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

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author=Beleren
A new question, if i wanna move the skill windows, and message windows in a battle of 2k3 default system, how can do that with DynRpg or RPG maker ultimate? that is possible?

You can, but it's very difficult. There's a ton of posts about it in the german community: http://www.multimediaxis.de/threads/135603-DynRPG-Der-Pluginwunschthread/page8

To start with, open up DynRPG.ini and add:
[QuickPatches]
BottomCommandWindow=4950B6,EB18,4950D0,6A4C6A506A00B9A0000000BA00000000
CommandWindow(y)=4950D7,#160
CommandWindow(x)=4950DC,#0
CommandWindow(height)=4950D3,%80
CommandWindow(width)=4950D1,%78

I believe that moves the command window (Attack, Defend, etc).

If you want to move other stuff in Gauge mode, I found this (google-translated the comments from german):

;// The distance in X between the sets of the hero Facesets
Face(dx)=496AC2,6BC9,496AC4,%80
Face(Far-x)=496ACB,034B14A174DB4C008B008BD6E8F4FF00008BC78B10FF5228508B4714
Face(x)=496AC5,81C1,496AC7,#0

;// The Y position of all facesets
Face(y)=496ABB,#184

;// The distance in X from the left edge of the facesets and the beginning of the HP bar
HPB(Far-x)=496AF6,81C2,496AFC,8BC6
HPB(x)=496AF8,#50

;// The distance in X between the HP bar of Heroes
HPB(dx)=496B00,%80

;// The Y position of all HP bars
HPB(y)=496B08,#184

;// The distance in X from the left edge of the facesets and the HP - digits
HPD(Far-x)=496B29,81C2,496B2F,8BC6,496B5C,81C2,496B62,8BC6,496B8C,81C2,496B92,8BC6,496BB7,81C2,496BBD,8BC6
HPD(x)=496B2B,#40,496B5E,#48,496B8E,#58,496BB9,#64

;// The distance in X between the HP-digits of the heroes
HPD(dx)=496B33,%80,496B66,%80,496B96,%80,496B66,%80

;// The Y position of all HP-digits
HPD(y)=496B3B,#184,496B6E,#184,496B9E,#184,496BC9,#184

;// The distance in X from the left edge of the face sets and the beginning of the MP bar
MPB(Far-x)=496BEE,81C2,496BF4,8BC6,496C34,81C2,496C3A,8BC6
MPB(x)=496BF0,#48,496C36,#48

;// The distance in X between the MP-bar of Heroes
MPB(dx)=496BF8,%80,496C3E,%80

;// The Y position of all MP-bar
MPB(y)=496C02,#200,496C48,#200

;// The distance in X from the left edge of the face sets and the MP - digits
MPD(Far-x)=496C67,81C2,496C6D,8BC6,496C99,81C2,496C9F,8BC6,496CC6,81C2,496CCC,8BC6
MPD(x)=496C69,#48,496C9B,#56,496CC8,#64

;// The distance in X between the MP-digits of the heroes
MPD(dx)=496C71,%80,496CA3,%80,496CD0,%80

;// The Y position of all MP-digits
MPD(y)=496C7B,#200,496CAD,#200,496CDA,#200

;// The distance in X from the left edge of the face sets and the beginning of the ATB gauge
ATB(Far-x)=496D0A,81C2,496D10,8BC6
ATB(x)=496D0C,#50

;// The distance in X between the ATB gauge of Heroes
ATB(dx)=496D14,%80

;// The Y position of all ATB
ATB(y)=496D1F,#216

;// These settings describe the width of the bars. Important for color-fix is to specify the width of -1
HPB(w)=496AE9,%25
MPB(w)=496C27,%25
ATB(w)=496CF3,#25
Bar(w)WidthFix=489CBD,%25
Bar(w)ColorFix=489D1E,%24

DO NOT change any of the 4##### values unless you know what you're changing. Those are the memory addresses. Change the %__ & #__ values next to them to the pixel locations you want to move things to.

More Quick patches in this thread, but it's hard to keep track of:
http://www.multimediaxis.de/threads/104116-Programmwunsch-und-erstellungsthread-2/page100

I couldn't find anything about skill & message windows, but it's probably in those threads somewhere...
Yeah, navigating's tough now. Let me help:

http://www.multimediaxis.de/threads/135603-DynRPG-Der-Pluginwunschthread?p=3143694&viewfull=1#post3143694

The InfoDisloc.ips moves the SkillWindow and the ItemWindow, associated messages and descriptions (only in the gauge layout, though). Configure by changing the blue values in the DynRPG.ini afterwards.

This 'Face(x)' stuff is related to a patch that needs to be present in the DynPatches folder. (Or else the QuickPatches will crash the game)
http://share.cherrytree.at/showfile-12643/visugauge___rpg_rt2k3_v108.ips

This lets you configure the positions of the individual HUD elements of the gauge layout. (like, removing the ATB bars and stuff like that)
I have nothing else to add, but just wanted to say thanks for chiming in bugmenot (and welcome to rmn)! I didn't have an easy answer to the original question.
'sup guys, i'm adressing this question to anyone who knows how to use dynrpg and makes plugin: do you think it's possible to make a plugin that makes monsters (or heroes as well) die when they drop to 0 HP due to poison or stats like that that drain HPs? I know a workaround to make it via battle events, but the thing is i already have like 97/98 event pages in battle so if I can use a plugin to get away with it, it would make things easier for me :P
Open up the DynRPG.ini and add:
[QuickPatches]
PoisonKills=4BF98E,89431485C0751089DA9242E87E06000089DAE8AFD5FDFF2B7B1431C0B07F89437833C989FA8BC3E82AFCFFFF90
Wow, Bugmenot and PepsiOtaku thanks a lot! It's very useful!!

But i can't see the parameter to determinate the position of the text dialog message on a battle, exist that possibility? Because now, the message text is in the top of screen and i like down of screen in the battle.

Thanks for your help!
author=bugmenot
Open up the DynRPG.ini and add:
[QuickPatches]

PoisonKills=4BF98E,89431485C0751089DA9242E87E06000089DAE8AFD5FDFF2B7B14B07F88437833C989FA90


just like that? no need to put patches or plugin?
Yes, this is the actual patch
-allows HP to drop to 0 when a Condition does damage each turn
-kills a Hero if the HP are zero
-adds the usual death animation + sound when the Enemy's HP reach 0

It just requires the more recent versions of DynRPG and the Dynloader (0.17 and upwards)
0.17:
(can't find the patch... is it still compatible with 0.14a?)
http://share.cherrytree.at/showfile-10117/dynloader.dll

0.20: (pre-release, in testing)
http://share.cherrytree.at/showfile-12494/dynrpg.rar
http://share.cherrytree.at/showfile-12644/dynloader.dll


@Beleren
[QuickPatches]
BottomBattleMessage=4C72AB,90B9A0000000
author=bugmenot
Yes, this is the actual patch
-allows HP to drop to 0 when a Condition does damage each turn
-kills a Hero if the HP are zero
-adds the usual death animation + sound when the Enemy's HP reach 0


it works! thanks man :) 'the damage 'tho it's no loger visible for some reason, but at least works :D
Oh, the damage...
Here's a fixed one:

[QuickPatches]
PoisonKills=4BF98E,89431485C0751089DA9242E87E06000089DAE8AFD5FDFF2B7B1431C0B07F89437833C989FA8BC3E82AFCFFFF90


Replace the old one with this. It should work now.
author=bugmenot
Oh, the damage...
Here's a fixed one:

[QuickPatches]
PoisonKills=4BF98E,89431485C0751089DA9242E87E06000089DAE8AFD5FDFF2B7B1431C0B07F89437833C989FA8BC3E82AFCFFFF90


Replace the old one with this. It should work now.


thanks man, i truly appreciate it :) i'll test it ASAP
Wait, um is there a way to make this work for just certain status effects?

I want to keep my Demi/Quarter abilities.

Can you hook this to the second (numerical) one only? As in, percent counts as a percent, and leaves a minimum of hp. The numeric damage actually damages you, and can kill you. Nevermind. It's easy enough to just common event a "If Character is Poisoned, deal 1 lethal damage" or something.
So, I'm still using 0.15 Alpha (because I don't remember how to install any of the patches that I'm using anymore, nor do I recall if I'd have to fix specific things or not), and lately whenever I've been opening 2k9, sometimes I hear a Windows boop sound, then it just boots up vanilla 2k3 instead of 2k9. Any reason as to why this would be??

Or...should I just update to whatever the newest version is? What's new with it compared to 0.15? And does it already have specific patches applied to it (such as the David/Goliath Patch)?
(Don't know where to put this... so I'll just leave it here in this general purpose thread.)

An attempt to enhance performance on event-heavy scripting coupled with large maps and countless events:

AntiLagSwitch
I am trying to check what does some unknown chunk with ID 0x09 in LcfDatabase.
In the Battle Commands dialog editor there is some data but there is a block which it does not look to modify it, however it is stored in RPG_RT.ldb. Is possible to check what does it from DynRPG?

BattleCommands,placement,f,Enum<BattleCommands_Placement>,0x02,0,Integer
BattleCommands,death_handler1,f,Integer,0x04,0,Integer
BattleCommands,row,f,Enum<BattleCommands_RowShown>,0x06,0,Integer
BattleCommands,battle_type,f,Enum<BattleCommands_BattleType>,0x07,0,Integer
BattleCommands,unknown_09,f,Integer,0x09,0,Integer
BattleCommands,commands,f,Array<BattleCommand>,0x0A,,Array - RPG::BattleCommand
BattleCommands,death_handler2,f,Integer,0x0F,0,Integer
BattleCommands,death_event,f,Ref<CommonEvent>,0x10,0,Integer
BattleCommands,window_size,f,Enum<BattleCommands_WindowSize>,0x14,0,Integer
BattleCommands,transparency,f,Enum<BattleCommands_Transparency>,0x18,0,Integer
BattleCommands,teleport,f,Boolean,0x19,False,Integer
BattleCommands,teleport_id,f,Ref<Map>,0x1A,0,Integer
BattleCommands,teleport_x,f,Integer,0x1B,0,Integer
BattleCommands,teleport_y,f,Integer,0x1C,0,Integer
BattleCommands,teleport_face,f,Enum<BattleCommands_Facing>,0x1D,0,Integer
Is possible make movement of mid tile (8x8 px) like star ocean?
Hello everyone! DynRPG is great. I use the Animated Monsters plugin, but I need help. It has 6 default frames, 3 for standard, 1 for death and 2 for hurt. What I really, really need is a 7th frame that will be displayed everytime an enemy performs an action (Attack, Spell, Skill, anything) but it all seems too complex to a newcomer in C++ like me. Would someone kindly help me, please?
Hey, just installed the new Dynrpg - I like the new ips plugin feature.

One issue I've notice though is that if I apply anything like ForceHarmony, the RPG_RT.exe won't load. I had the same problem with RMRecker re-inserting my glyphs and changing my icon, but I managed to work around that with ResHack. But yeah, I can't seem to get ForceHarmony of Disharmony to work with the new DynRPG.

Is there by any chance a DynRPG plugin that would do the same things as Keypatch (ie let me use external programs and write really basic scripts)?
Fixed version:
download BreakLoopFix

When using a <BreakCycle> / <BreakLoop> command the script won't jump to the end of the next loop (when using several loops inside of each other) but exit the current loop how it's supposed to.

Well... my gratitude towards Cherry for pointing out my overly complicated second version.
unfortunately, it's still broken. See my comment in MMX.