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The Legend of Zelda: For...
Zelda meets Final Fantasy with tongue-in-cheek self-awareness.

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+++ DynRPG - The RM2k3 Plugin SDK +++

Update alert! DynDataAccess has been expanded with a large number of new comment commands contributed by DJC. They give access to normally-hidden data about actors, the current battle, database troops, items, enemies, the current map, skills, and terrain. Check it out and download the new version if it looks like something you'd find handy. Special thanks to DJC for his contribution.

anyone got a clue

I happen to have made a game called The What-Iffers in: Final Fancy wherein the villain created a bunch of challenges to keep the heroes busy. It's possibly not the tone you're looking for since the villain is a bombastic vampire and the general feel is comedic. Oh, and it's an action-puzzle game rather than an RPG, despite having been made in RPG Maker MV.

+++ DynRPG - The RM2k3 Plugin SDK +++

author=bulmabriefs144
You can already set monster conditions. Or do you mean setting them to variable?

Ideally, kinda a check this monster #, for that condition #, then turn on/off a switch (depending on the command). I think I tried doing this, but something went wrong at it said something about a sharing violation (essentially it didn't like that it was using battle information in the wrong place, I think, or I just did it wrong). This was before I had issues with CodeBlocks.


What I was referring to is a set of comment commands that can copy the data about monster conditions (specifically how many turns they've been under a condition, since that's how it's held internally) and put it into an RM2K3 variable, or vice-versa. There might be some snafus with trying to shove a value into the monster-conditions data, but it can hardly hurt anything to copy it out into an RM2K3 variable, and from there you can do if-checks using the variable.

+++ DynRPG - The RM2k3 Plugin SDK +++

Getting the name or description to interpret special tokens the way the Message command does seems difficult if not impossible to do in DynRPG to me. For those with enough know-how to poke around in the hex code of the program and make patches, it might be as simple as changing a single value, telling it to call the same text parser as Message or something, though that's purely speculation.

What would not be very hard to do in DynRPG is make a comment command to change an Item's name, description, or anything else about it, and yes, you could use variable values in that comment command. The downside is you would need to call the comment command every time the description needs to be updated, which would be difficult if the item is usable outside of combat. I started a plugin called DynDataAccess which is an open project specifically for such simple read/write comment commands. I was hoping it would help some folks get started on making DynRPG plugins, so I'd be pleased if you'd at least take a shot at expanding it yourself before asking me to do it. ;)

Comment commands to check or set monster conditions would also be a good addition to DynDataAccess.

DynWardrobe

I have over 300 items, and closer to 210 equips. It kinda would be hard to keep semicoloning out when what I want is "whenever equipped".


Well, here, have a listing of all the numbers from 1 to 500 with semicolons:

1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16;17;18;19;20;21;22;23;24;25;26;27;28;29;30;31;32;33;34;35;36;37;38;39;40;41;42;43;44;45;46;47;48;49;50;51;52;53;54;55;56;57;58;59;60;61;62;63;64;65;66;67;68;69;70;71;72;73;74;75;76;77;78;79;80;81;82;83;84;85;86;87;88;89;90;91;92;93;94;95;96;97;98;99;100;101;102;103;104;105;106;107;108;109;110;111;112;113;114;115;116;117;118;119;120;121;122;123;124;125;126;127;128;129;130;131;132;133;134;135;136;137;138;139;140;141;142;143;144;145;146;147;148;149;150;151;152;153;154;155;156;157;158;159;160;161;162;163;164;165;166;167;168;169;170;171;172;173;174;175;176;177;178;179;180;181;182;183;184;185;186;187;188;189;190;191;192;193;194;195;196;197;198;199;200;201;202;203;204;205;206;207;208;209;210;211;212;213;214;215;216;217;218;219;220;221;222;223;224;225;226;227;228;229;230;231;232;233;234;235;236;237;238;239;240;241;242;243;244;245;246;247;248;249;250;251;252;253;254;255;256;257;258;259;260;261;262;263;264;265;266;267;268;269;270;271;272;273;274;275;276;277;278;279;280;281;282;283;284;285;286;287;288;289;290;291;292;293;294;295;296;297;298;299;300;301;302;303;304;305;306;307;308;309;310;311;312;313;314;315;316;317;318;319;320;321;322;323;324;325;326;327;328;329;330;331;332;333;334;335;336;337;338;339;340;341;342;343;344;345;346;347;348;349;350;351;352;353;354;355;356;357;358;359;360;361;362;363;364;365;366;367;368;369;370;371;372;373;374;375;376;377;378;379;380;381;382;383;384;385;386;387;388;389;390;391;392;393;394;395;396;397;398;399;400;401;402;403;404;405;406;407;408;409;410;411;412;413;414;415;416;417;418;419;420;421;422;423;424;425;426;427;428;429;430;431;432;433;434;435;436;437;438;439;440;441;442;443;444;445;446;447;448;449;450;451;452;453;454;455;456;457;458;459;460;461;462;463;464;465;466;467;468;469;470;471;472;473;474;475;476;477;478;479;480;481;482;483;484;485;486;487;488;489;490;491;492;493;494;495;496;497;498;499;500


Listing numbers that aren't actually items that might be equipped in a given slot (like an Armor for a Helmet slot) won't hurt anything, although you do have to make sure none of the numbers are above the size of the Items array in your project's database. Trim this list down to whatever size you need, then paste it into the Item IDs field for whatever associations you want to happen when the Actor has anything at all equipped in that slot. Or better yet, put the list in an unused cell in row 1 -- say R1 -- then put the formula "=$R$1" in the Item IDs field. That way, if you ever need to expand it or change it in any way, you only have to change R1 and the rest will update automatically. Spreadsheet magic is handy stuff. :) Little note, though -- that formula business will only keep if you're doing it in the original DynWardrobe.xls file and using that to export DynWardrobe.csv files, as instructed in the readme.html. If you edit DynWardrobe.csv directly, like you appear to be doing in your screenshot, then any formulas you use will be replaced by raw data the next time you open the file.

Also, if you can, expanding functionality up to animation 30ish. She's wearing a dress, and would be in her skivvies otherwise for any custom poses (which given the nature of my game does include custom attacks, and custom status, that's kinda a thing).


You mean how in Animation2s there's room for up to 32 poses, but only the first 12 are used by the default system? DynWardrobe should already be capable of using all 32 poses, you just need to make sure the Animation2s for your clothing and whatever have graphics set to whatever poses are needed to match your Actors' Animation2s. Am I missing something?

DynWardrobe

Technically that would be possible, but it sounds a bit too custom for the general-purpose plugin. The source code is included in the download, so if you want to you could take a crack at making your own custom version of it.

With that said, the functionality you're describing wouldn't be too hard to achieve with DynWardrobe as-is. When you change an actor's job/class, that also changes their Animation2. To make a DynWardrobe association for a particular job, you just have to put that job's Animation2 number in the Actor Animation2 IDs field for that association. As for the idea of making the association work for any item as long as there's something equipped, you just have to list every possible item for that equipment category. For example, if items 11-20 in your game are the Helmet items, then you would list "11;12;13;14;15;16;17;18;19;20" in the Item IDs field for that association. I pondered including capabilities for things like ranges of items and "everything EXCEPT these items" when I was making DynWardrobe, but it was too complicated considering most games would only have about 50 items of a given equipment type at most. Listing them all out individually isn't that hard.

Games with map/level editors

It's not an official thing, but there are map editors for Terraria you can hunt down, and some people have done some pretty amazing stuff with it.

[RM2K3] Skill Detection- is it a thing?

author=zaeran
But I want to be a law abiding citizen T-T


That's laudable, and I encourage everyone using RT2K3 to purchase a license for the official English RM2K3 for legitimization even if you're not going to directly use it...but yeah, DynRPG makes life a lot easier if you're trying to do advanced stuff. Also, there's another plugin that does most of what the one bulma linked to does and more, like record which battler was targeted by the skill/item/whatever: https://rpgmaker.net/engines/rt2k3/utilities/157/

Spelunkying Bonus Page: High Scores

Wow, a context in which the "You shall be remembered as a hero" line actually makes sense. c.ca

[RM2K3] Running mechanic impossible to make work proper?

If you don't know what the player's current speed is when you run an event, which seems to be the problem here, you should first decrease the player's speed five times. That way you know it's set to the lowest possible speed, since any extra decrease speed commands once you hit the lowest speed will be ignored. From there you can increase the speed back up to the precise speed you want. You can also take the reverse approach, setting speed to highest possible first and going down from there. As a hint for anyone who might run across this thread later, increasing and decreasing the player's speed are subcommands within the Set Move Route command.

For the tile-hopping problem, I'm afraid I don't know of any solution.