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[2K3] Sprite limit?

As a quick test, try downloading the RPG Maker 2009 Ultimate (an addon for 2k3) from http://cherrytree.at/ultimate and test with it (it uses a different method to enumerate the files, because it also supports subfolders).

[2K3] Music and looping

[Plug-in] [rm2k3] Animated Monsters Plugin

@dhm:

About not moving the cursor: You are right, I forgot that this will update the screen but not the selection windows (there is no RPG::Window object at the moment so you can't update them manually either).

About onBattlerActionDone: This callback has a "success" parameter. I assume it will be "false" the first times and "true" the last time.

So probably RPG::updateBattle() would work better than RPG::Screen->update(), but then again other characters can take action in the meantime... and you would have to make sure that the currently attacking monster's actionStatus is RPG::AS_WAITING all the time... And the whole thing is very experimental.

So yes - we better keep it as it is now - until I know more about this battle process and maybe can add some way to keep an action waiting.

Did you get my email about combo attacks, by the way?

[Plug-in] [rm2k3] Animated Monsters Plugin

[Plug-in] [rm2k3] Animated Monsters Plugin

Why did actual waiting with RPG::screen->update() not work?

[Plug-in] [rm2k3] Animated Monsters Plugin

author=dragonheartman
dhm, how do you let the monsters' attack "wait" during their movement? I don't see any RPG::screen->update()...
It's all done in the onFrame() callback. In the onDoBattlerAction() callback (or whatever it's called) I set a flag to approach a target as well as the x/y coordinates of the target, then using a frame timer I update accordingly.
Yes, I see that, but I mean: How do you delay the actual attack until the enemy has reached the target?

author=dragonheartman
I should really make the movements framerate-independent by multiplying the velocity by some timestep between frames, but honestly if your machine can't handle the battles at 60fps you'll be in more trouble trying to play my minigames...
I think this wouldn't be an issue if you would use RPG::system->frameCounter instead of your own frameCounter, because even when frames are skipped (i.e. not drawn), they are still counted internally. See the notes here: http://rpg-maker.cherrytree.at/dynrpg/group__callbacks.html#gaeb3cc580d193d21358513fff5e1687c5

[Plug-in] [rm2k3] Animated Monsters Plugin

dhm, how do you let the monsters' attack "wait" during their movement? I don't see any RPG::screen->update()...

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

This happens because the background color of your window boxes (in the system graphics) is transparent.

Quick fix: Open the PNG file (directly from the "System" folder) in IrfanView, press Ctrl+S to save it, save it with the same name, when it asks for transparency then press ESC.

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

Of course, just use Hyper Patcher 2 ( http://cherrytree.at/download/?did=10 ) or the Font Changer to re-set the font name to yours.

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

I don't see any problem with the national alphabet here... You could try using a different font.