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[DynRPG] Multiple equip request

On the patch-side, the idea was just changing the code so the "Helmet" slot in the Equip menu filters the item list for Accessories, not Helmets. This would allow you to select two accessories, similar to the "Two Weapons" setting. No problem there. Every hero has 5 equipment slots which just store the item ID, everything else is list filtering in the Equip menu and in the comboboxes in the editor.

[DynRPG] Multiple equip request

Probably not 5 minutes because it wouldn't solve the problem that the editor is not aware of this change and wouldn't let you assign accessories to the helmet slot even when the player himself would be able to do that in the Equip menu due to the patch.

Two Music Tracks

Disharmony sounds like your solution because you can also play MP3/OGG/... sound effects.

RPG Maker 2003 version 1.08 Question about conditions.

RM2k3 help file says:

"When multiple conditions are afflicted simultaneously, conditions with a low priority (About 10 or so) will recover automatically, as the higher priorities take over."

PepsiOtaku's DynRPG Plugin Emporium!

@Milennin: "Skill interrupts" - what do you mean?

PepsiOtaku's DynRPG Plugin Emporium!

It'll screw up everything, Pepsi. That's because DynRPG partly uses the same areas in the RPG_RT.exe for its code as the Revolution Patch did (that's because this patch has been discontinued, was never actually released and was thus considered obsolete - and space in the RPG_RT.exe is rare anyway). Plus, creating an IPS patch won't work in the first place because IPS isn't meant to "mutate" a file by changing its size. You might have noticed that the tbbpatch's RPG_RT.exe is larger than a normal RPG_RT.exe, and there is code in the extra space which gets cut off and then we have lots of broken jumps and calls.

PepsiOtaku's DynRPG Plugin Emporium!

Two little oversights of mine.

Firstly, as the compiler message should have told you, there was a cast missing here.
RPG::Battler *getBattler(int id) {

return id < 4 ? reinterpret_cast<RPG::Battler *>(RPG::Actor::partyMember(id)) : reinterpret_cast<RPG::Battler *>(RPG::monsters[id - 4]);
}


Secondly, due to a copypasting error the right type is supposed to be RPG::DStringPtr instead of RPG::System here:
static RPG::DStringPtr *&vocabulary = (**reinterpret_cast<RPG::DStringPtr ***>(0x4CDCB4));


The question is: Do you understand what my code is doing? In this case it shouldn't be too hard to get it to work in case I made some mistakes. Otherwise, feel free to ask. My goal is not only optimizing this particular plugin, but your coding style in general, because I think it would make everything much easier for you (saving time and hassle for maintaining the code) if you would use short, clear and clean code as the example I gave you.

PepsiOtaku's DynRPG Plugin Emporium!

I couldn't get your code to work when I attempted to on Friday


What was the problem?

Quitting Game command

The BetterAEP already provides this feature. Did you check the documentation and the demo? You have to fill variable 3351 with 2 and run an "end event processing" command.

[RM2K3] Monster: Do Nothing adjustment plugin request

Funny, I am working on this bug exactly this moment.