+++ DYNRPG - THE RM2K3 PLUGIN SDK +++
Posts
Oh what, this will let us use status icons (similar to what Cherry packed with the engine), but better?? If that's the case, I am so wanting to use this!
author=Xenomic
Oh what, this will let us use status icons (similar to what Cherry packed with the engine), but better?? If that's the case, I am so wanting to use this!
Actually, if status icons are your primary desire, you should look at DynBattleDisplay instead. X) That'll let you put icons on battlers whenever they're under a status condition, much like the example stuff Cherry made, yes. DynWardrobe is equipment-based, so it would be more useful if, for example, you wanted to have icons showing that an actor is wearing armor which resists fire damage, or a weapon which deals ice damage, etc.
Oh my god! Why have I never seen that particular plugin!? That alone is amazing (people have been wanting to see the enemy's HP/MP/ATB for my game for a long time, as well as statuses, so this is going to help soooo much)! Thanks for showing that to me! About that particular plugin, would it be possible to tie it into a character's ability, say like...Scan? So that when they use that ability on that target, it'll show those bars for them?
Hmm...I see. Don't think my game particularly needs that too terribly much, but it's still a nice way of handling things. I love the fact that you can change how the actors look too, that's always a great touch. ^^
EDIT -
So this happens now whenever I close the game using that DynBattleDisplay. Any reasons as to why that would be?
Hmm...I see. Don't think my game particularly needs that too terribly much, but it's still a nice way of handling things. I love the fact that you can change how the actors look too, that's always a great touch. ^^
EDIT -
So this happens now whenever I close the game using that DynBattleDisplay. Any reasons as to why that would be?
The configuration options of DynBattleDisplay can be tied to variables (see Control Variables at the end of the Configuration section in the readme.html), so you can change what things are shown at different times mid-game. However, the way the plugin is currently written, there's no configuration for each individual battler, just each side (heroes and monsters). So you could do a Scan skill that makes the bars show up for all the monsters, but not just one of them.
As for the error, another dev reported that bug recently too. There was a similar one quite a while ago due to not properly dealing with some image objects, and I fixed that, but maybe there were others. At any rate, I'll be working on figuring out what's going wrong there. If you could send me a link to your project in which this error is occurring, that might help.
As for the error, another dev reported that bug recently too. There was a similar one quite a while ago due to not properly dealing with some image objects, and I fixed that, but maybe there were others. At any rate, I'll be working on figuring out what's going wrong there. If you could send me a link to your project in which this error is occurring, that might help.
Yeah, I figured as such. I think I'll make it tied to having a character in the party so that while she's there, the HP bars will show up for all monsters. That should be fine enough (since my Scan command only targets one monster at a time, but that's fine since it's still got its uses for other things).
DynBattleDisplay has been updated to version 1.1.4 with the following changes:
- Fixed bugs which caused potential game crashes and an error message and incomplete process termination on exiting the game if the image file for condition icons was not large enough to contain icons for all conditions.
Hey, guys. I asked this question about a year ago and didn't get a response.
I'm trying to update my project to support the latest version of DynRPG, but after I update the executable, my project won't open up at all. I've made sure to copy the latest dynloader.dll to the folder. Attempting to run the .exe before patching it shows an error, and after I patch it, the game simply won't load. A window doesn't even appear.
Am I missing something here? I want to use some of the latest patches that are incompatible with the older version, such as AubreytheBard's DynBattleDisplay. I think my game is still using the original version.
EDIT: Disregard this post. I solved the issue. I had to paste a fresh, never-before-patched RPG_RT.exe into my game and patch that instead.
I'm trying to update my project to support the latest version of DynRPG, but after I update the executable, my project won't open up at all. I've made sure to copy the latest dynloader.dll to the folder. Attempting to run the .exe before patching it shows an error, and after I patch it, the game simply won't load. A window doesn't even appear.
Am I missing something here? I want to use some of the latest patches that are incompatible with the older version, such as AubreytheBard's DynBattleDisplay. I think my game is still using the original version.
EDIT: Disregard this post. I solved the issue. I had to paste a fresh, never-before-patched RPG_RT.exe into my game and patch that instead.
I think I've asked this before too (pretty sure I have), but since we have the ResistControl plugin that allows us to modify player/enemy attribute and condition resistances, is there a way of doing that for weapons for the player as well without having to do a massive amount of coding otherwise? Like..just adding the attribute to the weapon and a way to override what other attributes it may have (like an Icebrand that has a Enfire cast on it would no longer inflict Ice damage but Fire instead? Or a weapon that inflicts x4 damage to dragons that has Enfire cast on it will still inflict x4 damage to dragons but also deal Fire damage too??).
Hey all: Just as a quick heads up, I changed my website from www.rewtone.com to www.rewking.com (self-promotion/job search reason), so if anyone is still looking for dynrpg stuff, I edited all of the posts that used the old url from the past year or two to the new one.
http://www.rewking.com/dynrpg/
You might find a broken link here or there from quoted posts or whatever else, so sorry for the inconvenience! :<
http://www.rewking.com/dynrpg/
You might find a broken link here or there from quoted posts or whatever else, so sorry for the inconvenience! :<
So I patched my RPG_RT.exe with the dynrpg patcher, and everything was successful, until when I tried to launch the game. When I tried the test play it showed me the error: "Unable to test play due to a fatal error during project compilation." and when I try to run the RPG_RT.exe manually, windows 10 shows me an error saying that "This app can't run on your PC".
Compatibility mode does not work. besides, the exe worked before the patch was applied. Anything I can do here?
Compatibility mode does not work. besides, the exe worked before the patch was applied. Anything I can do here?
I'm wondering if it's possible to extend item descriptions in the menu/battle, like in RMVX Ace/MV. Of course, I can barely handle "hello world," so... maybe someone could point me in the right direction?
author=legovader09
So I patched my RPG_RT.exe with the dynrpg patcher, and everything was successful, until when I tried to launch the game. When I tried the test play it showed me the error: "Unable to test play due to a fatal error during project compilation." and when I try to run the RPG_RT.exe manually, windows 10 shows me an error saying that "This app can't run on your PC".
Compatibility mode does not work. besides, the exe worked before the patch was applied. Anything I can do here?
In terms of unpatching it, this is why we get .exe.bak files. Just delete the patched one, and remove the .bak part.
In terms of the rest, this sounds like either (1) UAC being oversensitive, or (2) you are trying to patch the commercial version, or (3) you have some tiny error with your plugin or patch, and need to fix it.
Conmon, I think David patch extends text description as well as values.
Can we do some Pokemon-style plugins? I want a way to limit spells to four per character. Also, a way to make equips ignore type (so I can put a helmet in either shield/helmet/armor/accessory slots)
Anyone have the quickpatch command to remove the MP cost from skill menu in battle?
I believe it was a feature of visumenu, if that helps.
I believe it was a feature of visumenu, if that helps.
Question for bugmenot and/or pepsiotaku:
The WindowMenuSkill class has a field called, which contains a filtered version of a heros learnedSkills data. ( DList< int > * skillSubsets )
The WindowMenuEquip class works similar, it shows all items of one type, so there has to be a filtered version of the inventory data, probably a DList< int > * as well. Does that exist? Where can i find it?
RPG::Window *winMP = (RPG::Window*)( reinterpret_cast<int *> (RPG::battleData->winSkill) );
winMP->x = 320;
Edit:
Not needed anymore. The given data in WindowMenuEquip is enough to manually extract a matching filtered list from the inventory.
The WindowMenuSkill class has a field called, which contains a filtered version of a heros learnedSkills data. ( DList< int > * skillSubsets )
The WindowMenuEquip class works similar, it shows all items of one type, so there has to be a filtered version of the inventory data, probably a DList< int > * as well. Does that exist? Where can i find it?
author=Giznads// Here's the dynrpg version. I don't have a quickpatch for that.
Anyone have the quickpatch command to remove the MP cost from skill menu in battle?
RPG::Window *winMP = (RPG::Window*)( reinterpret_cast<int *> (RPG::battleData->winSkill) );
winMP->x = 320;
Edit:
Not needed anymore. The given data in WindowMenuEquip is enough to manually extract a matching filtered list from the inventory.
Hi
I have an issue (maybe a bug).
I want to try to access common events array, but it crashes when I try to access RPG::commonEvents. (Even if I call count() ).
Peeking/backtracing some with GDB I've noticed of that:
I have 10 Common events in DB, wich 4 of them are filled, rest are empty (I don't think that influcences there, but in case...).
Maybe the internal addresses are wrong and I'm not pointing to common events... Or I'm doing a mistake?
Thanks in advance :)
I have an issue (maybe a bug).
I want to try to access common events array, but it crashes when I try to access RPG::commonEvents. (Even if I call count() ).
Peeking/backtracing some with GDB I've noticed of that:
#0 0x6a70fdcb in RPG::Catalog<RPG::CommonEvent*>::count ( this=0x75d4dce8 <printf+104>) at C:/MAKER/dynrpg/dynrpg_0_30_09-15-2015/sdk/include/DynRPG/Catalog.h:34 34 return list.list->count; (gdb) print this $30 = (RPG::Catalog<RPG::CommonEvent*> * const) 0x75d4dce8 <printf+104> (gdb) print list $31 = {list = 0xfffffffe} //WTF that address? (gdb) print list.list $32 = (RPG::DList<RPG::CommonEvent*> *) 0xfffffffe //double WTF (gdb) print list.list->items Cannot access memory at address 0x2 //Oh well.. Null pointer things...
I have 10 Common events in DB, wich 4 of them are filled, rest are empty (I don't think that influcences there, but in case...).
Maybe the internal addresses are wrong and I'm not pointing to common events... Or I'm doing a mistake?
for (int i=0; i< RPG::commonEvents.count(); i++ ){ //blablah... }
Thanks in advance :)
This works for me.
The first index is 1, not zero.
int eventsCount = RPG::commonEvents.count();
for(int i = 1; i <= eventsCount; i++ )
{
RPG::CommonEvent *comEv = RPG::commonEvents[i];
}
The first index is 1, not zero.
I would suspect it should be
for(int i = 0; i < RPG::commonEvents.count(); i++ )
{
RPG::CommonEvent *comEv = RPG::commonEvents;
}
@FlyingJester:
Your post reminded me, that code needs to be in code tags, or else, content within square brackets like
does not show.
However, starting the for-loop with i=0 is not right. RPG::commonEvents is a RPG::NamedCatalogPtr<RPG::CommonEvent *> and those NamedCatalogPtr-Types, that are used to access arrays in the database are not using zero-based indices.
Your post reminded me, that code needs to be in code tags, or else, content within square brackets like
[i]
does not show.
However, starting the for-loop with i=0 is not right. RPG::commonEvents is a RPG::NamedCatalogPtr<RPG::CommonEvent *> and those NamedCatalogPtr-Types, that are used to access arrays in the database are not using zero-based indices.
hey guys :)
i've been missing for a while i now, but... i'm back with another plugin request :P
'tho it's pretty hard, and i don't believe it's possible at all, but i figured i'd ask anyway, since you guys (cherry, bugmenot, corti and pepsi, above all but everybody else who is into dynrp deserves credit) seem to always come up with something awesome up your sleeves;
is it possible to have like a "If ANYONE uses COMMAND" in battle feature?
i'll try to explain myself better, i have certain things that need to happen whenever any character uses a certain kind of magic (which i split under different commands - black magic, white magic, and such), now normally what i would do is to make different battle pages if Hero 1 uses WHITE command add 1 White Orb to the battle field, if Hero 2 uses BLACK command add 1 Black Orb to the battle field, etc.. the problem is, i have lots of heroes, lots of commands, and i'm running out of space (i'm close to 97 battle pages, like i said in a previous post).
How i'm i working around it right now? well, i have rsp+ too and basically what I did was giving each spell in the WHITE category the ability to activate a WHITE SPELL CAST switch (same goes for other colors), which, in turns, triggers the effect of adding 1 white orb and then simply turn off the switch.
So far so good. The problem is that sometimes the effect happens the next turn, while i need it to happen istantly (as it would if i used the "Hero uses Command" condition in battle, and that wouldn't be much of a problem itself, but when i have for example 2 guys with WHITE magic, sometimes the games only triggers 1 white orb if they both use WHITE command one after the other.
Mostly depends on the target tho... for example, if a spell targets an ally or the user itself, the battle event resolves instantly, while if i target an enemy it's delayed to the next turn
So i was wondering... is there a way to expand - via plugin/patch - the Hero Uses Command condition to just any hero (so i would only need to make one page per command instead of one page per hero since i just don't have room for)? I dunno... maybe using a dummy hero who is not in battle... you know, making so that the game thinks he is the one who activated the command every time..? i dunno *lol* my hopes rest in you guys :P
EDIT: alternatively, if this is not possible, i could benefit something that "fix" (i know it's not broken but.. just in lack of a better term) the resolution of battle event making so that whenever a switch is activated, that page resolves before everything else
i've been missing for a while i now, but... i'm back with another plugin request :P
'tho it's pretty hard, and i don't believe it's possible at all, but i figured i'd ask anyway, since you guys (cherry, bugmenot, corti and pepsi, above all but everybody else who is into dynrp deserves credit) seem to always come up with something awesome up your sleeves;
is it possible to have like a "If ANYONE uses COMMAND" in battle feature?
i'll try to explain myself better, i have certain things that need to happen whenever any character uses a certain kind of magic (which i split under different commands - black magic, white magic, and such), now normally what i would do is to make different battle pages if Hero 1 uses WHITE command add 1 White Orb to the battle field, if Hero 2 uses BLACK command add 1 Black Orb to the battle field, etc.. the problem is, i have lots of heroes, lots of commands, and i'm running out of space (i'm close to 97 battle pages, like i said in a previous post).
How i'm i working around it right now? well, i have rsp+ too and basically what I did was giving each spell in the WHITE category the ability to activate a WHITE SPELL CAST switch (same goes for other colors), which, in turns, triggers the effect of adding 1 white orb and then simply turn off the switch.
So far so good. The problem is that sometimes the effect happens the next turn, while i need it to happen istantly (as it would if i used the "Hero uses Command" condition in battle, and that wouldn't be much of a problem itself, but when i have for example 2 guys with WHITE magic, sometimes the games only triggers 1 white orb if they both use WHITE command one after the other.
Mostly depends on the target tho... for example, if a spell targets an ally or the user itself, the battle event resolves instantly, while if i target an enemy it's delayed to the next turn
So i was wondering... is there a way to expand - via plugin/patch - the Hero Uses Command condition to just any hero (so i would only need to make one page per command instead of one page per hero since i just don't have room for)? I dunno... maybe using a dummy hero who is not in battle... you know, making so that the game thinks he is the one who activated the command every time..? i dunno *lol* my hopes rest in you guys :P
EDIT: alternatively, if this is not possible, i could benefit something that "fix" (i know it's not broken but.. just in lack of a better term) the resolution of battle event making so that whenever a switch is activated, that page resolves before everything else