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

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author=PepsiOtaku
I updated the added functions that use asm volatile, and they should hopefully be more stable:


-_^;

You do understand what the term volatile means, right? Just checking.

Is there support for this on onComment? Ideally, I'd like to do away with the current custom save system, and simply tell the engine to save to this file if I clicked that choice.
Maybe I'm just stupid, and it could very well be the case, but with the ResistControlBug patch (the one that allows us to manually change elemental/status resistances), do I...like, put the variables in comment form in battle events/common events or something?? I'm assuming that's how it works, yes? A quick example might help me out since I'm not getting it through my head at the moment. Might be because it's late at night or something, or I just don't plain understand (when I've understood more complex things...). @_@;

Also, is the EXPlus+ thing only applicable when it's patched into the game itself or can it be dumped into the DynPlugins folder? I'm assuming not as they're IPS files and not DLL files. I'm assuming it's the same for the ShopEconomy and MonSca files too, yes? Or CAN DynRPG just read IPS files in the patch folders and I just never knew this??


EDIT - Last thing to ask, is there an easier way to see what all has been made in this topic/overall for DynRPG in terms of plugins/patches? Twould help tremendously instead of having to trudge through 60 pages to find stuff or look around the forums ha. I could've sworn some of these patches were hosted directly on this site too...
DynRPG v0.20 can read IPS files dumped into the DynPatches (not DynPlugins) folder.
author=Xenomic
EDIT - Last thing to ask, is there an easier way to see what all has been made in this topic/overall for DynRPG in terms of plugins/patches? Twould help tremendously instead of having to trudge through 60 pages to find stuff or look around the forums ha. I could've sworn some of these patches were hosted directly on this site too...

Ultimately, someone has to maintain a list like that. I moved all of my plugin updates to GitHub because it's simply easier to manage. I update a plugin, update the readme, update the source, click a few things in GitHub's desktop app, and voila. The world can see it. You can see version differences easily (click on 10 "commits"), look at individual files before downloading, and view the readme.
https://github.com/PepsiOtaku/DynRPG

Before, I had to update a plugin, etc. Pack it into a rar file, submit a plugin to rmn, copy the contents of the readme to the body text, format said text for the site, add the rar file & submit, but then you had to basically do that every time the plugin gets updated (which gets tiresome real quick when you have like 30 plugins).

I simply don't have the time to manage a huge plugin list when I'm already managing the current DynRPG source, numerous plugins, my game, and other side-projects (in addition to working 40 hrs a week). You're welcome to manage a list like that if you want though... I'd definitely be glad to advise.
author=Xenomic
is there an easier way to see what all has been made in this topic/overall for DynRPG in terms of plugins/patches?

Here's a butt-ton on DYN plugins and patches compiled to a list, posted by bugmenot.
http://www.multimediaxis.de/threads/104116-Programmwunsch-und-erstellungsthread-2?p=3162125&viewfull=1#post3162125

author=Xenomic
EDIT - Last thing to ask, is there an easier way to see what all has been made in this topic/overall for DynRPG in terms of plugins/patches? Twould help tremendously instead of having to trudge through 60 pages to find stuff or look around the forums ha. I could've sworn some of these patches were hosted directly on this site too...


For the stuff that's hosted on RMN, hover over the DEVELOPMENT button on the navigation bar near the top of the site, then click on Utilities/Plugins. To narrow it down to DynRPG stuff (with maybe a few other odds and ends), click on RPG Tsukuru 2003 in the Filter by Engine list on the right.
Alright, got it. Now the question is, where is the latest DynRPG version? I don't know if this is right, but my Dynloader.dll states it's a 0.1.3.0 version, which I'm assuming is what I need to replace in order to get 0.20 (only reason I'm assuming this is because I tried to use the new Provoke plugin and it said it wasn't compatible so yeah).


EDIT - Nevermind found it, but for some reason I can't run Test Mode with it??? Actually, I can't seem to run the game at all, whether it be Test Mode in Monster Groups or not D:

EDIT #2 - I tried it with Task Manager open, and I see RPG_RT.exe start up, but it goes away without even popping up the DynRPG logo (it does the Go Wild textbox though). Why can't I run my game now!?

EDIT #3 - Ok, I think I got this to work...maybe. The game runs fine now, and the Dynloader.dll is 0.2.0.0. However...I am still getting a crash with the Provoke skill whenever an enemy uses a Self skill. If you're wondering what I'm meaning here, Pepsi, put on a skill on a enemy that is a (Self) type, doesn't matter which I believe (for me, mine increases their elemental resistances, but just try it without anything), then see them use it first to see if it crashes. Use Provoke on them, and wait for them to use the same skill and it'll more than likely crash.

(Also, funny thing here is I went into my external and grabbed a backup RPG_RT.exe and patched it. Seems it kept all of the extra stuff that's in my DynPatches folder without having to actually patch it with those (AnimationBugFix, BattleEndBugFix, and LinktoEventFix), AND it seems that the windows got one more height. I forgot what actually GAVE that, but I'm sure there's a few other things I can mess with now too).
0.30 is only a source code update (seriously regretting changing the version now...), so the patcher and everything else is the same as 0.20. I'll try to update the main page to at least make it less confusing I guess. Any time I release source code updates, it's solely for the purpose of writing plugins. In any event, nothing was done with test mode, so I don't know how you broke it.

Patch a fresh RPG_RT.exe with this (0.20):
http://share.cherrytree.at/showfile-12494/dynrpg.rar

Then try this alternate dynloader.dll that Cherry posted at some point. I think it fixes something with quickpatches.
http://rpgmaker.net/media/content/users/40/locker/dynloader.dll


Edit: Why are you trying to provoke using a self skill? That doesn't make any sense.

Provoke
1. stimulate or give rise to (a reaction or emotion, typically a strong or unwelcome one) in someone.

Aka, you are provoking an enemy to attack you. Remove the skill that's set to self from the "SkillId=" value in DynRPG.ini
Yeah, I already got it all working and stuff. Just used a version that was on external. Didn't have to repatch any of those patches either which was nice. Provoke still breaks, as mentioned up above. Everything else seems to work fine still.

Nononono...that's not the thing. See, here's the thing:

1) Enemy uses Elemental Rabbit. This skill targets them (Self). Acts normally.
2) Meiling uses Provoke on the enemy (gives Enemy provoke status so that it'll attack Meiling).
3) Enemy uses Elemental Rabbit again. Game crashes.


That's what I'm talking about.
You shouldn't have to repatch anything. Create a "DynPatches" folder within your game folder and place all of your ips patches in there.
Yeah, I found that out when I repatched this version with DynRPG heh. Now if only that Text Cutoff patch worked...that thing was my hero back in the day. T-T


Edit - @Giznads: Oh noes! GERMAN!!! How to understand things!? @_@; But yeah, that's a lot of stuff. Though figuring out what does what is gonna be another thing entirely...
author=Xenomic
Edit - @Giznads: Oh noes! GERMAN!!! How to understand things!? @_@; But yeah, that's a lot of stuff. Though figuring out what does what is gonna be another thing entirely...


Each plugin should have an english desription.
If not, translate the page with Google Chrome.
Best of luck.
Hm...so I got quite a few nice things to update my game with (QuickRow is such a nice one, and the PhysDamageFix is nice too, though guess it's null and void because I also got the RowPhysicalSkills+ patch too), and I have a question about the RPS patch. In particular, there's these lines that caught my attention:

%6 (Fast)
(Attack)+(Skills)
-> user gains (A)% of his/her ATB gauge after attacking (even on "MISS")
-> modifier (A) can be set in DmgMultiplier(A)


%7 (Slow)
(Attack)+(Skills)
-> user loses (A)% of his/her ATB gauge after attacking (even on "MISS")
-> modifier (A) can be set in DmgMultiplier(A)
-> uses negative ATB values (the ATB bar just takes longer to fill up)


%8 (Delay)
(Attack)+(Skills)
-> target loses (A)% of its ATB after a successfull hit
-> modifier (A) can be set in DmgMultiplier(A)


Does this mean that it can set things like the Quick spell from FFVI and the Delay Attack skills from FFX (Though not sure how the Slow would work???)? And how would you go about utilizing these %Attribute abilities? Would they be put in the DynRPG.ini file I'd assume?



EDIT - In addition to this, I just got the Minimap plugin from Kazekui and am trying to understand how this works. Like...I figured out how to get the map to show up and go away but it doesn't appear to refresh the map when you go to a different area?? Is there something I'm doing wrong there?? Is there a good way of using this plugin effectively through common events??


EDIT #2 - And here's a suggestion for anyone that can do this with a patch. Would it be possible to make it so that it's easy to adjust special battle formations (Initiative, Back Attack, Pincer Attack, Surround Attack) via a plugin? As it stands right now, if I want to have two of my characters with an overworld passive (one doubles Initiative chances, the other removes Pincer Attacks and Back Attacks), I'd have to have three separate Terrain IDs just for them (one for both, and one for both together) as well as many copies of each tileset in order to swap tilesets and...it's just a huge pain in the butt. If possible, it'd be nice to be able to just plug it into a variable for whether a character is in the party, a piece of equipment is equipped, or whatever. Think this'd be doable?

In addition to this, would there be a nicer way of adjusting Encounter Rates? I know that it's possible through eventing, but I don't honestly know how reliable eventing is as well...my 0% random encounters sure does seem to like to happen even at 0% which it shouldn't. >_>;



EDIT #3 - Another idea came to me while listening to my GST, and I honestly don't know if this is doable, but is there a way to set it so that if you get into a battle or whatever, afterwards the previous song would pick right back up where it left off instead of just starting over from the beginning??
author=Giznads
author=Xenomic
is there an easier way to see what all has been made in this topic/overall for DynRPG in terms of plugins/patches?
Here's a butt-ton on DYN plugins and patches comiled to a list, posted by bugmenot.
http://www.multimediaxis.de/threads/104116-Programmwunsch-und-erstellungsthread-2?p=3162125&viewfull=1#post3162125



I'm gonna see if I can mirror that list (with any additions here). Could someone sticky it, so it doesn't keep getting buried from inactivity?
All:

Updated the main page with a less confusing download. I added the current source, the updated dynloader.dll, and a couple readme files to the main rar download. If you already have 0.20, the updated dynloader.dll, and the updated source code from github from a couple days ago, then you don't need to do anything.

http://www.rewking.com/dynrpg/
And yet another suggestion from me: Is it possible to update the battle_mp_display plugin to be better? As it is right now, it's kinda tacky I've noticed. Originally I was using it to show damage done to MP whenever a skill that inflicts or absorbs damage is used, but it shows MP loss/gain regardless of that (if a skill is used at all), and if the target is also getting healed, it'll quickly hide the HP heal, making it hard to see how much HP was healed. I'm wondering if there can't be a way to A) Distance out how long it takes the MP display to kick in and B) If it's possible to make it ONLY register MP healing/loss that's not from using a skill outright?
Are there any plugins/patches out there that allow you to hide and un-hide the battle system gauges via comment command mid battle?
In the likes of FF7, where you can hold select to hide everything on screen, for showing a large battle animations.
In gauge layout, set system2 to an empty one.
All Windows can be moved in a plugin, but I don't know of one that does it.
author=PepsiOtaku
All:

Updated the main page with a less confusing download. I added the current source, the updated dynloader.dll, and a couple readme files to the main rar download. If you already have 0.20, the updated dynloader.dll, and the updated source code from github from a couple days ago, then you don't need to do anything.

http://www.rewtone.com/dynrpg/


Thanks Pepsi! Hunting around for dynrpg components was bugging me.