+++ DYNRPG - THE RM2K3 PLUGIN SDK +++
Posts
You can do this without a plugin (same hassle). Check for the specific item having a variable more than one, remove it, after battle, check whether an item has greater/equal than 1 and re-add. Literally thousands of lines of code, checking every item that might appear.
Never did get my answer.
This is what I'm working up but I can't build stuff because of the DynPtr not being recongized by my computer. But I guess it's okay. If I can have someone help check/build these files, and send them to me, this would be great. Currently, I'm getting 28-30 errors, most of which are something about DPtr not recognized.
Update: Thanks, Aubrey! You saved me alot of stuff. It works now.
Never did get my answer.
This is what I'm working up but I can't build stuff because of the DynPtr not being recongized by my computer. But I guess it's okay. If I can have someone help check/build these files, and send them to me, this would be great. Currently, I'm getting 28-30 errors, most of which are something about DPtr not recognized.
Update: Thanks, Aubrey! You saved me alot of stuff. It works now.
Anyone know how to use the Monster Scale and EXP Plus plugins? And/or whether or not the RPS plugin ever got fixed or some of the stuff from that was done elsewhere without any fatal crashes?? Would like to be able to utilize the EXP, Money, and Item Drop rate changes in the first two plugins, and some of the other stuff from RPS such as the ATB manipulation tools and whatnot. ^^;
I wasn't even aware that such plugins existed. As far as I'm concerned, it's easy enough to program out-of-battle awards.
Just make a BattleON and BattleOFF call event. Because of the way battles work (Switch-based parallel events don't activate, meaning you can delay something to happen when the battle is over). See my Common Events 379 & 380 on Oracle of Tao for a general idea, it's entirely too much stuff to type it out. Basically, you call the Common Event: BattleON during Turn 0x of monster party, which resets anything from between battles and turns switch BattleON on. Then make a BattleON is on parallel-process, include any common events like item award or exp award textboxes, then shut off BattleON switch to kill awards so you don't keep getting stuff.
Just make a BattleON and BattleOFF call event. Because of the way battles work (Switch-based parallel events don't activate, meaning you can delay something to happen when the battle is over). See my Common Events 379 & 380 on Oracle of Tao for a general idea, it's entirely too much stuff to type it out. Basically, you call the Common Event: BattleON during Turn 0x of monster party, which resets anything from between battles and turns switch BattleON on. Then make a BattleON is on parallel-process, include any common events like item award or exp award textboxes, then shut off BattleON switch to kill awards so you don't keep getting stuff.
author=TheBlastedHeath
I swear, I would pay somebody to make an 8-direction pixel movement script!
This is easily doable in RM2K3 already.
Personal message me and I will explain.
author=Giznadsauthor=TheBlastedHeathThis is easily doable in RM2K3 already.
I swear, I would pay somebody to make an 8-direction pixel movement script!
Personal message me and I will explain.
If you mean by using pictures and X/Y coordinates then yes but seriously not recommended... I think he's referring to an actual script that converts the default script from moving in a grid to 1x1 movements. Just because you set your player graphic to a transparent one, use the picture method for pixel movement it's not really pixel movement as that object is still moving by 16x16 increments.
Yes Rukiri, that's exactly what I mean — something plug and play, an actual script. Something that's akin to the "Khas Pixel Movement" script for Ace.
I started using Ace, actually, because RM2k3 was just too limited, and would never be able to do more advanced things like pixel movement (or so I thought!). If it's now possible on RM2k3 I would gladly switch back, since I believe RM2k and Rm2k3 were far more stable and reliable systems.
And I'm serious about paying somebody! I don't know what the going rate is for such things, and I'm not rich, but I can offer what I believe is a decent amount at least. It would be worth it just to see something I thought was impossible become reality!
Another thing I would willing to pay for, though not as much obviously, would be to see the "Dyn Char Expand" patch become compatible with the "Dyn Mode Seven" plugin.
I started using Ace, actually, because RM2k3 was just too limited, and would never be able to do more advanced things like pixel movement (or so I thought!). If it's now possible on RM2k3 I would gladly switch back, since I believe RM2k and Rm2k3 were far more stable and reliable systems.
And I'm serious about paying somebody! I don't know what the going rate is for such things, and I'm not rich, but I can offer what I believe is a decent amount at least. It would be worth it just to see something I thought was impossible become reality!
Another thing I would willing to pay for, though not as much obviously, would be to see the "Dyn Char Expand" patch become compatible with the "Dyn Mode Seven" plugin.
author=Rukiri
If you mean by using pictures and X/Y coordinates then yes but seriously not recommended... I think he's referring to an actual script that converts the default script from moving in a grid to 1x1 movements. Just because you set your player graphic to a transparent one, use the picture method for pixel movement it's not really pixel movement as that object is still moving by 16x16 increments.
author=TheBlastedHeath
Yes Rukiri, that's exactly what I mean — something plug and play, an actual script. Something that's akin to the "Khas Pixel Movement" script for Ace.
I started using Ace, actually, because RM2k3 was just too limited, and would never be able to do more advanced things like pixel movement (or so I thought!). If it's now possible on RM2k3 I would gladly switch back, since I believe RM2k and Rm2k3 were far more stable and reliable systems.
And I'm serious about paying somebody! I don't know what the going rate is for such things, and I'm not rich, but I can offer what I believe is a decent amount at least. It would be worth it just to see something I thought was impossible become reality!
Another thing I would willing to pay for, though not as much obviously, would be to see the "Dyn Char Expand" patch become compatible with the "Dyn Mode Seven" plugin.
So... Pixel movement is a bit more difficult and would require a shit-ton of work to incorporate. Kazesui put out a tech demo, and a tutorial on how to do this a while back, here https://rpgmaker.net/tutorials/498/
and it did require using pictures, and a heap of coding. Not really worth the headache.
As for a dyn script, I'm not sure if there's a way to do that. Sorry, I must have completely skipped over the "pixel" part when I read the original comment. However, plain old 8-directional movement is possible and I use it in my game. Best of luck!
author=Giznadsauthor=Rukiri
If you mean by using pictures and X/Y coordinates then yes but seriously not recommended... I think he's referring to an actual script that converts the default script from moving in a grid to 1x1 movements. Just because you set your player graphic to a transparent one, use the picture method for pixel movement it's not really pixel movement as that object is still moving by 16x16 increments.author=TheBlastedHeath
Yes Rukiri, that's exactly what I mean — something plug and play, an actual script. Something that's akin to the "Khas Pixel Movement" script for Ace.
I started using Ace, actually, because RM2k3 was just too limited, and would never be able to do more advanced things like pixel movement (or so I thought!). If it's now possible on RM2k3 I would gladly switch back, since I believe RM2k and Rm2k3 were far more stable and reliable systems.
And I'm serious about paying somebody! I don't know what the going rate is for such things, and I'm not rich, but I can offer what I believe is a decent amount at least. It would be worth it just to see something I thought was impossible become reality!
Another thing I would willing to pay for, though not as much obviously, would be to see the "Dyn Char Expand" patch become compatible with the "Dyn Mode Seven" plugin.
So... Pixel movement is a bit more difficult and would require a shit-ton of work to incorporate. Kazesui put out a tech demo, and a tutorial on how to do this a while back, here https://rpgmaker.net/tutorials/498/
and it did require using pictures, and a heap of coding. Not really worth the headache.
As for a dyn script, I'm not sure if there's a way to do that. Sorry, I must have completely skipped over the "pixel" part when I read the original comment. However, plain old 8-directional movement is possible and I use it in my game. Best of luck!
For Dynrpg exit a plugin for the pixel movement/8 direction but this plugin is incomlplete and very old.
http://www.rpg-maker.fr/index.php?page=forum&id=20655
Giznads, thanks for the link to the tutorial. It looks rather difficult, as you mentioned, but it may be worth the effort to try at least, if a Dynrpg plugin is not feasible. I never even knew about this form of pixel movement on rm2k3, and it seems it's been out for quite some time now. I appreciate you bringing it to my attention.
kaine870, thanks for the link but it doesn't appear to be working for me. It gives me a "404 Error" on the "www.rpg-maker.fr" web page, and a quick search yielded no results. It's fine though, since an incomplete form of the plugin wouldn't be worth much anyway. I would have no idea how to finish the coding myself or if that's even possible with somebody else's work. Appreciate your time.
kaine870, thanks for the link but it doesn't appear to be working for me. It gives me a "404 Error" on the "www.rpg-maker.fr" web page, and a quick search yielded no results. It's fine though, since an incomplete form of the plugin wouldn't be worth much anyway. I would have no idea how to finish the coding myself or if that's even possible with somebody else's work. Appreciate your time.
author=TheBlastedHeath
Giznads, thanks for the link to the tutorial. It looks rather difficult, as you mentioned, but it may be worth the effort to try at least, if a Dynrpg plugin is not feasible. I never even knew about this form of pixel movement on rm2k3, and it seems it's been out for quite some time now. I appreciate you bringing it to my attention.
Mate, if it's pixel movement you want, you might be best moving to an entirely different engine. Just my humble opinion.
Check out godot engine here, https://rpgmaker.net/engines/godot/
Roach714 recently moved his project, kingdoms of the dump, from rm2k3 to this engine. https://rpgmaker.net/games/9605/
I've seriously thought about moving to this engine, I just have so mcuh of my project invested into RM2k3 now... :/
author=Giznadsauthor=TheBlastedHeathMate, if it's pixel movement you want, you might be best moving to an entirely different engine. Just my humble opinion.
Giznads, thanks for the link to the tutorial. It looks rather difficult, as you mentioned, but it may be worth the effort to try at least, if a Dynrpg plugin is not feasible. I never even knew about this form of pixel movement on rm2k3, and it seems it's been out for quite some time now. I appreciate you bringing it to my attention.
Check out godot engine here, https://rpgmaker.net/engines/godot/
Roach714 recently moved his project, kingdoms of the dump, from rm2k3 to this engine. https://rpgmaker.net/games/9605/
I've seriously thought about moving to this engine, I just have so mcuh of my project invested into RM2k3 now... :/
Coding may not be his thing though, Visual Scripting is decent but I'd give it a few more versions to mature. Also, C# is a bit sketchy right now but supposed to be sorted by 3.1, there is however a pretty good RPG Made with Godot but it's hard to say if it was updated to the 3x branch or still using 2.1
I'd actually recommend Unity with the Bolt Visual Scripting add on granted it will cost $70 or $56 if you subscribe to unity($35/mo). There is also Pixel Game Maker MV, but it's in early access and it's up to you if you want to deal with demo software at this time.
Thank you guys for the suggestions. I may just stick with Vx Ace for now, since I too have so much invested already in an Ace project. I just thought it may be worth it to switch back to Rm2k3, since it's a system I'm already familiar with and miss the simplicity of. However, if I ever finish this project I will certainly plan on broadening my horizons for the next!
Any plugin or way around not being able to show a variable amount in skill descriptions? I'm storing the amount of certain items held in a variable, and It'd be nice to be able to be able to show EX: "Grenades \V{0094}" withing the skill description chosen.
I'm using an ammo type system in my game, and it'd be nice to be able to just show a variable amount stored within the skill description.
I included a picture to be more thorough.

I'm using an ammo type system in my game, and it'd be nice to be able to just show a variable amount stored within the skill description.
I included a picture to be more thorough.

Been wanting that for awhile (along an IfMonsterHasCondition plugin). Dunno how to make either, nobody wants to do it for me.
Getting the name or description to interpret special tokens the way the Message command does seems difficult if not impossible to do in DynRPG to me. For those with enough know-how to poke around in the hex code of the program and make patches, it might be as simple as changing a single value, telling it to call the same text parser as Message or something, though that's purely speculation.
What would not be very hard to do in DynRPG is make a comment command to change an Item's name, description, or anything else about it, and yes, you could use variable values in that comment command. The downside is you would need to call the comment command every time the description needs to be updated, which would be difficult if the item is usable outside of combat. I started a plugin called DynDataAccess which is an open project specifically for such simple read/write comment commands. I was hoping it would help some folks get started on making DynRPG plugins, so I'd be pleased if you'd at least take a shot at expanding it yourself before asking me to do it. ;)
Comment commands to check or set monster conditions would also be a good addition to DynDataAccess.
What would not be very hard to do in DynRPG is make a comment command to change an Item's name, description, or anything else about it, and yes, you could use variable values in that comment command. The downside is you would need to call the comment command every time the description needs to be updated, which would be difficult if the item is usable outside of combat. I started a plugin called DynDataAccess which is an open project specifically for such simple read/write comment commands. I was hoping it would help some folks get started on making DynRPG plugins, so I'd be pleased if you'd at least take a shot at expanding it yourself before asking me to do it. ;)
Comment commands to check or set monster conditions would also be a good addition to DynDataAccess.
@AubreyTheBard
Thanks Aubrey! For what it's worth, I didn't expect anyone to make anything for me. Just wondering if anyone had any knowledge of an existing plug, or maybe something I was doing wrong. Really just looking for any knowledge to to share at all, and you did exactly that so, again, thanks much, my dude.
Makes since, seems like you'd have to edit the RM2k3 engine itself to get the results I'm looking for. I have a work around already, as kind of shown in the picture itself. I'll just be making multiple skills that will eventually deplete after each use. It will just take some time and patience to code. :D Really no big deal.
Again, thanks for your time bulma and aubrey.
Thanks Aubrey! For what it's worth, I didn't expect anyone to make anything for me. Just wondering if anyone had any knowledge of an existing plug, or maybe something I was doing wrong. Really just looking for any knowledge to to share at all, and you did exactly that so, again, thanks much, my dude.
Makes since, seems like you'd have to edit the RM2k3 engine itself to get the results I'm looking for. I have a work around already, as kind of shown in the picture itself. I'll just be making multiple skills that will eventually deplete after each use. It will just take some time and patience to code. :D Really no big deal.
Again, thanks for your time bulma and aubrey.
author=AubreyTheBard
Getting the name or description to interpret special tokens the way the Message command does seems difficult if not impossible to do in DynRPG to me. For those with enough know-how to poke around in the hex code of the program and make patches, it might be as simple as changing a single value, telling it to call the same text parser as Message or something, though that's purely speculation.
What would not be very hard to do in DynRPG is make a comment command to change an Item's name, description, or anything else about it, and yes, you could use variable values in that comment command. The downside is you would need to call the comment command every time the description needs to be updated, which would be difficult if the item is usable outside of combat. I started a plugin called DynDataAccess which is an open project specifically for such simple read/write comment commands. I was hoping it would help some folks get started on making DynRPG plugins, so I'd be pleased if you'd at least take a shot at expanding it yourself before asking me to do it. ;)
Comment commands to check or set monster conditions would also be a good addition to DynDataAccess.
You can already set monster conditions. Or do you mean setting them to variable?
Ideally, kinda a check this monster #, for that condition #, then turn on/off a switch (depending on the command). I think I tried doing this, but something went wrong at it said something about a sharing violation (essentially it didn't like that it was using battle information in the wrong place, I think, or I just did it wrong). This was before I had issues with CodeBlocks.
Typically, if you want to change the way the menus themselves behave, a plugin wouldn't cut it. The patches usually are powerful enough (given that other plugins have enabled pictures inside battle, disabled the title menu screen, or disabled the auto-battle mode).
Btw, is there a plugin that can change defense behavior? Something like... using a random number generator that uses attack power (1/4 attack to attack value) and then rather than subtracting defense, if attack is 2x defense multiply attack x 2, if attack is close to defense, the above random number, and if defense is 2x attack, divide by 2.
That or some kind of "increase based on level" thing with skills (using variance level x number).
author=bulmabriefs144
You can already set monster conditions. Or do you mean setting them to variable?
Ideally, kinda a check this monster #, for that condition #, then turn on/off a switch (depending on the command). I think I tried doing this, but something went wrong at it said something about a sharing violation (essentially it didn't like that it was using battle information in the wrong place, I think, or I just did it wrong). This was before I had issues with CodeBlocks.
What I was referring to is a set of comment commands that can copy the data about monster conditions (specifically how many turns they've been under a condition, since that's how it's held internally) and put it into an RM2K3 variable, or vice-versa. There might be some snafus with trying to shove a value into the monster-conditions data, but it can hardly hurt anything to copy it out into an RM2K3 variable, and from there you can do if-checks using the variable.

















