IDEAS FOR PLUGINS IN DYNRPG
Posts
author=dragonheartmanauthor=Skie FortressThere's a workaround for this! To my knowledge, the bug occurs when two separate actions call the same common event. Try creating a common event for each character that needs one. It's sort of awkward, but if you're sticking with 2k3 workarounds should be commonplace. :)author=Feldschlacht IVI second this. Mainly the action canceling bug in the DBS that happens when players and enemies act at the same time. It's a small bug in theory, but it wreaks utter havoc on custom skill systems!
Is it possible to edit the battle system with DynRPG? Namely, fix some of the bugs?
Wow, really? Hmn, I'll have to give that a try. I fear the tedious work I'll have to do, but if I can kill that bug, then it'll be all the more worth it!
...Plus, I think we're all used to tedious workarounds, hah.
Thanks!
10. a plugin for "disable" the function of reverse direction in battle,
using the normal battle system with characters below the monsters sprites, when you enter in battle the sprites change of direction, if the sprites never turn the direction it will be cool
When a battle start all go well
The sprites change of direction,
using the normal battle system with characters below the monsters sprites, when you enter in battle the sprites change of direction, if the sprites never turn the direction it will be cool
When a battle start all go well

The sprites change of direction,

I've an idea for something that can be done. Well, a few actually (I think we're up to 10).
Fix mirror system (this should actually be part of DynRPG's patch). Currently, if I have a big object, let's say a sphere that's at 300% magnification, and I'm facing the wrong direction, which I'd expect it to do is flip the frame. What it actually does (I dunno if this is before or after DynRPG, but I suspect it's default), is reverse the frame. That is, instead of having an intact large sphere floating in from the opposite end of the screen, getting bigger, the sphere went from O to )( on the screen.
Allow RagnaDYN to set status and Attack # using the DynRPG.ini file. I already have an attack listed for #220, and I already have a few statuses in the places mentioned. (Also, some of these I don't want, but it kinda ends up being a package deal, because I'm not skilled at converting stuff to DLL) And maybe add a Zombie status (healing spells hurt, things that cause damage heal).
Fix mirror system (this should actually be part of DynRPG's patch). Currently, if I have a big object, let's say a sphere that's at 300% magnification, and I'm facing the wrong direction, which I'd expect it to do is flip the frame. What it actually does (I dunno if this is before or after DynRPG, but I suspect it's default), is reverse the frame. That is, instead of having an intact large sphere floating in from the opposite end of the screen, getting bigger, the sphere went from O to )( on the screen.
Allow RagnaDYN to set status and Attack # using the DynRPG.ini file. I already have an attack listed for #220, and I already have a few statuses in the places mentioned. (Also, some of these I don't want, but it kinda ends up being a package deal, because I'm not skilled at converting stuff to DLL) And maybe add a Zombie status (healing spells hurt, things that cause damage heal).
How about something that does the same thing as Keypatch using DynRPG? It seems that the new DynRPG won't let you use harmony.dll like we used to be able to - there's got to be a way to use Dynrpg to run external programs like SFX.exe and such.
Or possibly a screenshot script so you could take the immediate map background and use is as your battle backdrop or panorama.
Or possibly a screenshot script so you could take the immediate map background and use is as your battle backdrop or panorama.
11. Creating new map events while playing the game, so you can add NPCs to the map instead of having to make them invisible until you want them on the map. (Can this even be done?)
12. On-comment event gridding.
As in, it actually tracks hero and event X/Y using dynrpg, and if something is between a certain X and Y range, it takes alot of programming on rpgmaker just to have it turn on a simple switch. Being able to do this in one line (@heroxy X1, X2, Y1, Y2, switch) removes about four lines of code and lets you do stuff like security system in games.
Btw, I tried this, and somehow couldn't figure out how to do a range like rpgmaker does. So it instead turned all xy on because it would do everything greater/equal and less/equal (both) but not everything greater/equal AND less/equal (between). Yes, I know this sounds like a really simple but it didn't program that way. I also couldn't figure out how to get it to do this multiple times (as in, say there are five bad areas in the room where stepping creates a pit or something) Getting them to activate, and have different switches is a bit...
As in, it actually tracks hero and event X/Y using dynrpg, and if something is between a certain X and Y range, it takes alot of programming on rpgmaker just to have it turn on a simple switch. Being able to do this in one line (@heroxy X1, X2, Y1, Y2, switch) removes about four lines of code and lets you do stuff like security system in games.
Btw, I tried this, and somehow couldn't figure out how to do a range like rpgmaker does. So it instead turned all xy on because it would do everything greater/equal and less/equal (both) but not everything greater/equal AND less/equal (between). Yes, I know this sounds like a really simple but it didn't program that way. I also couldn't figure out how to get it to do this multiple times (as in, say there are five bad areas in the room where stepping creates a pit or something) Getting them to activate, and have different switches is a bit...
14. An "If movement is impossible" conditional (on comment plus switch works well).
The pathfinder is okay, but if you want custom behavior (like you want something to make a simple 90 degree turn if chased), it leaves a bit to be desired. Also, Pathfinder doesn't seem to work on the new version.
The pathfinder is okay, but if you want custom behavior (like you want something to make a simple 90 degree turn if chased), it leaves a bit to be desired. Also, Pathfinder doesn't seem to work on the new version.
author=bulmabriefs144
12. On-comment event gridding.
As in, it actually tracks hero and event X/Y using dynrpg, and if something is between a certain X and Y range, it takes alot of programming on rpgmaker just to have it turn on a simple switch. Being able to do this in one line (@heroxy X1, X2, Y1, Y2, switch) removes about four lines of code and lets you do stuff like security system in games.
Btw, I tried this, and somehow couldn't figure out how to do a range like rpgmaker does. So it instead turned all xy on because it would do everything greater/equal and less/equal (both) but not everything greater/equal AND less/equal (between). Yes, I know this sounds like a really simple but it didn't program that way. I also couldn't figure out how to get it to do this multiple times (as in, say there are five bad areas in the room where stepping creates a pit or something) Getting them to activate, and have different switches is a bit...
I use hero X1 -X2, after calculate, if the value is 1 or -1 the event is in a tile of distance,
also you can put the variables reading a position instead of coordinate and
detect more accurately the position, for example
hero and enemy have 1 tile of distance, it will be 16px so +16 or -16
author=RazzySorry, it's not a plugin (seeing as there wasn't one made within the last 12 months, I don't expect any plugins of that sort within the next 6 months)
15.) bigger character sets. This was done in 2000 so I don't see why 2003 shouldn't be able to.
download CEP(2k3)[+]
Got the same functionality as the 2k one. (And all the same quirks and mishaps)
CharSet's file name must contain the Prefix %xxyy with 1/4 sprite width in xx and 1/4 sprite height in yy.
Credits to Cherry's CharExpandPatch 2k.
Actually, it would have been much simpler, better expandable and less buggy to implement it as plugin, by overwriting the normal event drawing mechanism. You know the x, y, transparency, direction, frame, ... so you could just draw a bigger charset. Or even one with more animation. Or whatever.
author=bugmenotauthor=RazzySorry, it's not a plugin (seeing as there wasn't one made within the last 12 months, I don't expect any plugins of that sort within the next 6 months)
15.) bigger character sets. This was done in 2000 so I don't see why 2003 shouldn't be able to.
download CharExpandPatch(2k3)
Got the same functionality as the 2k one. (And all the same quirks and mishaps)
CharSet's file name must contain the Prefix %xxyy with 1/4 sprite width in xx and 1/4 sprite height in yy.
Credits to Cherry's CharExpandPatch 2k.
I'm a little confused with how to use it, I placed the ips file in my patches file.
http://puu.sh/8qQH0.png
And this is the sprite i wanna use with the expanded size,
I named it %0612UsagiTall and it just isn't showing up. Thanks for the help, I think this would be wonderful. Also I'm confused with how to import the new taller chars and keep transparancy for the colors around it.
@Cherry I'm looking forward to the day someone can do one as a plugin. :D
author=Razzy
it just isn't showing up.
The patch changes how the sprite sheets in a CharSet file are handled.
In your example of a single sheet file, you would have to tell the rpg maker to load the upper leftmost walking animation.
author=Razzy
Also I'm confused with how to import the new taller chars and keep transparancy for the colors around it.
Cherry's RM2k9 should do the trick.
author=Cherry
Actually, it would have been much simpler, better expandable and less buggy to implement it as plugin.
Actually, yes. Yet nobody cared to make a plugin even after you told them to use RPG::Character, onDrawEvent and onCheckEventVisibility. Recalculating what image portion to load from the file, recalculating priority issues with expanded chars, clipping, partial transparency on tiles and whatnot.
This was 11 months ago. Kazesui did something similar with pictures 4 months ago.
And here's a guy posting a patch he will never use himself (because I don't use CharSets) to give the bare minimum of functionality the CEP has, to both DynRPG users and those who -for some reason- don't use DynRPG.
Because I care even less about CharSets than everyone who can use C++ to a decent extent, that would be able to fix up a working CE-Plugin in no time.
author=bugmenotHow exactly do I tell it to do that? Forgive me for not knowing. I'm just really not good at this stuff. Or what's the best way to go about loading this new charset? Should i resize my template? I messed with cherry's rm2k version and with that I didn't need to tell the rpg maker to load anything too different but used some of the bigger charsets he had as a template to make mine. Even loading the big character sheets he had that worked in 2k char expand did not work in 2k3's :Sauthor=RazzyThe patch changes how the sprite sheets in a CharSet file are handled.
it just isn't showing up.
In your example of a single sheet file, you would have to tell the rpg maker to load the upper leftmost walking animation.
I'm just really lost ; A: thanks.
I initially thoughtthe %xxyy would be fine to determine how big the charset was?
http://puu.sh/8r6EK.png
my charset shows up fine in 2000's version of CEP.
Sorry for typing so much ><
author=bugmenotauthor=RazzyCherry's RM2k9 should do the trick.
Also I'm confused with how to import the new taller chars and keep transparancy for the colors around it.
Ohh thanks, works perfect!

And yes, the %xxyy is enough to determine what size the 4x3-frame sprite sheet is going to be.
The patch just might be applied improperly (that's why you seem confused, as to why it did work in RM2k, but not in 2k3):
make sure you have a DynRPG version of 0.17 or upwards:
download DynRPG
And the appropriate DynLoader for your DynRPG version:
DynLoader for 0.17
DynLoader for 0.20
I have the latest of dynrpg and dynloader TAT)/ since you helped me on moving battle command window in gauge battle.
I just plop the ips into dynpatches, that's how it should be right? ):
I have the dynloader and dynrpg at 0.20. And I'm still not understanding why it won't work T___T
So you said right next to it requires a similar sized 4x3 template ( blue/light blue)
http://puu.sh/8rpWa.png
Are you talking about this ?
I'm still not getting anything. T_T urgh so lost at why my 2k3 doesn't work with this ? what am I doing wrong.
I just plop the ips into dynpatches, that's how it should be right? ):
I have the dynloader and dynrpg at 0.20. And I'm still not understanding why it won't work T___T
So you said right next to it requires a similar sized 4x3 template ( blue/light blue)
http://puu.sh/8rpWa.png
Are you talking about this ?
I'm still not getting anything. T_T urgh so lost at why my 2k3 doesn't work with this ? what am I doing wrong.
author=RazzyRight.
I just plop the ips into dynpatches, that's how it should be right?
By "isn't showing up" do you by any chance mean in the rpg maker itself (to select it)? Are the normal-sized characters (without a %prefix) shown properly while playing? It's not a Win8 issue with temporary directories, is it?
This is so weird...
Try applying the patch directly:
get LunarIPS
First step: make a backup of your RPG_RT.exe (just in case)
open Lunar IPS -> apply IPS patch -> select the .ips file (this patch) -> file type: all types -> select the RPG_RT.exe
author=RazzyI just mentioned this in case you plan on adding more to your CharSet file. The first one you posted should be enough.
So you said right next to it requires a similar sized 4x3 template
Ive tried applying it directly with lunar ips.
The normal sized character work fine, i can see the taller character when selecting but on the game/test play through nothings there.
And I'm on windows 7
Please help TAT
Have you tried testing it yourself?
just wondering .
To see that it functions properly ; _ ;
I can't imagine anything else as I have everything right, I think.
Sorry I'm just a bit tad too excited for this.
It's always been a kind of dream for so long to have a char expander! And I'm so close but then this >< ahh.
Also, when I put the plug in in the dynpatches and test run a game, all the tall chars are invisible in game.
When I take out the patch.
I get this http://puu.sh/8ssjn.png
The normal sized character work fine, i can see the taller character when selecting but on the game/test play through nothings there.
And I'm on windows 7
Please help TAT
Have you tried testing it yourself?
just wondering .
To see that it functions properly ; _ ;
I can't imagine anything else as I have everything right, I think.
Sorry I'm just a bit tad too excited for this.
It's always been a kind of dream for so long to have a char expander! And I'm so close but then this >< ahh.
Also, when I put the plug in in the dynpatches and test run a game, all the tall chars are invisible in game.
When I take out the patch.
I get this http://puu.sh/8ssjn.png
Fixed. And sorry for any inconvenience.
The problem was just the VisuCommands patch. Whoever you are, that uses VisuCommands as well, please replace the old file with the new one: download VisuCommands(fixed)
Also, change the following lines in the DynRPG.ini:
CmdWindowDelta-X=4963DE,#80
CmdWindowFirst-X=4963E7,#0
into:
CmdWindowDelta-X=4963DD,#80
CmdWindowFirst-X=4963E6,#0
The problem was just the VisuCommands patch. Whoever you are, that uses VisuCommands as well, please replace the old file with the new one: download VisuCommands(fixed)
Also, change the following lines in the DynRPG.ini:
CmdWindowDelta-X=4963DE,#80
CmdWindowFirst-X=4963E7,#0
into:
CmdWindowDelta-X=4963DD,#80
CmdWindowFirst-X=4963E6,#0
















