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

Well, "easy" means "easy for people who know C++" of course.

if(battler->action->kind == RPG::AK_SKILL && battler->action->skillId == 115)

PepsiOtaku's DynRPG Plugin Emporium!

This is a great thread with great work! Thank you, PepsiOtaku!

author=PepsiOtaku
Understanding the SDK and how it interacts with RPG Maker 2003 is probably the hardest part (yes, harder than actually learning C++). There's a lot to read and understand, but it's not impossible! If I can do it, you can too!

Would you mind describing your problems? I would be interested where the big issues were, what's hard to understand, if you have ideas how things could be easier.

EDIT:
            if (!images[1]) {
images[1] = RPG::Image::create();
images[1]->useMaskColor = true;
images[1]->loadFromFile(configuration["DummyImage"], false);
images[1]->RPG::Image::init(320,240);
images[1]->RPG::Image::setSystemPalette();
}

What's the point as opposed to this?
if(!images[1]) {
images[1] = RPG::Image::create(320, 240);
images[1]->useMaskColor = true;
images[1]->setSystemPalette();
}

That's a very strange syntax, by the way. I was surprised it actually compiles:
images[1]->RPG::Image::init

If you only use the image for drawing the text in the lower-right corner, it's not a good idea to make it 320x240 pixels in size because drawing 320x240 to the screen (on canvas->draw) takes longer than - let's say - 100x50. In this case it won't make a difference, but keep in mind that it's bad practice to make your RPG::Images as big as the whole screen if you only need a small part of it.

EDIT2:

Even worse, I just realized you are destroying and creating (and loading from disk!) the background image every frame! Not a good idea! Load it once and keep it in memory as long as possible. Only reload if you need to change it.

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

Do you mean on the map? Or in battle?

Because in battle you can already get this info easily: onDoBattlerAction/onBattlerActionDone, check the RPG::Action class: http://rpg-maker.cherrytree.at/dynrpg/class_r_p_g_1_1_action.html

How do you revert changes made by DynRPG?

Ah yes, that's actually a feature (it's also described in the feature list how to enable/disable it, exactly the way you just mentioned).

How do you revert changes made by DynRPG?

1) Yes, the transparency bug is known and not fixed yet...
2) Which window?
3) Yes, because this allows the player to see what's actually happening. This patch removes this feature: http://share.cherrytree.at/showfile-5932/dynrpg_normal_skill_window_duration.ips

[Plug-In][RM2k3] More interesting conditions

There is actually a function RPG::Battler::executeAction which could be used for a counter attack (in onBattlerActionDone: setting up the RPG::Action of the RPG::Battler to RPG::AK_BASIC and RPG::BA_ATTACK or maybe even RPG::AK_SKILL with a skill named "Counter" (so that it's visible that this is a counter attack) and then calling the RPG::Battler::executeAction method), but it's highly experimental.

How do you revert changes made by DynRPG?

Just remove RPG_RT.exe, dynloader.dll and the DynPlugins folder and rename RPG_RT.exe.bak to RPG_RT.exe (that's the backup created by the DynRPG patcher before patching).

(Large's answer would wipe all other patches and RPG_RT.exe modifications you did prior to installing DynRPG too!)

RM2k3 CustomSaveLoadPatch: Create your own save/load system!

Of course, since it's just a wrapper around the default save/load system.

[2K3] DynRPG plugin request affinity bar on default menu

It's definitely possible, dragonheartman did similar things in Starless Umbra.

[RM2k3] Patch for arabic script, possible?

Unfortunately, the RPG Maker is unable to show RTL text (even less connected letters) natively (i.e. via its text system and not using an image). There is too much logic inside the RPG Maker assuming that text flows from left to right and each character has a fixed appearance and a width of 6 pixels.