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+++ DynRPG - The RM2k3 Plugin SDK +++
@bulmabriefs144: My post about pictures vs. images was addressed to PepsiOtaku.
@PepsiOtaku: No, since the map is not drawn at all in any other scene than RPG::SCENE_MAP.
@PepsiOtaku: No, since the map is not drawn at all in any other scene than RPG::SCENE_MAP.
+++ DynRPG - The RM2k3 Plugin SDK +++
Still, using pictures is not the right way here. "Picture" means "In-game picture object", with all the bells and whistles. You need an image. "Image" means just "a graphical object which can be drawn onto the screen".
#define AUTO_DLLMAIN
#include <DynRPG/DynRPG.h>
RPG::Image *menuBackgroundImage = NULL;
void onInitFinished() {
// Load the image once after the game started
menuBackgroundImage = RPG::Image::create();
menuBackgroundImage->loadFromFile("Picture\\White.png");
}
bool onSystemBackgroundDrawn(RECT *rect) {
// In this simple example we only handle the case where the full screen is showing the background
// (in the save/load menu only a part is drawn!)
if(rect->top == 0 && rect->left == 0 && rect->bottom == 320 && rect->right == 240) {
// Draw the image on the screen
RPG::screen->canvas->draw(0, 0, menuBackgroundImage);
}
return true;
}
void onExit() {
// Unload the image when the game exits
if(menuBackgroundImage) RPG::Image::destroy(menuBackgroundImage);
}
+++ DynRPG - The RM2k3 Plugin SDK +++
Are you sure this is what you want? What you are basically doing is every time the system background is drawn, you are issuing a "<> Show Picture #333, white".
This won't have any effect (because the picture is only drawn on the map).
If you want to draw a picture on a different scene than the map, you would need to use RPG::Pictures::draw, but in this case it looks more like you want to display your custom menu background. Therefore, you would need to use the RPG::Image and RPG::screen->canvas->draw(...) (RPG::Canvas::draw) to load (once!) and draw the image. Also you have to keep in mind that there is a "rect" parameter, otherwise you might mess up your save/load menu.
This won't have any effect (because the picture is only drawn on the map).
If you want to draw a picture on a different scene than the map, you would need to use RPG::Pictures::draw, but in this case it looks more like you want to display your custom menu background. Therefore, you would need to use the RPG::Image and RPG::screen->canvas->draw(...) (RPG::Canvas::draw) to load (once!) and draw the image. Also you have to keep in mind that there is a "rect" parameter, otherwise you might mess up your save/load menu.
[RM2k3] Accessing Stats in Battle
Untested code, just made out of my notes:
Please keep in mind that (same as with DBActor and DBSystem), changes persist for the whole session, until the game is closed, and are not reset on "New Game", nor saved or loaded to/from savestates.
If you put some logic to restore the original value after battle, please keep in mind that the player might also press F12 during the battle.
class DBMonster {
public:
void **vTable;
int id;
RPG::DStringPtr name;
int _unknown_C;
int _unknown_10;
int maxHp;
int maxMp;
int attack;
int defense;
int intelligence;
int agility;
// Other members not known yet
}
static RPG::NamedCatalogPtr<DBMonster *> &dbMonsters = (**reinterpret_cast<RPG::NamedCatalogPtr<DBMonster *> **>(0x4CDE0C));Please keep in mind that (same as with DBActor and DBSystem), changes persist for the whole session, until the game is closed, and are not reset on "New Game", nor saved or loaded to/from savestates.
If you put some logic to restore the original value after battle, please keep in mind that the player might also press F12 during the battle.
[RM2k3] Accessing Stats in Battle
The only way to change monster stats is using conditions. The RPG Maker doesn't provide an attackDiff, defenseDiff, etc. feature for monsters, it's just reading the stats from the database and applying the conditions to it.
Maybe I should add an onGetMonsterATK, etc. hook in the future...
Maybe I should add an onGetMonsterATK, etc. hook in the future...
[RM2K3 request] Display enemy health bars
@Milennin: dragonheartman is using such a plugin in his game Starless Umbra, you might ask him if I shares the code with you.
Starless Umbra
Is the rest of the advanced systems working for you, kalalas? For instance, are the monsters animated?
If not, you might have hit the same bug I hit at the beginning (seems an issue with Windows 8 64-Bit), it's solved by putting the DynPlugins folder into the game which you can get here.
If not, you might have hit the same bug I hit at the beginning (seems an issue with Windows 8 64-Bit), it's solved by putting the DynPlugins folder into the game which you can get here.
RM2k3 CustomSaveLoadPatch: Create your own save/load system!
http://share.cherrytree.at/showfile-1857/2k3multi.hpa
This patch adds BetterAEP to an existing RPG_RT.exe file (use Hyper Patcher 2 to apply).
This patch adds BetterAEP to an existing RPG_RT.exe file (use Hyper Patcher 2 to apply).
[Plug-in] [rm2k3] Animated Monsters Plugin
No, the difference is that the non-config version opens and closes files 120 to 960 times a second, which I didn't think of, that's why I came up with the config version as a quick fix.














