[OVER][CONTEST] DYNRPG PLUGIN PROGRAMMING CONTEST - WIN AMAZON GIFT CARDS! - NEW: PATHFINDING PLUGIN SUBMITTED!
Posts
author=CherryCould I make a plug-in that removes the ATB bar and makes everything turn based?
For ATB Stuff, take a look at RPG::System::atbMode and RPG::Battler::atbValue as well as RPG::battleSpeed. You will also need the callbacks onNewGame, onLoadGame and onSaveGame, probably.
For Windows properties it's harder, since the SDK doesn't provide a way to prevent the default behavior, but I will tell you a trick later, when I am at home. For now, look at RPG::Screen and google for the WinAPI function keybd_event.
author=LargeReally? I never heard of this... I'll check it out.
There is a patch that Cherry had already made with those features, Supreme. Check his page out.
EDIT: Yeah unless theres going to be a more indepth tutorial I don't think I'll be able to make a plugin. It seems way out of my reach. I don't think I have substatial C++ knowledge to make a plugin just yet.
Hmm, I know C++ but I'm afraid I know nothing about RPGMaker and DynRPG I'd probably be taking more time learning (and getting a test bed set up) than getting a good submission going.
But this does look cool.
But this does look cool.
author=supremewarriorauthor=LargeReally? I never heard of this... I'll check it out.
There is a patch that Cherry had already made with those features, Supreme. Check his page out.
If I remember correctly, it isn't on my page because it was kind of a "demo" (although it works, but unfortunately the turn order is not agility-based and escape is always enabled). It's here: http://share.cherrytree.at/showfile-1900/tbbpatch_demo.rar
As idea I expect that soneone try to make a Time counter played for menu (or for save menu). A feature later made in rpgmxp/vx
There is a first submission!
anti-freak from the German community has submitted the first plugin - a pathfinding plugin using the A* algorithm!
Demo and source code are included in the download.
Download: http://cherrytree.at/download/?did=22
Best regards,
Cherry
anti-freak from the German community has submitted the first plugin - a pathfinding plugin using the A* algorithm!
readme.txt
This DynRPG plugin allows you to use A* pathfinding to move events, i.e. they find their way from one point to another by themselves, even though there might be obstacles in the way.
>>> In the "Pathfinder\Source" folder you can find the source code of this plugin.
INSTALLATION
============
1) Make sure the DynRPG patch is installed at your game: http://cherrytree.at/dynrpg
2) Copy the pathfinder.dll file from the DynPlugins folder of the demo project into the DynPlugins folder of your game.
COMMENT COMMANDS
================
You can use the following commands with the "Comment" function of the RPG Maker:
(NOTE: You can also use the prefix "V" for parameters to read the value from a variable. You can also use more than one "V" prefix.)
@CalcPath Event ID, X, Y, Speed, Frequency, Find nearest spot?
--------------------------------------------------------------
Moves an event to a target point and finds the way automatically.
@CalcPath Speed, Frequency, Find nearest spot?
<Change Event Location> (RPG Maker-Command)
-------------------------------------------
Moves the chosen event to the in "Change Event Location" set coordinates
Event ID: ID of the event which should be moved, or "this" for the current event of "hero" for the hero (without quotes)
X: X coordinate of the target point on the map
Y: Y coordinate of the target point on the map
Speed: Speed of the movement (1 to 6 or "default"(without quotes))
Frequency: Frequency of the movement (1 to 8 or "default"(without quotes))
Find nearest spot?: Either 1 or 0. 1 if the nearest spot should be used in case the target point is not reachable.
@GetCurEventID Variable ID
--------------------------
Stores the ID of the current event into the given variable. For common events the ID is negative.
Demo and source code are included in the download.
Download: http://cherrytree.at/download/?did=22
Best regards,
Cherry
Hey Cherry. I am trying to make a Dyn plugin that allows users to define their own limits for character stats, gold, exp, and variables. Only problem is when I run this plugin and open the main menu or run an event that acesses stats, gole, exp, or variables, an error occours in a message box:
"Access violation in module 'RPG_RT.exe' in with address 004B6CC1 and offset 00001257 of type write occoured."
After I click OK on that message box the game resets back to the starting menu (New Game/Load Game/Quit).
My plugin writes directly to memory locations since the DynRPG SDK has no built-in facilities to perform this.
Any idea why this is happening?
"Access violation in module 'RPG_RT.exe' in with address 004B6CC1 and offset 00001257 of type write occoured."
After I click OK on that message box the game resets back to the starting menu (New Game/Load Game/Quit).
My plugin writes directly to memory locations since the DynRPG SDK has no built-in facilities to perform this.
Any idea why this is happening?
Instructions starting at 004B6CC1 are:
There is no way it could crash here on its own.
So, I think you made some mistake. Attach a debugger to the game to see what happened at this address.
A wild guess: Maybe you wrote the new limits to 004B6CC1 and 004B6CC9 instead of 004B6CC2 and 004B6CCA? As you see in the code above, the first byte is the instruction opcode, the value starts one byte after it, so I assume you overwrote the opcode...?
004B6CC1 |> 81FE 7F969800 |CMP ESI,98967F
004B6CC7 |. 7E 07 |JLE SHORT RPG_RT.004B6CD0
004B6CC9 |. BE 80969800 |MOV ESI,989680
004B6CCE |. EB 0A |JMP SHORT RPG_RT.004B6CDA
There is no way it could crash here on its own.
So, I think you made some mistake. Attach a debugger to the game to see what happened at this address.
A wild guess: Maybe you wrote the new limits to 004B6CC1 and 004B6CC9 instead of 004B6CC2 and 004B6CCA? As you see in the code above, the first byte is the instruction opcode, the value starts one byte after it, so I assume you overwrote the opcode...?
I keep getting undefined reference errors when I try to use RPG::Image::create, even with the sample code you posted in the "getting started" section.
Hmmm...this could be interesting. I'm guessing aside from moving the event to the chosen point (aka from say entrance of shop to the back of shop or something), you can set it to follow your characters and such. If that's the case, then that could be VERY useful indeed. Hmmmmm~
Imagine you have a day/night system; now imagine that when night goes to day or the other way around, events don't just pop up, but they walk from the door to that spot in the docks... yeah, this could be very useful :P
author=Kazesui
I keep getting undefined reference errors when I try to use RPG::Image::create, even with the sample code you posted in the "getting started" section.
Did you add "DynRPG" to your project's libraries?
Yes. I have made a Insertion Sort plugin and haven't had any trouble with the other classes I've played with so far.
Its will be nice make a ideas thread, exist some features that maybe its not too hard to make with dynrpg for people that know c++.
I checked the sdk for see if is (possible for a no-programmer like me) change the limitation of items of menu to 8 or 6 for my resident evil demake project
Maybe its can be in somewhere like this?
/*! \ingroup game_objects
\brief Object of "system" data, used for values which can be changed
in-game
\sa RPG::dbSystem
*/?
and thanks for good work!
I checked the sdk for see if is (possible for a no-programmer like me) change the limitation of items of menu to 8 or 6 for my resident evil demake project
Maybe its can be in somewhere like this?
/*! \ingroup game_objects
\brief Object of "system" data, used for values which can be changed
in-game
\sa RPG::dbSystem
*/?
and thanks for good work!
No, but there is already a patch for it: http://share.cherrytree.at/showfile-1861/maxitemchg.exe

















