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[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

By the way: The pathfinding plugin has a few bugs, as we found out. anti-freak is fixing it.

Mapping Contest #1

About Kazesui's game: Because some of you said "nice to see what DynRPG can do": Actually, Kazesui didn't use a single plugin. I think he just needed to 2000 pictures. :-)

For example, he uses very big (and slow) common events for angle calculations... he could have used a DynRPG like http://cherrytree.at/download/?did=23 or a custom one for that. With a custom plugin he could have put all calculations and all picture graphics into the plugin and thus reducing the lag to zero :-)

[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

author=Kazesui
I keep getting undefined reference errors when I try to use RPG::Image::create, even with the sample code you posted in the "getting started" section.


Did you add "DynRPG" to your project's libraries?

[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

Instructions starting at 004B6CC1 are:

004B6CC1  |> 81FE 7F969800  |CMP ESI,98967F

004B6CC7 |. 7E 07 |JLE SHORT RPG_RT.004B6CD0
004B6CC9 |. BE 80969800 |MOV ESI,989680
004B6CCE |. EB 0A |JMP SHORT RPG_RT.004B6CDA


There is no way it could crash here on its own.

So, I think you made some mistake. Attach a debugger to the game to see what happened at this address.

A wild guess: Maybe you wrote the new limits to 004B6CC1 and 004B6CC9 instead of 004B6CC2 and 004B6CCA? As you see in the code above, the first byte is the instruction opcode, the value starts one byte after it, so I assume you overwrote the opcode...?



[OVER][Contest] DynRPG Plugin Programming Contest - Win Amazon Gift Cards! - NEW: Pathfinding plugin submitted!

There is a first submission!

anti-freak from the German community has submitted the first plugin - a pathfinding plugin using the A* algorithm!

readme.txt
This DynRPG plugin allows you to use A* pathfinding to move events, i.e. they find their way from one point to another by themselves, even though there might be obstacles in the way.

>>> In the "Pathfinder\Source" folder you can find the source code of this plugin.

INSTALLATION
============

1) Make sure the DynRPG patch is installed at your game: http://cherrytree.at/dynrpg
2) Copy the pathfinder.dll file from the DynPlugins folder of the demo project into the DynPlugins folder of your game.

COMMENT COMMANDS
================

You can use the following commands with the "Comment" function of the RPG Maker:
(NOTE: You can also use the prefix "V" for parameters to read the value from a variable. You can also use more than one "V" prefix.)

@CalcPath Event ID, X, Y, Speed, Frequency, Find nearest spot?
--------------------------------------------------------------
Moves an event to a target point and finds the way automatically.

@CalcPath Speed, Frequency, Find nearest spot?
<Change Event Location> (RPG Maker-Command)
-------------------------------------------
Moves the chosen event to the in "Change Event Location" set coordinates

Event ID: ID of the event which should be moved, or "this" for the current event of "hero" for the hero (without quotes)
X: X coordinate of the target point on the map
Y: Y coordinate of the target point on the map
Speed: Speed of the movement (1 to 6 or "default"(without quotes))
Frequency: Frequency of the movement (1 to 8 or "default"(without quotes))
Find nearest spot?: Either 1 or 0. 1 if the nearest spot should be used in case the target point is not reachable.


@GetCurEventID Variable ID
--------------------------
Stores the ID of the current event into the given variable. For common events the ID is negative.

Demo and source code are included in the download.
Download: http://cherrytree.at/download/?did=22

Best regards,
Cherry

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

Yes I am also thinking about some way to solve this... I thought about waiting 1 frame before the actual Game Over happens so that plugins have time to revive actors.

EDIT: I've fixed the 0.13a bug now. If anybody else has the same problem, patching the new 0.13b over 0.13a solves the problem.

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

Hm, yes I see... But MAYBE your Problems will go away soon because I am planning a plugin which allows battle events to run similar to a parallel process...

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

If we add some manual targeting mechanism, we could...

About battle events: You can put them together and use conditional branches for many things...

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

Maybe it happened after updating the patched file from 0.13 to 0.13a, but I don't understand why and unfortunately I don't have the 0.13 patcher anymore so I can't test it...