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[RM2k3 - DynRPG] - DynVarStorage (by-name variables, arrays and more).
Yes, I know this bug although I hadn't time to fix it yet.
It can be resolved by adding some arbitrary parameter (e.g. a token "end") to the command, e.g. @DVS_DELETE "test_variable", END
It can be resolved by adding some arbitrary parameter (e.g. a token "end") to the command, e.g. @DVS_DELETE "test_variable", END
[RM2k3 - DynRPG] - DynVarStorage (by-name variables, arrays and more).
Hello,
looks great. I just wanted to tell you that the forum swallows any square brackets, so you better replace them with curly brackets.
An idea: You could add a "Variable mapping" function. You could let the user map a RM variable to a Dyn variable, or even a RANGE of RM variables to a Dyn array.
When the user maps a variable (or a variable range), you would write the current value(s) of the Dyn variable(s) into the corresponding RM variable(s) and then you would add an onSetVariable handler which would automatically transfer all changes the user is making to from the RM variable(s) to the Dyn variable(s), as long as the variable mapping is enabled.
looks great. I just wanted to tell you that the forum swallows any square brackets, so you better replace them with curly brackets.
An idea: You could add a "Variable mapping" function. You could let the user map a RM variable to a Dyn variable, or even a RANGE of RM variables to a Dyn array.
When the user maps a variable (or a variable range), you would write the current value(s) of the Dyn variable(s) into the corresponding RM variable(s) and then you would add an onSetVariable handler which would automatically transfer all changes the user is making to from the RM variable(s) to the Dyn variable(s), as long as the variable mapping is enabled.
+++ DynRPG - The RM2k3 Plugin SDK +++
Well RPG::dbActors->name will give you the name of the hero IN THE DATABASE. If the name was changed, you will still get the old name.
RPG::actors->name does return the current name, but only IF IT WAS CHANGED. It returns "\x01" when it wasn't changed (i.e. when it would be the same as RPG::dbActors->name".
That's why you should use RPG::actors->getName() instead, this does the dirty work for you. (But this still doesn't explain why N1, etc. doesn't work in onComment. I will check it, though.)
RPG::actors->name does return the current name, but only IF IT WAS CHANGED. It returns "\x01" when it wasn't changed (i.e. when it would be the same as RPG::dbActors->name".
That's why you should use RPG::actors->getName() instead, this does the dirty work for you. (But this still doesn't explain why N1, etc. doesn't work in onComment. I will check it, though.)
RM2K3-Well, this patch may be a problem
I do not understand what "pictures size" problem you have...
Your RPG Maker screen has a resolution of 320x240, just as a hint.
Your RPG Maker screen has a resolution of 320x240, just as a hint.
(RPG Maker 2k/3) Provoke skill
You would need a DynRPG plugin for that. It is possible to detect the skill usage of the hero and its target, and it's possible to change the target of the enemies' skills, both using the onDoBattlerAction callback.
Now you either need to know C++ or find somebody who does and is willing to create the plugin for you. It's quite simple, but I don't have time right now.
Now you either need to know C++ or find somebody who does and is willing to create the plugin for you. It's quite simple, but I don't have time right now.
RM2K3-Well, this patch may be a problem
+++ DynRPG - The RM2k3 Plugin SDK +++
RM2K3-Well, this patch may be a problem
What do you mean, "It didn't work"?
Apart from that - if you like the default title screen as it is, why did you want to use the patch in the first place? O_o
Apart from that - if you like the default title screen as it is, why did you want to use the patch in the first place? O_o
RM2K3-Well, this patch may be a problem
Well you can design your title screen the way you want. You would probably use pictures. The "Show Choice" title screen is, as said, just a demo.














