could possibly be done makes me all jittery with excitement~
Also, just seeing all of the stuff in here that could possibly be done makes me all jittery with excitement~
Well Cherry...I don't know what you did, but ya did a thing.
"Access violation in module "RPG_RT.exe" in with address 004427BF and offset DC7CA100 of type Read occured."
This happens the very moment I load up my game. It doesn't even LOAD the title screen at all (it plays the music). Then error pops up, it goes back to the title screen, rinse and repeat...
"Access violation in module "RPG_RT.exe" in with address 004427BF and offset DC7CA100 of type Read occured."
This happens the very moment I load up my game. It doesn't even LOAD the title screen at all (it plays the music). Then error pops up, it goes back to the title screen, rinse and repeat...
Ummmm!? I'm confused...
So here's what happened. After that crash, I rollbacked my exe file to an older file (which somehow was my 1.09 file). So since you wanted the exe file with the crash, I patched up the game again (had the DynRPG patch it back to 1.08) and was gonna see if it crashed before sending it. Turns out NOW it works fine...I don't get what happened between now and then that caused the game to not crash at the title screen (and it doesn't crash while trying to buy items either...). It's a mystery even to me now...
So here's what happened. After that crash, I rollbacked my exe file to an older file (which somehow was my 1.09 file). So since you wanted the exe file with the crash, I patched up the game again (had the DynRPG patch it back to 1.08) and was gonna see if it crashed before sending it. Turns out NOW it works fine...I don't get what happened between now and then that caused the game to not crash at the title screen (and it doesn't crash while trying to buy items either...). It's a mystery even to me now...
Maybe it happened after updating the patched file from 0.13 to 0.13a, but I don't understand why and unfortunately I don't have the 0.13 patcher anymore so I can't test it...
I knew I should've kept them separate just in case something like this happened. Maybe that was the case, though I have no idea what that error even is. Could you explain what it possibly could've been?
EDIT - Ah yes, thought of another thing. Is there a way to extend how many battle events are in the monster groups tab? Having just 100 is kinda lame....and on that note, is there a way to make it so that you can manually target either enemy or ally with anything? That's also kinda lame you can't just use regular attacks on yourself or healing on the enemy (versatility yo!).
EDIT - Ah yes, thought of another thing. Is there a way to extend how many battle events are in the monster groups tab? Having just 100 is kinda lame....and on that note, is there a way to make it so that you can manually target either enemy or ally with anything? That's also kinda lame you can't just use regular attacks on yourself or healing on the enemy (versatility yo!).
If we add some manual targeting mechanism, we could...
About battle events: You can put them together and use conditional branches for many things...
About battle events: You can put them together and use conditional branches for many things...
Could, except not sure on SOME things (for instance, when a character is equipped with something and it activates upon death. I don't think you can put all of that in a conditional branch, can you? Especially since it has to activate upon that character's death...or for when a character is inflicted with a status and there's a custom script for that @_@).
Hm, yes I see... But MAYBE your Problems will go away soon because I am planning a plugin which allows battle events to run similar to a parallel process...
Interesting....oh yes, before I head to bed I forgot to ask this earlier (which we talked about earlier). That being about the game over problem where having a party full of dead characters instantly results in a Game Over (which is why I brought up that "activation upon death" thing, even though either which way, both ways would be stopped by this...). Dunno if that would bug the game up massively or not though soooo.....
Yes I am also thinking about some way to solve this... I thought about waiting 1 frame before the actual Game Over happens so that plugins have time to revive actors.
EDIT: I've fixed the 0.13a bug now. If anybody else has the same problem, patching the new 0.13b over 0.13a solves the problem.
EDIT: I've fixed the 0.13a bug now. If anybody else has the same problem, patching the new 0.13b over 0.13a solves the problem.
So I've thought about some useful patches that could be made. Are any of these possible? How would I go about it?
Hide Character Level: Hides a character's level from the player. So for example, let's say you're playing the game as a one time "powerful" character, but you don't really want the player to see what level they are. You can prevent them from opening the main menu, but they could still see it in the save menu. So something that would make a character's level turn into two question marks or something.
Activate Input Key During Battle: This would allow for some really nifty battle mechanics, I think. Like a Legend of Legaia/Xenogears command prompt system that allows for player to enter a combination of keys to give different attacks; or press a key when someone's "limit break" bar is full to unleash an attack.
Sort Item Function: Pretty self-explanatory. Would be nice for doofuses like me who have already f-ed up their inventory organization beyond repair. It might be easier to implement to just have item or similar type sorted together in alphabetical order or something. Or, even better, sort in a way where certain important items show up first, regardless of how they are organized in the item database.
Increase Monster Maximum: Allow for more than eight monsters in one battle.
Increase Max Battle Commands: Allow for more commands in battle.
Hide Character Level: Hides a character's level from the player. So for example, let's say you're playing the game as a one time "powerful" character, but you don't really want the player to see what level they are. You can prevent them from opening the main menu, but they could still see it in the save menu. So something that would make a character's level turn into two question marks or something.
Activate Input Key During Battle: This would allow for some really nifty battle mechanics, I think. Like a Legend of Legaia/Xenogears command prompt system that allows for player to enter a combination of keys to give different attacks; or press a key when someone's "limit break" bar is full to unleash an attack.
Sort Item Function: Pretty self-explanatory. Would be nice for doofuses like me who have already f-ed up their inventory organization beyond repair. It might be easier to implement to just have item or similar type sorted together in alphabetical order or something. Or, even better, sort in a way where certain important items show up first, regardless of how they are organized in the item database.
Increase Monster Maximum: Allow for more than eight monsters in one battle.
Increase Max Battle Commands: Allow for more commands in battle.
Well, actually the items menu of rpg maker 2000/2003 its the most simple item menu ever made lol, things that not have:
-No option for sort anything
-Without icon support for items
-It doesn't have any feature to sort items manually like pokemon games (with select)
-128 items max and not editable the number
-99 item max for each (well, cherry made a patch :p)
Nicob
8 monster max is a good value, maybe I prefered support for make things like when a boss dead, it show a animation shaking/and dissapear showing lines like FF6/Lufia 2
-No option for sort anything
-Without icon support for items
-It doesn't have any feature to sort items manually like pokemon games (with select)
-128 items max and not editable the number
-99 item max for each (well, cherry made a patch :p)
Nicob
8 monster max is a good value, maybe I prefered support for make things like when a boss dead, it show a animation shaking/and dissapear showing lines like FF6/Lufia 2
Oh man, Item Sort would be so nice to have...
Those are nice ideas though. I had some more to add to this, but I forgot them now :s
Those are nice ideas though. I had some more to add to this, but I forgot them now :s
Sweet ideas. What I was hoping for was a battle system interface with the face graphics of characters which change upon their condition. So if they were at low HP. a Graphic with a sort of pained look showed up.
The reason I want it is because I don't like the "Gauge" look interface. I prefer the Traditional one. So combining the two would be very nice.
The reason I want it is because I don't like the "Gauge" look interface. I prefer the Traditional one. So combining the two would be very nice.
author=Essenceblade
Sweet ideas. What I was hoping for was a battle system interface with the face graphics of characters which change upon their condition. So if they were at low HP. a Graphic with a sort of pained look showed up.
The reason I want it is because I don't like the "Gauge" look interface. I prefer the Traditional one. So combining the two would be very nice.
I think you can actually do that with the current set up of 2k3. I've seen it done by Neok in the first Alter AILA game. I think you have to be constantly checking a character's max health with his current and taking the difference. Should the difference exceed some certain factor, you switch the face sets.
EDIT: Sorry, I was referring only to the low HP one only, although other status effects may work too, if you call a common event in battle and use the conditional branch for status effects.


















