New account registration is temporarily disabled.

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

Posts

Indeed, I didn't... Thank you very much! (Btw, my name is not Annemarie, just for the records^^ that's my mother's name. I didn't update the donation button yet even though I have my own PayPal now...)

Your video looks great. That's the default BS, isn't it? HA! I have waited for something like this! Unleashing the power!


(Can I have a demo?)
Some more ideas for this that I just thought of while working on my game:


1) Allowing more Conditional Branches for monsters: I don't know if C++ can do this, but I find it silly that you can't do that many conditional branches for monsters, like for say if they have a status on.

2) Allowing Switch abilities to target one target: I think I mentioned this before, but aside from using the Attack type, you cannot target one enemy ever with an ability with custom coding (Switch abilities don't work this way). Likewise, would be nice to be able to target your own allies with a Command ability (Link to Event doesn't work for this, and there's no way to target your allies manually for abilities or to even attack).

3) Avoiding attacks: This one is another one that I'm irked about. So if a character is KO'd, that character will never be targeted by enemies or by any abilities that doesn't revive or target dead allies. However, it's impossible to copy this (you cannot just copy/paste the Death status as it doesn't do the same thing), so there's no way to set ANY status to where the target will not be attacked if they're under that status (for instance, say I want to have a character with the Exclusion status, and instead of having to custom code the status, I just make the character disappear completely and set No Action. I'd like to be able to not have that character targeted by anything so that the character won't be damaged/healed/buffed/etc.). I'm sure there's a way to replicate this somehow, and would be nice to have as it would make some statuses even more dangerous (that, and having something that does 0 damage regardless to a character with specific statuses. For instance, Invincible or Petrify).


Just some ideas to toss out there for you guys! I know nothing about C++ or Java, so I can't do these myself, but if anyone wants to take a crack at these...might be fun for others to use too!
Certainly possible.

(I hope somebody will do it. I don't have time.)
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
Great work Cherry!

And dragonheartman, that battle system is looking pretty sweet! ;)

I thought of something, it isn't really that important, but it would add some flavour to the looks of some games, is it possible to have the icons we "call" using text shortcuts (i.e.: $a, $b, $c) with colours in the menu and battle menu? 3 Colours would be enough (ignoring the automatic shadow). This probably doesn't work with plugins and needs to be directly changed in the base system (I wouldn't know since my programming knowledge is very limited).

How about combined skills that can use the MP or/and HP (the HP skills are also something on their own) of several party members at the same time?

Yes, Xenomic, Conditional Branches checking the status for monsters and party members would be great, that would allow to make status like "Frozen" that shatters (instant KO) when hit with physical and also a Conditional Branches that checks what magic or elemnt was used on X monster or party member, that way if you use "fire" on a "frozen" character the status wears off.

I was able to do the "frozen" status using the DBS but only the instant KO when hit, and it's way to complicated to do it to various characters, and it's prone to bugs.

That should be possible with the Dynrpg :)
Just wondered that with the DynRPG plug-in, is it possible to get a separate pinned forum where people can submit their plug-ins (sort of like how people submit script topics on other sites)? That way we can easily see what plug-ins are available, possibly have discussions on those topics for any errors or work arounds or compatibility issues?

Or is there currently a place for this and I'm missing it?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Cherry is maintaining a list on his website:

http://cherrytree.at/cms/lang/en/download/?category=8

author=iddalai
And dragonheartman, that battle system is looking pretty sweet! ;)

I thought of something, it isn't really that important, but it would add some flavour to the looks of some games, is it possible to have the icons we "call" using text shortcuts (i.e.: $a, $b, $c) with colours in the menu and battle menu? 3 Colours would be enough (ignoring the automatic shadow). This probably doesn't work with plugins and needs to be directly changed in the base system (I wouldn't know since my programming knowledge is very limited).

How about combined skills that can use the MP or/and HP (the HP skills are also something on their own) of several party members at the same time?

Yes, Xenomic, Conditional Branches checking the status for monsters and party members would be great, that would allow to make status like "Frozen" that shatters (instant KO) when hit with physical and also a Conditional Branches that checks what magic or elemnt was used on X monster or party member, that way if you use "fire" on a "frozen" character the status wears off.

I was able to do the "frozen" status using the DBS but only the instant KO when hit, and it's way to complicated to do it to various characters, and it's prone to bugs.

That should be possible with the Dynrpg :)
Thank you! For the colored icons, currently you can only do so with something like \c[n]$A\c[0] in messages, but you want this to extend beyond to all database entries? I imagine something like that is possible with some updates to DynRPG.

Your video looks great. That's the default BS, isn't it? HA! I have waited for something like this! Unleashing the power!

(Can I have a demo?)
Yes, that's the default BS. I'm glad I found this. It really inspired me to do some of the things I wanted to without resorting to a custom battle system. Re-releasing soon. :)
Thanks, never even saw that list.
Here's another one that I just thought of recently: Changing monster's stats. Outside of abilities, there is literally no way to change a monster's stats in-battle (there's not even an option for it in the battle events).

On top of that, is it possible to have a "true" Reflect status? I'm sure there's a way to do it so that "If X ability has the "Magic" tag, then "Reflect" ability". Same thing goes for a "true" Invisible status (All damage does 0, or to make it even more unique, can go either physical/magical, or elemental/non-elemental).
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
dragonheartman
Thank you! For the colored icons, currently you can only do so with something like \c$A\c in messages, but you want this to extend beyond to all database entries? I imagine something like that is possible with some updates to DynRPG.

Yup, for messages it's possible to give one colour to the icons, but it doesn't work in menus, items or skills. If you make it possible for shortcuts like \c$A\c to be available in menus it still consumes a lot of space characters and thus the items/skills names must be too short. Do you think there is another way around this? Unless you also change the character limit to accommodate this change. This will also change the icons in battle (assuming one uses it on skills/items).

Edit: Oh and one more thing, I tested your "faster atb" plugin, the speed is perfect for the playing characters, and I know that someone else already mentioned that the enemies take too long to cast skills or attack (due to the time it takes for them to "flash"), is it possible to make this "flash" not halt other processes? Because the flash is just right in aesthetic terms, the only drawback is that they only attack or cast a skill after the "flash" and that slows downs the battle flow.

Edit 2: Remembered something else, if we use a status like poison using the DBS then the affected character will receive poison damage everytime an enemy or hero acts, that's just wrong, a turn should be after each enemy and hero acts or after one of the sides acts. And is it possible to use attack magic on the heroes (i.e.: using fire on a hero affected with "frozen" status) or healing magic on enemies?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=iddalai
Yup, for messages it's possible to give one colour to the icons, but it doesn't work in menus, items or skills. If you make it possible for shortcuts like \c$A\c to be available in menus it still consumes a lot of space characters and thus the items/skills names must be too short. Do you think there is another way around this?

Yes and no. The colored icons not rendering is something DynRPG may be able to handle. As far as text limitations inside the rpg maker 2003 editor, I've used the Goliath Patch, which essentially modifies the game editor to make things a lot larger.

Edit: Oh and one more thing, I tested your "faster atb" plugin, the speed is perfect for the playing characters, and I know that someone else already mentioned that the enemies take too long to cast skills or attack (due to the time it takes for them to "flash"), is it possible to make this "flash" not halt other processes? Because the flash is just right in aesthetic terms, the only drawback is that they only attack or cast a skill after the "flash" and that slows downs the battle flow.

Agreed--that is a change made with DynRPG, not my own plugin. According to Cherry this will be fixed in a newer version. I really do like the lengthened skill name though. :)

Edit 2: Remembered something else, if we use a status like poison using the DBS then the affected character will receive poison damage everytime an enemy or hero acts, that's just wrong, a turn should be after each enemy and hero acts or after one of the sides acts. And is it possible to use attack magic on the heroes (i.e.: using fire on a hero affected with "frozen" status) or healing magic on enemies?

For poison, I definitely agree and that's actually pretty easy to do. As far as attack magic on the heroes, I'm not too sure if that's possible for the DBS.
Hmm... seeing this question about Poison, something just occurred to me: is there something like a Bleeding status or a Regen skill? It would work like this:

Bleeding: The HP will start to drop 1 by 1 rapidly (Like 3 HP per second, but in 1 HP decrements), until Bleeding is cured or some time has elapsed.

Regen: This is the Final Fantasy VII type, not the VIII version; meaning that it will act as a "negative Bleeding", increasing the HP in 1 HP increments; VIII version has a small heal gain every few seconds.

Can something like that be done? I'm just wondering...
It looks like a lot of the questions here are posed towards improving the battle system. I think a 'recommended' patch that would enjoy immense popularity would not only fix the bigger bugs in the battle system, but would take the broad and easy to implement suggestions from this topic.

It could even be made into a community thing, where a topic is made concerning the plugin during construction and ideas are thrown in from the community on what to add and not to add. It would be a way to really facilitate organic growth, and even more than one programmer could combine their efforts to do it.
That is an excellent idea. I'm studying C++ in school, and I took a look at some of the examples (Pathfinding and Time track plugins), but I honestly couldn't figure out how to even start. I'd gladly contribute in anyway to the initiative.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
So Large, it sounds like you want time-based regenerative effects rather than turn-based. That's actually fairly easy to implement as well. Every couple frames you can check if an ATB has updated, and if so, add/subtract health from the actors that are affected with the stat effects.

@Feld, there was a battle system patch that cherry posted on his site, the only issue was that it was largely specific to a certain project and wasn't general enough to be of much use (if I recall correctly). DynRPG works best I'm learning with smaller modular patches that just target specific features so users can pick and choose the patches of their liking.

For example, in SU I have the following plugins:

- menu_updater.dll, which updates stats dynamically in the menu (such as max HP) when certain gear is equipped
- animated_monsters.dll, which animates every monster. Even cooler, the poses are stored in a folder based on the monster name, so I have something like /Monster/Green Slime/1.png for the first monster frame. I want to see if I can include additional animations (such as death and maybe even hurt) before I release this.
- threat.dll, which actually handles the new "Focus" System and some of the DBS interface updates. This has bloated out to handle all sorts of DBS tweaks here and there and I wish I'd actually go back and separate some of this out, but for now it is what it is.
- condition_icons.dll is a modification of Cherry's condition icons so the conditions are animated.

Lastly, I've been having more ideas than time, so I haven't been able to rapidly develop all of the ideas for plugins I've come up with, but I thought of another you guys might like: a proper Enter Hero Name command. ;)

I just wish I could actually sit down and do these instead of saying "OH IT'S EASY GUYS"
author=dhm
DynRPG works best I'm learning with smaller modular patches that just target specific features so users can pick and choose the patches of their liking.

This is even better; how about an event where everyone just comes up a modular patch or two; that way;

-Anyone who enters should have time to finish their entry
-The plugin itself gets more awareness and thus more users/people working on it/a bigger presence on the site
-Users can mix and match the resulting patches for your liking.

I still think a great idea is to have a section of RMN's mainsite have a page to this plugin and a list of plugins.
Animated monsters? That actually shounds really cool, as well as the menu updater (god that would be so useful to be able to tell when things change like that!). I'm curious though as to the condition icons you've modified. Do you mean the icons themselves are animated?

Still wondering if it's not possible to set the icons down above the character portraits (in the non-traditional battle system) or even in the menu for traditional (in the status section) and have it loop through the status icons in there (since right now, it's pretty messy as I've stated before having it as it is, since well...it gets really convuluted with all of the icons on screen at once, especially if there's multiple statuses going on at once, and covers up characters that are using battle animations instead of default).


Ah yes...another thing I just remembered. I remember looking at VX/XP (I forget which) and seeing that you could, in fact, have a No EXP status if you so desire (same with elemental and status resistant statuses, which would be SO nice to have in here instead of doing it the way I'm doing it...copying/pasting/editing 2000 items for ONE ability is bad, but doing about 1800 for 2 is even worse....ugh). Would it be possible to do something like that in here? It'd be nice to be able to do something like No EXP/Half EXP/Double EXP/Double Gil type abilities without having to do a CBS...


There was something else I wanted to throw in here for a suggestion, but I forgot...
@Feldschlacht IV
Indeed, most of the stuff I want from the plugin is basically DBS mods. Other aspect doesn't pique my interest as much

@DragonHeartman
That looks really neat. I like how you organized the DBS menu; it's *_*

But yeah, I have no experience in C++, so this stuff is moon for me. Still, just like in the past, I learn mostly from reverse engineering (Rm2k3), so if you release that threat.dll, please do let us know.

Speaking of which, does it function like the RM Patch? I.e. if someone without the patch (in this case plugin) edit your game, (does it revert back to original value ex. david and goliath patch) or... what would happen?


EDIT

To add to your long list of request, here's another one (two):

It always bugs me that to set a skill as "Switch", you'd need to assign it to skill subset (which cause clusterfuck) because it also includes EVERY skill you have in the other subset. This is redundant

And two, is it possible to add (and I am assuming this will be a big pain) "IF" condition when the player use a specific skill (that is also functional as battle skill).

To elaborate, if I recall correctly, setting skill as "Switch" = no targetting. Like in Alter Aila, the only way to do this is via how much MP has been reduced (to determine which skill is used). Not sure how effective it is, but I am assuming it is prone to error if you have MP Degen?

Basically, allowing the editor to activate a condition if a specific skill is used (though kind of impossible methink; due to the huge database). Ex. Arts sparking/learning system in Romancing SaGa Series (use a skill, might learn a better one down the line in battle)

dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
@Xenomic, yes the icons are animated. They can be placed wherever on-screen. By No-Exp you just mean they don't receive EXP after battle? It's possible, but you'd have to allocate EXP after-battle, which actually might be worth doing if you have a custom stat allocation system or are just sick of the broken English post-battle.

I might do one of those post-battle screens where the EXP meters show and fill up (like FF7 or something) but that might be a lot of effort.

EDIT: The patch affects the RPG_RT.exe, and since RM2k3 doesn't alter that file, you can use whatever version of 2k3 and nothing will change.

Your second list:

1. That bugs me about 2k3 also, but since that's a change in the editor. I think the better question would be "for what purpose do you need to use skills with switches and is there a way to implement that functionality easier with DynRPG?"

2. Again, you can do your IF within DynRPG, but then you have to have DynRPG handle that condition. It's actually something simple. For instance, I have a "Defend" skill that recovers 1 MP when used. The code is just this:

if(RPG::Actor::partyMember(index)->action->skillId == 721) { /* defend */
RPG::Actor::partyMember(index)->mp+=1;
}

Skill ID 791 in my DB is the defend skill. I hope that answers your question! :)

EDIT2: Also worth noting, since this is editing your RPG_RT at a lower-level, the execution is faster than traditional scripting and much faster than anything you can do within RM2k3. ;)
Wherever on screen....now THAT I like the sound of. And yes, no exp after battles (much like the Virus status in FFIX).

That sounds nifty too, but don't wear yourself out doing all of these now eh? Twould be bad ^^;


EDIT - Now HERE'S one I didn't think about until now. Would it be possible to DIRECTLY change a skill's damage, variance, MP Cost, accuracy, etc. in the middle of battle without having to have multiple copies of it based on situations?

For instance, let's say we have a skill that has really high damage, but low accuracy (let's say....start of the game, 500 damage but 50% accuracy). Now let's say that there's a status or ability that increases the accuracy of your character's moves (either by a % or solid value), or say that before the fight, you had that character equipped with an accessory or piece of equipment that directly relates to that skill's damage and accuracy.

Dunno if that example is a good example, but hopefully it gets across what I'm trying to say? ^^;