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+++ DynRPG - The RM2k3 Plugin SDK +++
author=dragonheartman
So Large, it sounds like you want time-based regenerative effects rather than turn-based. That's actually fairly easy to implement as well. Every couple frames you can check if an ATB has updated, and if so, add/subtract health from the actors that are affected with the stat effects.
@Feld, there was a battle system patch that cherry posted on his site, the only issue was that it was largely specific to a certain project and wasn't general enough to be of much use (if I recall correctly). DynRPG works best I'm learning with smaller modular patches that just target specific features so users can pick and choose the patches of their liking.
For example, in SU I have the following plugins:
- menu_updater.dll, which updates stats dynamically in the menu (such as max HP) when certain gear is equipped
- animated_monsters.dll, which animates every monster. Even cooler, the poses are stored in a folder based on the monster name, so I have something like /Monster/Green Slime/1.png for the first monster frame. I want to see if I can include additional animations (such as death and maybe even hurt) before I release this.
- threat.dll, which actually handles the new "Focus" System and some of the DBS interface updates. This has bloated out to handle all sorts of DBS tweaks here and there and I wish I'd actually go back and separate some of this out, but for now it is what it is.
- condition_icons.dll is a modification of Cherry's condition icons so the conditions are animated.
Lastly, I've been having more ideas than time, so I haven't been able to rapidly develop all of the ideas for plugins I've come up with, but I thought of another you guys might like: a proper Enter Hero Name command. ;)
I just wish I could actually sit down and do these instead of saying "OH IT'S EASY GUYS"
About death/hurt of monsters: You could use "blinkTimer" for checking for getting hurt, since the monster blinks when it gets hurt (blinkTimer is set to some value which I don't recall and then goes down to zero... you could directly set it to zero then (to avoid actual blinking) and show your animation instead).
Error when using Common Event [2k3]
Oh well, then it seems to be ANOTHER, similar bug.
Can you show me a test project where it happens? Maybe I can fix it too.
Can you show me a test project where it happens? Maybe I can fix it too.
Looking for a patch for the ATB bar.
I will change this behaviour in the next version.
(By the way, DynRPG allows you to see exactly which character did which action on which target (also change it)... Might be time to write a plugin which stores this information in variables or something like that.)
(By the way, DynRPG allows you to see exactly which character did which action on which target (also change it)... Might be time to write a plugin which stores this information in variables or something like that.)
Looking for a patch for the ATB bar.
Improvement: Monsters are now flashed more intensively when they do their turn. Before, it was hard to follow what was going on in battle, especially if a monster used the "Attack" command.
Improvement: The skill information window is longer visible in battle. This makes it easier to understand the moves of monsters.
However, the battle event bug you described is strange, but it MIGHT have to do something with the skill window change. Apply this IPS patch: http://share.cherrytree.at/showfile-5932/dynrpg_normal_skill_window_duration.ips
It removes the second "improvement".
Error when using Common Event [2k3]
This is a RM bug which happens when you remove the character which was the last to do his turn.
This is fixed in the DynRPG patch.
This is fixed in the DynRPG patch.
DynRPG and goliath overdrive patch
+++ DynRPG - The RM2k3 Plugin SDK +++
Looking for a patch for the ATB bar.
Well, your RPG2003.exe About may say 1.08 - that may be true for your RPG2003.exe :-)
But I am talking about your RPG_RT.exe here.
The DynRPG patch itself won't help you anyway, though. (Without the proper plugin, I mean. Which doesn't yet exist. Do you know C++?)
But I am talking about your RPG_RT.exe here.
The DynRPG patch itself won't help you anyway, though. (Without the proper plugin, I mean. Which doesn't yet exist. Do you know C++?)
Looking for a patch for the ATB bar.
Simple answer: Since you don't have the source code of RM2k3, you don't have access to that "line of code".
The "line of code" I was talking about was a line of plugin code using DynRPG (all the "dirty work" is done by the DynRPG patch then).
The "line of code" I was talking about was a line of plugin code using DynRPG (all the "dirty work" is done by the DynRPG patch then).
+++ DynRPG - The RM2k3 Plugin SDK +++
Indeed, I didn't... Thank you very much! (Btw, my name is not Annemarie, just for the records^^ that's my mother's name. I didn't update the donation button yet even though I have my own PayPal now...)
Your video looks great. That's the default BS, isn't it? HA! I have waited for something like this! Unleashing the power!
(Can I have a demo?)
Your video looks great. That's the default BS, isn't it? HA! I have waited for something like this! Unleashing the power!

(Can I have a demo?)














