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+++ DynRPG - The RM2k3 Plugin SDK +++
Version 0.20 with a few new features, but most importantly a pile of bugfixes, would be ready... who would like to test it for me before I release it?
http://share.cherrytree.at/showfile-12494/dynrpg.rar
Please just read the changelog in dynrpg.chm.
http://share.cherrytree.at/showfile-12494/dynrpg.rar
Please just read the changelog in dynrpg.chm.
[RPGmaker 2003] Help with Finder.exe, Power Patch Compact and Disharmony
Send me your rpg_rt.exe and I'll create you the finder.dat - alternatively, try enabling XP compatibility mode both on RPG_RT.exe and Finder.exe
+++ DynRPG - The RM2k3 Plugin SDK +++
Technically yes, for almost everything is a way, but no supported way yet. (Means: If you can reverse engineer the monster class and get the right method to access the monsters in DB, you can theoretically do it.)
+++ DynRPG - The RM2k3 Plugin SDK +++
Technically yes, for almost everything is a way, but no supported way yet. (Means: If you can reverse engineer the monster class and get the right method to access the monsters in DB, you can theoretically do it.)
[VX Ace] NoMethodError... everywhere.
The method you seek is called "nil?", not "nil". "nil.nil" will throw a NoMethodError alright, but "nil.nil?" will happily return true.
RPG Maker 2003's Random Number Generator
Linear congruential generator: Yes. RM2k3 just uses Delphi's RandomRange function.
See http://stackoverflow.com/questions/3946869/how-reliable-is-the-random-function-in-delphi
See http://stackoverflow.com/questions/3946869/how-reliable-is-the-random-function-in-delphi
+++ DynRPG - The RM2k3 Plugin SDK +++
Yes, the DynRPG patcher creates those .bak files for you, so you can uninstall DynRPG.
@Allen Hunter: Keep an eye open for the release which I have planned. Many bugs are fixed there.
@Allen Hunter: Keep an eye open for the release which I have planned. Many bugs are fixed there.
[DynRPG Plugin] DynModeSeven
1) Actually, I just wonder why the RPG doesn't update your sprites' appliedPalette automatically. It normaly does that, see http://rpg-maker.cherrytree.at/dynrpg/class_r_p_g_1_1_image.html
2) Oh, right. I thought you were using onDrawEvent or something like that (which is not called if the event is out of sight)
2) Oh, right. I thought you were using onDrawEvent or something like that (which is not called if the event is out of sight)
[DynRPG Plugin] DynModeSeven
I would be interested in the source code... can you send it to me? (If you want.)
1) You could handle the screen fade by reading RPG::screen->canvas->brightness, see http://rpg-maker.cherrytree.at/dynrpg/class_r_p_g_1_1_canvas.html#a40a63d8f31478a954e66aa4529aeee12
2) Events "pop" into sight from the side if they are too wide (test it with the castle), i.e. if the middle tile is not visible, the event is not visible, even though it might be wider than the tile. This can be solved with the onCheckEventVisibility callback. See http://rpg-maker.cherrytree.at/dynrpg/group__callbacks.html#ga47d59f3d222f083c095f7ebbae86b779
1) You could handle the screen fade by reading RPG::screen->canvas->brightness, see http://rpg-maker.cherrytree.at/dynrpg/class_r_p_g_1_1_canvas.html#a40a63d8f31478a954e66aa4529aeee12
2) Events "pop" into sight from the side if they are too wide (test it with the castle), i.e. if the middle tile is not visible, the event is not visible, even though it might be wider than the tile. This can be solved with the onCheckEventVisibility callback. See http://rpg-maker.cherrytree.at/dynrpg/group__callbacks.html#ga47d59f3d222f083c095f7ebbae86b779














