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

author=bulmabriefs144
Can you use IrFanView on your OS? If you're using GIMP, you probably have a different one than the average Windows user.
I'm Windows user. I'm using GIMP just because it's lighter then Photoshop (which sometimes don't run at all - computer is too weak), but powerful enough for my means. So yes, I'll try.

author=bulmabriefs144
Reading further, it should be the same as 256 mode, but 2k3 not seeing it that way (it's probably in BGR true color). Simple answer, start it in either mode, and try to reduce it to 256 using another program. Because that one doesn't seem to work here.
Can it be a problem for images which from start didn't use more then three colours?

upd: sorry for some inaccuracy: error is "unsupported PNG image".

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

I created it with GIMP using the Indexed colour mode. Is it something different?
By the way, when I (accidentally) turned it into the RGB, the DynRPG throwed anoter exception - "Invalid image type", it, I think, was what you mean.

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

Can't get to work the loadFromFile function. It says "invalid PNG image". Can't understand what does it mean...

[RM2K3 request] Display enemy health bars

Haven't got it to work yet, have to run now. Perhaps I could do this later.

[RM2K3 request] Display enemy health bars

I think it can be easily made from the condition_icons by Cherry. I'll try this now.

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

author=bulmabriefs144
What's Cerberus mean by national alphabet?

The cyrillic letters became too wide after applying the patch.
Before:

After:

It's almost impossible to read, as you can see. With another font in the project settings - the same issue. Font Changer haven't used yet, maybe it will help...

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

It seems that bulmabriefs144 found just the same issue that troubles me. I'll ask again: is there any way to fix the national alphabet with DynRPG?

[RM2k3] [Plugin] Local switches + turn-based battle

bulmabriefs144, thanks you too for that idea. I tried once write an role system (just damage calculating, for start) on events, but faced the same difficulty - extremly large code with lots of duplications - and several large restrictions, such as disability of making Berserk condition (random attack is done easily, but how to do forced random attack, when you have the "Change" command always?) So it's interesting that someone else tried to work with this.

[RM2k3] [Plugin] Local switches + turn-based battle

author=Cherry
@Hosting: http://share.cherrytree.at - if you contact me, you can also get your own webspace and everything.
Thanks for information! I'll update first post soon.

author=Cherry
if ((data[0]!=1) || (data[1]!=0))
This will most certainly crash if you put your plugin into a game for the first time and then try to load a savefile. You should check if data != NULL and also if length > 2 (in your case) before trying to access data and data!
I didn't keep in mind that someone can add this plugin to game which was played for a while... In the next version I should fix this, yes. (Next version - because it seems to be a lot of new code in this case)

author=Cherry
RPG::variables[6]=tmp;
Are all these variable assignments intentional? Looks like debug code.
I didn't use variables intentionally, thanks, forgot about it.

author=Cherry
And in the demo there is "SwitchesPErEvent" in the INI file ("PEr" instead of "Per") so it probably won't read it correctly.
A misprint, thanks again.

upd: First post updated.

[RM2k3] [Plugin] Local switches + turn-based battle

1. Local switches.
Version: 1.0.1.
Features:
- 1, 2, 4, or 8 local switches per event (configurable);
- setting local switches by event command;
- for checking they are copied into fixed global switch, whose number can be changed in configuration.
Plans:
- forks on local switches without using global ones;
- more stability;
- removing or changing the graphic of non-automatic event, based on his local switches.
(Automatic event can be removed by its local switch even now - check the demo project below)

Changes in 1.0.0->1.0.1:
- removed unnecessary debug code.

2. Turn-based battle system, analog of the Cherry's TTB.
Version: 0.5.
Warning: doesn't yet support the inactive conditions other than death! The game would almost always freese, when the command is changed after such a condition was used.
Plans:
- add this support;
- add several configurable features, such as:
first turn doesn't depend on Agility;
active characters are changed as in the ATB;
a "Wait" command, which set ATB position at 50%;
- remove obsolete "Wait|No wait" option in menu and ATB gauge as HUD element in battle.

Demo project: download local_switches.zip