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

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Is it possible to change the attribute resistances directly in events using DynRPG?

EDIT: Thanks for the answer, here's a quote of the question from the last page, so it won't get missed:

author=gadesx
I wanna make a question,
there is possible make a way of use teleports without re-start all the events position?
when you use a teleport from map A to B, all the events position and other values
are set as default,
if you teleport from map A to A there is no "reset position" of all the events.

I don't know if there is a cache or something,
author=Cage
Is it possible to change the attribute resistances directly in events using DynRPG?


Unfortunately, no. There's no control over attributes yet.
hi guys. I wanted to know if it is possible to modify the pathfinder plugin created by anti-freak to consider a given terrain id (3) as impassable. In my project there are holes in the ground and you can fall for it. I dont want the npcs pass over them when moving with the pathfinder. I haven't much idea of c++, I could modify any plugin to fit what I want, but looking at this I do not get clarify. Thanks and sorry if my English is not correct :).
I don't remember the exact inner workings of the pathfinding plugin, but here's something you can try outside that of modifying the plugin.

Make a bunch of "same layer as hero" events, at some unreachable point of the map, where they do no harm. Leave them without graphics or code.
Now, right before calling the pathfinding plugin command (or however it's triggered),
use the "change event location" such that all the invisible "same layer as hero" events are on the holes. Right after the command you use change event location to move them away again. Make sure there is no wait commands in between.

This "might" work, if the plugin does a one time computation of the shortest path.
author=Kazesui
I don't remember the exact inner workings of the pathfinding plugin, but here's something you can try outside that of modifying the plugin.

Make a bunch of "same layer as hero" events, at some unreachable point of the map, where they do no harm. Leave them without graphics or code.
Now, right before calling the pathfinding plugin command (or however it's triggered),
use the "change event location" such that all the invisible "same layer as hero" events are on the holes. Right after the command you use change event location to move them away again. Make sure there is no wait commands in between.

This "might" work, if the plugin does a one time computation of the shortest path.

A slight variation on this. Instead of using same layer as hero events, make them below hero but check off "don't allow events to pass" or whatever it's called. That way those events won't block the hero from being able to fall down the holes if that is their purpose.

One thing though, the pathfinder plugin will recognize when a path is blocked and avoid it. How will either of these solutions handle that? It might see the path as walkable, but hit a wall and not attempt to find another way around. Maybe my suggestion won't work because of this.

I'm sure there's a way to make it work in some way.
Hi

I found a problem/bug in the DynRPG plugin "Pathfinder".

If you set an event to be activated under player contact/all contact, and then walk with the pathfinder to a point near that event, then the event will not play. Even if you have stepped on it!

Can anyone fix this? :( Is there anyway to 'bypass' that bug?

It will only work if you stop on that event, but not if you walk over it. 

I've tried to use events to block the way in same layer of hero and below hero check off "don't allow events to pass", and can work only for this, but the problem is that my game is action rpg and has weapons like bow and boomerang, and these can not pass over the holes using this method.

The method of kazesui work, I tested with events in the layer of the hero in each hole with a switch that active every time I use the pathfinder and apparently takes so little that does not interfere with the weapons and calculates the route without going through them. To reduce work I tried to use the change tile command to change the hole tile by other tile whith same graphic but movement blocked and also works well, but I imagine it will give much lag when moving has many enemies at once.

The bug of the events in player contact is not the pathfinder, because if you use the move character command and this goes for any event so not activated. I've only been solved using coordinates, checking when the hero is on the tile in question and activating whatever you want to activate. This works well when the movement is by pathfinder too.
Thanks
Hmmm that would be an idea... a feature to trigger an event even though the player didn't do the actual action.
There is a strange thing in 2k3 using dynrpg.

Event priority: as hero
Transparent on
result: no transparent

Event priority: below hero
Transparent on
result: transparent, works fine

Known bug, with transparency in general. The transparency changes depending on the Y position of the event on the screen.

Is already fixed (on my computer), will be released soon.
author=Cherry
Known bug, with transparency in general. The transparency changes depending on the Y position of the event on the screen.

Is already fixed (on my computer), will be released soon.
Ah right. I believe you would have been able to do that by going to the project folder, deleting the rpg rt executable and then removing the ".bak" extension of the other rpg_rt executable. I assume it's a backup of the original exe prior to patching it with dynrpg (or whatever cherry patch was used).
Yes, the DynRPG patcher creates those .bak files for you, so you can uninstall DynRPG.

@Allen Hunter: Keep an eye open for the release which I have planned. Many bugs are fixed there.
Is there any way to alter the base statistics of battlers (meaning party members and enemies) during a battle? For that matter, is there any way to alter the base statistics of monsters in general? I mean by all of this with DynRPG.
Technically yes, for almost everything is a way, but no supported way yet. (Means: If you can reverse engineer the monster class and get the right method to access the monsters in DB, you can theoretically do it.)
Technically yes, for almost everything is a way, but no supported way yet. (Means: If you can reverse engineer the monster class and get the right method to access the monsters in DB, you can theoretically do it.)
Version 0.20 with a few new features, but most importantly a pile of bugfixes, would be ready... who would like to test it for me before I release it?
http://share.cherrytree.at/showfile-12494/dynrpg.rar
Please just read the changelog in dynrpg.chm.