[RM2K3] REQUEST TURN-BASED COMBAT PLUGIN
Posts
Pages:
1
I've been using Cerberus's plugin, but it's incomplete and suffers from some issues (mainly death, freeze, paralyze, stun etc. states causing the game to freeze up). But he's said he won't be looking to patch his plugin any time soon / ever(?)
I'm therefore requesting a similar plugin, but with the fixed immobilised states. A plugin that replaces RM2K3's action combat system with a classic turn-based system. It would be very much appreciated if someone could do this.
I'm therefore requesting a similar plugin, but with the fixed immobilised states. A plugin that replaces RM2K3's action combat system with a classic turn-based system. It would be very much appreciated if someone could do this.
Like I said in the page, you could probably fix it yourself. Make the thing check monster and hero numbers, and then instead of ATB (yes, it is a more efficient method, but it's also likely what cases the problem because the system freezes when it can't switch the atb mode), you do a switch-based system. All you have to do then is make something that stores a switch number to config, add it on config, and then have monsters use that switch to turn on and off their turns. The plugin does most of the heavy work, and you now have something that is customizable (don't want the boss to pause for turns? Just don't add the line Do Nothing, precondition Turns ON, 100). The only other thing is Cerberus did say in his code that the method used to check player party was kinda strange, maybe changing that to whatever the correct one is (or ignoring the fact that party members are unusable) would fix the freeze.
That or you could analyze the Turn Based Patch and make a plugin that does all that but works with DynRPG.
That or you could analyze the Turn Based Patch and make a plugin that does all that but works with DynRPG.
I contacted Cherry. I contacted Pepsi. Neither of them has the time/wants to do it.
I'll make a non-plugin template and put it in utilities/scripts. That way, people can just copy-paste the code.
I'll make a non-plugin template and put it in utilities/scripts. That way, people can just copy-paste the code.
...That's assuming it gets accepted. Right after uploading I noticed one monster was missing the TurnWait code, so it attacked as normal. I had to resubmit within 5 minutes. Also, the reason it's huge is because I made sure the RTP was there (though, considering I threw this code together from other game code, I think the gameover and some sound effects may be missing).
Update: Yay, accepted!
Update: Yay, accepted!
Pages:
1















