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

@All: Please update your SDK! I fixed a critical bug: some functions would randomly crash depending on the compiler optimizations.

And there is also now the first "official" plugin of mine, a keyboard and mouse input plugin: http://rpgmaker.net/forums/topics/10286/

By the way, I now recommend Code::Blocks as IDE and added a step-by-step tutorial at the Getting Started section.

=====
Hello, Orochii!

About ATB: Did you have a look at RPG::battleSpeed?

About F4/F5 simulation: You don't need AutoIt. You just need to use they keybd_event function, as said.

Example:
keybd_event(VK_F4, 0, 0, 0); // simulate F4 key down
keybd_event(VK_F4, 0, KEYEVENTF_KEYUP, 0); // simulate F4 key up

You can find out if you are in fullscreen or not by checking RPG::screen->fullScreen (there is also RPG::screen->largeWindow).

About anti-auto-fullscreen: Here is the "trick" I was talking about. There is no "official" way in the SDK, but you can make the game always start in windowed mode by putting the following line into your onStartup handler (don't forget to return true in onStartup):
*reinterpret_cast<short *>(0x48FA57) = 0x9090;

[RM2k3 DynRPG Plugin] Keyboard & Mouse Input

Hello everbody!

This is the first "official" (and hopefully useful) DynRPG plugin of mine.
You can find information about DynRPG here: http://rpgmaker.net/forums/topics/10254/

Source code and a demo project are included in the download.

readme.txt
This DynRPG plugin allows you to use the mouse and all keys in your game.

>>> In the "demo" folder you can find a demo game.
>>> In the "src" 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 keyboard_mouse_input.dll into your game's DynPlugins folder.
3) Add a section to your game's DynRPG.ini where you can set the options of this plugin (see below).

OPTIONS
=======

You can set the following options in your DynRPG.ini file:

KeyAAASwitch=BBB
----------------
Assigns a switch to a key. The switch will be ON when the key is pressed, otherwise it will be OFF. AAA is the virtual key code of the key, BBB is the switch ID.
For a list of virtual key codes, see here: http://cherrytree.at/misc/vk.htm

Example:
Key65Switch=2
Assigned the "A" key (virtual key code 65) to switch #2.
You may use the same switch for more than one key, in this case the switch will be ON if at least one of the keys is pressed.

MouseXVar=AAA
MouseYVar=BBB
-------------
Assigns two variables (AAA and BBB) to the mouse position (X and Y coordinates).

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

There are also two comment commands which can be used to check one key or all key at once (use them in event comments):
(NOTE: You may use the prefix "V" for parameters to have the value of the parameter read from a variable. You can also use more than one "V" prefix.)

@CheckKey XXX, YYY
------------------
Checks whether the key with virtual key code XXX is pressed and sets the switch whose ID is YYY to ON or OFF accordingly.

Examples:
<> Comment: @CheckKey V3, 4
Checks the key whose virtual key code is stored in variable #3 and writes the result to switch #4.
<> Comment: @CheckKey 68, 101
Checks the "D" key (key code 68) and writes the result to switch #101.

@CheckAllKeys XXX
-----------------
Checks all keys (except for the mouse buttons). If no key is pressed variable #XXX will be set to zero, otherwise to the virtual key code of the key which is pressed.
If more than one key is pressed, the key with the lowest virtual key code is used.

Download: http://cherrytree.at/download/?did=21

Best regards,
Cherry

Utilizing the Class tab for different effects? [2k3]

Utilizing the Class tab for different effects? [2k3]

Good idea, I will add the possibility to control weaknesses/strengths for each actor to DynRPG.

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

As said, google for keybd_event to change the modes by simulating F4 and F5, use RPG::Screen to find out which mode is active. For Auto-windowed mode their is only a hack, as said, but I still had no access to my database - I will tell you in the evening.

ATB: ALMOST all?

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

author=supremewarrior
author=Large
There is a patch that Cherry had already made with those features, Supreme. Check his page out.
Really? I never heard of this... I'll check it out.


If I remember correctly, it isn't on my page because it was kind of a "demo" (although it works, but unfortunately the turn order is not agility-based and escape is always enabled). It's here: http://share.cherrytree.at/showfile-1900/tbbpatch_demo.rar

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

For ATB Stuff, take a look at RPG::System::atbMode and RPG::Battler::atbValue as well as RPG::battleSpeed. You will also need the callbacks onNewGame, onLoadGame and onSaveGame, probably.

For Windows properties it's harder, since the SDK doesn't provide a way to prevent the default behavior, but I will tell you a trick later, when I am at home. For now, look at RPG::Screen and google for the WinAPI function keybd_event.

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

No, but you can test for a particular event or the hero whether it is able to move from position A to position B or not. This includes event layer settings, "phasing mode", "forbid event overlap", other events on the target tile and of course the tile properties.

(By the way, whenever I say "no" it means "not yet".)

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

oh... yes, that's certainly possible. You could even use some event number #1, set to "below hero" (so that it's the first event to draw), use it to draw your Mode7 background and then the other events - drawn in a scaled and moved way.

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

So problem. You could even transmit the movements of the players and automatically move them on the other computer... or you could create an Online Battle System using the default battle system... Where ATB values are synced and actions of the users are transmitted to the other computer (and there executed as "enemy" actions).