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

Yes I know about that... Isn't fixed yet.

Starless Umbra 9.0.0b Released!

Tried it in different file paths, doesn't work.

I have Windows 8 64-Bit.

EDIT: The old version doesn't work either... Looks like an issue with Windows 8 or with 64-Bit platforms, because before I had Windows XP 32-Bit and it worked there.

Starless Umbra 9.0.0b Released!

No DynRPG plugins are loaded due to Molebox!!! So all the cool features don't work.

(I now just copied your folder from the Dropbox)
EDIT: Found a bug: When you are in running mode, stamina levelup bar is full and you receive an item (which turns off running), you don't level up. You have to press Shift twice in order to level up.

EDIT2: The chest in Arkor, right left to the Inn, misses the fancy animation.

EDIT3: Why do no road signs work?

[RM2k3] [Plugin] Local switches + turn-based battle

author=bulmabriefs144
Well, actually, it's a coincidence of sorts, I am working on this very project right now after finding out that Turn Based patch crashes when loaded with DynRPG (it's in Cherry Tree, meaning I get the whole "nice job testing" impression).

You might notice that the turn-based battle patch (which is actually a demo for the community) is not on Cherry Tree but only posted in some threads in forums here and there.

[RM2k3] [Plugin] Local switches + turn-based battle

@Hosting: http://share.cherrytree.at - if you contact me, you can also get your own webspace and everything.

if ((data[0]!=1) || (data[1]!=0))
This will most certainly crash if you put your plugin into a game for the first time and then try to load a savefile. You should check if data != NULL and also if length > 2 (in your case) before trying to access data{0} and data{1}!

RPG::variables[6]=tmp;
Are all these variable assignments intentional? Looks like debug code.

And in the demo there is "SwitchesPErEvent" in the INI file ("PEr" instead of "Per") so it probably won't read it correctly.

[RM2k3] [Plugin] Local switches + turn-based battle

--Please delete this post--

[Plug-in] [rm2k3] Animated Monsters Plugin

windows.h is already included by DynRPG.h, so you don't need to include it twice!

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

author=PepsiOtaku
Say you had 2+ save files setup. In both save files, the ATB mode was set to 200. If you were to go into one of them and change it to 400 (via an event through some kind of custom menu), quit back to the title screen and then go into the other save file that in theory should be 200, it would now be set to 400. Therefor, you could have a menu slider that says "Battle Speed: 200" since that's what the variables say, but it could still be different based on one of your other saves. If you absolutely had to give the player the ability to change battle speed in-game, it would have to be a setting in the title screen you build.

I had written a similar variation of that plugin to say "if a variable is 0 (default): use 200 battle speed, if 1: use 100 battle speed, if 2: use 200, if 3: use 300, if 4: use 400," but it was quickly scrapped after I found out the above.

That's why you have to save and load these settings like battle speed, battle layout or anything in DBSystem or DBActor manually (in onSaveGame/onLoadGame).

@Kazesui: In your code, I wouldn't use global_vol as absolute value, but as percentage. So you will multiply the volume by global_vol/100... This way people can still control a relative volume of sound effects...

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

What about just checking if 1.png exists in order to decide if a monster is animated?

[Script] [Rm2k] Custom Textbox Engine V 3.0

author=Trujin
Haha, well I started with gamemaking back in 2002, the 50 pic limit drew me to rm2k3 quickly. Now it's 126 vs 9999 =p. Concidering the CMS I'm building that's a big plus. However, I just looked at your system and it's pretty neat, only downpart of it is that you used the first of everything. Which means it's going to be hard to apply to my project. Would be better if you used the 500+ variables and common events numbers 50 or something. Though Cherry's habbit of using variable numbers 3500 + is a bit too much XD.


It's not 126 vs 9999 anymore, it's 9999 vs 9999 since Hyper Patcher 2 now handles 9999 for 2k and 2k3.

Also, yes 2k is more popular and 2k v1.07 was the first version I actually analyzed so many of my data is only referencing 2k v1.07. But many patches are available for 2k and 2k3. DynRPG is only 2k3, though (because I saw that on an international level, 2k3 is more popular).

The 3350 habit was a decision after analyzing the variable usage in different projects. Of course, most projects use variables starting with #1. Also, many have set the amount of variables to the (normal) maximum, which is 5000, and use variables at the end (towards 5000) for some special purposes (e.g. 1,2,3,... is used for stuff following the storyline, 5000,4999,4998,... is used for technical stuff like menu, battle, etc.). Also, many games start "blocks" of variables (used for a specific purpose - battle system, for instance), with a "round" number (plus one), e.g. 1001, 2001, 2501, etc. So 3350, 3351, etc. was quite high, but not near a round number and not at the very end (5000) and looked like it would cause the least conflicts.