[RM2K3] FLASHING BATTLERS
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So I just found a Turn-based trick by bulmabriefs144.Andc i used in my projectr.
It actually works fine by me.But there is a tiny problem.When a monsters uses
"No Action" behavior it start to flash.It a bit wierd and annoying,I checked the
DynRPG Help file.and i found this:
void RPG::Battler::flash ( int r,
int g,
int b,
int intensity,
int duration
)
Flashes a battler in a certain color.
Parameters:
r Red value (0 to 31)
g Green value (0 to 31)
b Blue value (0 to 31)
intensity Intensity of the flash (0 to 33.5)
duration Duration in frames
Is there a way to make a plugin that makes the intensity of the flash goes into "0"?
It actually works fine by me.But there is a tiny problem.When a monsters uses
"No Action" behavior it start to flash.It a bit wierd and annoying,I checked the
DynRPG Help file.and i found this:
void RPG::Battler::flash ( int r,
int g,
int b,
int intensity,
int duration
)
Flashes a battler in a certain color.
Parameters:
r Red value (0 to 31)
g Green value (0 to 31)
b Blue value (0 to 31)
intensity Intensity of the flash (0 to 33.5)
duration Duration in frames
Is there a way to make a plugin that makes the intensity of the flash goes into "0"?
Suppressing a flash by changing its intensity is quite easy, I actually did something of that nature in the plugin I just submitted last night. Detecting when an enemy does a "No Action" behavior, though, looks harder from a quick look through the available callbacks and data held in the Battler and Monster classes. If you want to suppress all of an enemy's "I'm taking an action" flashes, that should be doable with the onBattlerActionDone callback.
EDIT: Actually maybe it wouldn't be so hard to tell when the enemy is doing a "No Action" behavior, I just noticed the Battler class has an attribute called action which specifically holds data about such things. Thought it was weird that something like that "didn't exist", just missed it before. :P
EDIT: Actually maybe it wouldn't be so hard to tell when the enemy is doing a "No Action" behavior, I just noticed the Battler class has an attribute called action which specifically holds data about such things. Thought it was weird that something like that "didn't exist", just missed it before. :P
I'm not gonna lie..I have no idea of C++,nor scripting..since i'm new to this kind of stuff.
So what is this plugin you say?!.
So what is this plugin you say?!.
The plugin I'm referring to is DynBattlerChange (it was still pending when I made that last post). That won't be much use to you if you don't have programming knowledge, though. What you should be asking is not so much "Can this be done," but "Would someone do this for me?" ;) And I'm afraid I'm not so inclined to do it myself at the moment, it seems like something that wouldn't be generally useful to most people and I've got my own project to work on.
It okey,I understand...So I found this Patch NoFlash for Hyper patcher 2 and it seems to work as i wanted.but I don't that i can add any other patches after that
like DynRPG or anything else except HP2 patches.
like DynRPG or anything else except HP2 patches.
If NoFlash is a .ips file, try patching your project with DynRPG, then putting NoFlash.ips (or whatever the file is called) in the DynPatches folder of your project. DynRPG automatically applies any patches in that folder "in memory" when the game runs without actually changing the game's executable file.
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