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[RM2k3 DynRPG Plugin] Keyboard & Mouse Input
Yes. I will get familiar with the tutorials section and it would be really nice of kentona could add a RM2k3 DynRPG Plugins section, because I am going to create lots of plugins over time. By the way, they are not scripts.
+++ DynRPG - The RM2k3 Plugin SDK +++
[RM2k3 DynRPG Plugin] Keyboard & Mouse Input
Yes I know, I was just used to posting these smaller things to this forum because we did it this way in the past, it seems that more people see it this way. Of course it would be nice if we could move it somewhere else where it fits better (even better than game discussion and development...)
Also I had the impression that people don't look into the tutorialsnand/or downloads section that often...
Also I had the impression that people don't look into the tutorialsnand/or downloads section that often...
+++ DynRPG - The RM2k3 Plugin SDK +++
Well, "battler" is probably of RPG::Battler* type. Then battler->conditions is the conditions array which is of type RPG::DArray<short, 1> which is just a helper class for arrays starting with index 1 and containig elements of type "short". battler->conditions.size accesses the "size" member of the array helper class and is a simple "int".
So your statement isn't meaningful and I don't know what you want to do with it... Because the size of the condition array is no battler pointer (RPG::Battler*) but an ordinary int(eger)!
@XenomIc: take a look at the RPG::Action class documentation. Basically, any action could have any targets...
So your statement isn't meaningful and I don't know what you want to do with it... Because the size of the condition array is no battler pointer (RPG::Battler*) but an ordinary int(eger)!
@XenomIc: take a look at the RPG::Action class documentation. Basically, any action could have any targets...
+++ DynRPG - The RM2k3 Plugin SDK +++
Well, we could use "normal" skills, but without checking any of the stats to decrease.
Then, we could use the onDoBattlerAction handler of DynRPG to find out which skill was used and which target was selected, and set a switch and call RPG::updateBattleEvents or something like that.
Then, we could use the onDoBattlerAction handler of DynRPG to find out which skill was used and which target was selected, and set a switch and call RPG::updateBattleEvents or something like that.
[2K3] Key Inputs!
Take a look at this: http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm
Utilizing the Class tab for different effects? [2k3]
I think it wouldn't. The RPG Maker only stores the "difference to the default". If you switch the class, the default changes. See my explanation about the "difference" stuff some posts before.
+++ DynRPG - The RM2k3 Plugin SDK +++
@Xenomic: Of course.
@supremewarrior: Hm, I ran the game from the RPG Maker so I didn't need to set a host application. But I will add that too.
@supremewarrior: Hm, I ran the game from the RPG Maker so I didn't need to set a host application. But I will add that too.
[RM2k3 DynRPG Plugin] Keyboard & Mouse Input
Well, there are three ways to check keys with this plugin:
1) Using a switch<->key assignment
As explained in the "Options" section, you can, for example, assign key "A" (key code 65, see list) to switch 2. This means, if "A" is held down, switch 2 is automatically set to ON. If "A" is not held down, switch 2 is automatically set to OFF.
"Some kind of coding you don't know" is just a line in the DynRPG.ini configuration file.
2) Using the @CheckKey comment command
Using a comment containing the @CheckKey command (see readme file and demo project) you can check the status of one specific key and set a switch to ON (pressed) or OFF (not pressed) accordingly.
3) Using the @CheckAllKeys comment command
Using a comment containing the @CheckAllKeys command (see readme file and demo project) you can check the status of ALL keys and set a variable to the key code of the currently pressed key (does only make sense if the user shouldn't press more than one key) - you can compare this function to the "Key Input Processing" command of the RPG Maker
To get the mouse position, you have to choose two variables (X and Y), as explained in the "Options" section.
Mouse buttons are handled like keys, by the way. Left mouse button has key code 1, for example.
I'd suggest playing around with the demo project.
1) Using a switch<->key assignment
As explained in the "Options" section, you can, for example, assign key "A" (key code 65, see list) to switch 2. This means, if "A" is held down, switch 2 is automatically set to ON. If "A" is not held down, switch 2 is automatically set to OFF.
"Some kind of coding you don't know" is just a line in the DynRPG.ini configuration file.
2) Using the @CheckKey comment command
Using a comment containing the @CheckKey command (see readme file and demo project) you can check the status of one specific key and set a switch to ON (pressed) or OFF (not pressed) accordingly.
3) Using the @CheckAllKeys comment command
Using a comment containing the @CheckAllKeys command (see readme file and demo project) you can check the status of ALL keys and set a variable to the key code of the currently pressed key (does only make sense if the user shouldn't press more than one key) - you can compare this function to the "Key Input Processing" command of the RPG Maker
To get the mouse position, you have to choose two variables (X and Y), as explained in the "Options" section.
Mouse buttons are handled like keys, by the way. Left mouse button has key code 1, for example.
I'd suggest playing around with the demo project.














