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+++ DynRPG - The RM2k3 Plugin SDK +++
DynRPG is a plugin SDK for RPG Maker 2003. “SDK” means “Standard Development Kit”, and in this case it means that everyone can create his own extensions to the RPG Maker software now, as long as he knows how to use C++. DynRPG not only offers the average programmer access to the world of “patching”, but it also provides the basis for far more powerful extensions than all “patches” made for the RPG Maker before.
DynRPG works using plugins. Plugins can be written in C++, they will be loaded when the game starts and they are notified of certain events (like the drawing of a new frame, the writing to a variable, etc.) and are allowed to react to these events.
What in past were “patches” are now going to be simple plugins. Any game using DynRPG can be extended by a new feature by simply putting a plugin file into a folder called DynPlugins. That’s far easier than “patching”, something which many game makers are even afraid of, because they think it might harm their game. And if somebody doesn’t like a certain plugin, all he needs to do is deleting it.
So, DynRPG is beneficial to both plugin makers and game makers:
- Plugin makers can use a simple C++ library to write powerful plugins and distribute them to other game makers!
- Game makers get many new possibilities just by adding these plugins to their game!
- Professional game makers are able to write plugins which exactly fit to their game’s needs, for example they might write part of their action battle system in C++ or apply a custom design to the default battle system, or maybe they even create a whole minigame using DynRPG… the possibilities are endless!
There is also a complete documentation, online and as CHM file in the download as well.
Features of the patch:
- The DynRPG Patch allows you to use the DynRPG plugins!
- The DynRPG Patch allows you to use 2000 pictures, of which those starting with ID 1001 won't be erased when the map changes.
- The DynRPG Patch fixes several bugs of the RPG Maker and introduces a few improvements.
More info here: http://rpg-maker.cherrytree.at/dynrpg/patch.html
Features of the SDK:
- Access to many game objects, for example:
--- Actors
--- Monsters (current monster party)
--- Current map
--- Events
--- Pictures
--- Screen (!!!)
--- Switches and variables
--- System settings
--- Music and sound
--- and more
- Catching of events and the ability to react on them and in some cases prevent the default, for example:
--- When an event is drawn
--- When a picture is drawn
--- When certain windows in the battle are drawn
--- When actors and monsters are drawn in battle
--- When an actor or monster takes an action in battle
--- Every time the screen is refreshed
--- When an event command is executed
--- and more
Just think what possibilities this brings you! Suggestions:
- A "pointer everything" plugin
- A "bigger charsets" plugin
- A "nearly pixelmovement" plugin
- A "alpha channel" plugin
- A "custom status window in battle" plugin
- and MUCH, MUCH more.
More information, documentation and download:
>>> http://rpg-maker.cherrytree.at/dynrpg <<<
Really interesting and powerful this thing becomes only when there are good plugins. At the moment I am at the beginning with that, thus please be patient until useful plugins are created!
There is one small sample plugin so far, which shows conditions in battle using icons. It's described and available for download here at the bottom of the page.
There is also a contest for plugin programmers: http://rpgmaker.net/forums/topics/10255/
Best regards,
Cherry
EDIT: Source code is now available: https://github.com/CherryDT/DynRPG
DynRPG works using plugins. Plugins can be written in C++, they will be loaded when the game starts and they are notified of certain events (like the drawing of a new frame, the writing to a variable, etc.) and are allowed to react to these events.
What in past were “patches” are now going to be simple plugins. Any game using DynRPG can be extended by a new feature by simply putting a plugin file into a folder called DynPlugins. That’s far easier than “patching”, something which many game makers are even afraid of, because they think it might harm their game. And if somebody doesn’t like a certain plugin, all he needs to do is deleting it.
So, DynRPG is beneficial to both plugin makers and game makers:
- Plugin makers can use a simple C++ library to write powerful plugins and distribute them to other game makers!
- Game makers get many new possibilities just by adding these plugins to their game!
- Professional game makers are able to write plugins which exactly fit to their game’s needs, for example they might write part of their action battle system in C++ or apply a custom design to the default battle system, or maybe they even create a whole minigame using DynRPG… the possibilities are endless!
There is also a complete documentation, online and as CHM file in the download as well.
Features of the patch:
- The DynRPG Patch allows you to use the DynRPG plugins!
- The DynRPG Patch allows you to use 2000 pictures, of which those starting with ID 1001 won't be erased when the map changes.
- The DynRPG Patch fixes several bugs of the RPG Maker and introduces a few improvements.
More info here: http://rpg-maker.cherrytree.at/dynrpg/patch.html
Features of the SDK:
- Access to many game objects, for example:
--- Actors
--- Monsters (current monster party)
--- Current map
--- Events
--- Pictures
--- Screen (!!!)
--- Switches and variables
--- System settings
--- Music and sound
--- and more
- Catching of events and the ability to react on them and in some cases prevent the default, for example:
--- When an event is drawn
--- When a picture is drawn
--- When certain windows in the battle are drawn
--- When actors and monsters are drawn in battle
--- When an actor or monster takes an action in battle
--- Every time the screen is refreshed
--- When an event command is executed
--- and more
Just think what possibilities this brings you! Suggestions:
- A "pointer everything" plugin
- A "bigger charsets" plugin
- A "nearly pixelmovement" plugin
- A "alpha channel" plugin
- A "custom status window in battle" plugin
- and MUCH, MUCH more.
More information, documentation and download:
>>> http://rpg-maker.cherrytree.at/dynrpg <<<
Really interesting and powerful this thing becomes only when there are good plugins. At the moment I am at the beginning with that, thus please be patient until useful plugins are created!
There is one small sample plugin so far, which shows conditions in battle using icons. It's described and available for download here at the bottom of the page.
There is also a contest for plugin programmers: http://rpgmaker.net/forums/topics/10255/
Best regards,
Cherry
EDIT: Source code is now available: https://github.com/CherryDT/DynRPG
Dealing with displaying multiple statuses [2k3]
You may edit your game in normal RM2k3 after using >25 sprites too, as long as you don't edit this particular animation. After deleting one of those sprites you won't be able to get it back without Ultimate.
Dealing with displaying multiple statuses [2k3]
As said, this is a very simple version. It was mainly created as an example (explained here: http://rpg-maker.cherrytree.at/dynrpg/getting_started.html ).
I will later expand it and add more features, of course. (Or somebody else does, since the plugin is open source.)
In Ultimate you can use bigger sets (with more than 25 sprites in it). There is no way yet to use more than 8 sprite slots, however, sorry.
I will later expand it and add more features, of course. (Or somebody else does, since the plugin is open source.)
author=Xenomic
EDIT - Ah yes! I remembered the other thing that I wanted to suggest in tangent with the monster HP limit not being 99999, which I find this one to be more important. Finding a way to make that stupid 8 sprites per frame in the battle animations tab not just 8 sprites (also, was there a way to use more than one spritesheet per attack animation? Or was that in Ultimate only?)
In Ultimate you can use bigger sets (with more than 25 sprites in it). There is no way yet to use more than 8 sprite slots, however, sorry.
Dealing with displaying multiple statuses [2k3]
You can display as many as you like, it will start looking ugly at some point of course.
For testing you can use the pictures I used: http://share.cherrytree.at/showfile-5331/picture.rar
Your players don't need anything else then the content of your project directory :)
For testing you can use the pictures I used: http://share.cherrytree.at/showfile-5331/picture.rar
Your players don't need anything else then the content of your project directory :)
Dealing with displaying multiple statuses [2k3]
Well, of course you need to have those images you described in the DynRPG.ini file.
You don't need the CPP and DEV files, these are the source code. As explained before you only need to put the DLL into the DynPlugins directory after patching the game.
When the game starts, the DynRPG logo should show.
You also need pictures, of course. In the DynRPG.ini you configure which picture appears on which condition. See the example above.
You don't need the CPP and DEV files, these are the source code. As explained before you only need to put the DLL into the DynPlugins directory after patching the game.
When the game starts, the DynRPG logo should show.
You also need pictures, of course. In the DynRPG.ini you configure which picture appears on which condition. See the example above.
Dealing with displaying multiple statuses [2k3]
Well, this is a very very first test. The plugin was mainly meant to be a demonstration (it's explained in the Getting Started section).
Later, I will add more stuff, of course.
@EDIT: Sorry, my fault. Download now.
@EDIT2: Unless you have other patches installed, it's no problem.
@EDIT3: Tell me what you think.
PS: Download the patch again. Automatically installing 1.08 didn't work.
Later, I will add more stuff, of course.
@EDIT: Sorry, my fault. Download now.
@EDIT2: Unless you have other patches installed, it's no problem.
@EDIT3: Tell me what you think.
PS: Download the patch again. Automatically installing 1.08 didn't work.
Dealing with displaying multiple statuses [2k3]
Okay, it is here. The newest of the newest. Official release plus introduction tomorrow, something more also tomorrow...
You can have it and test it now, if you want.
Main page: http://rpg-maker.cherrytree.at/dynrpg
Download this: http://rpg-maker.cherrytree.at/dynrpg/files/dynrpg.rar
And this: http://rpg-maker.cherrytree.at/dynrpg/files/condition_icons.rar
Then patch your game with the dynrpg_patcher.exe from the first download. Then put the condition_icons.dll from the second download into the new DynPlugins folder in your game.
Then open the new DynRPG.ini file in your project and fill it with data like this:
I think you don't need more explanation :)
Result:
For the moment, it assumes that hero battle chars are 48 pixels high. If you use larger ones, it might look ugly... but this will be fixed later.
You can have it and test it now, if you want.
Main page: http://rpg-maker.cherrytree.at/dynrpg
Download this: http://rpg-maker.cherrytree.at/dynrpg/files/dynrpg.rar
And this: http://rpg-maker.cherrytree.at/dynrpg/files/condition_icons.rar
Then patch your game with the dynrpg_patcher.exe from the first download. Then put the condition_icons.dll from the second download into the new DynPlugins folder in your game.
Then open the new DynRPG.ini file in your project and fill it with data like this:
[condition_icons]
Condition2=Picture\poison.png
Condition3=Picture\blind.png
Condition5=Picture\berserk.png
Condition6=Picture\confused.png
Condition7=Picture\sleep.png
I think you don't need more explanation :)
Result:
For the moment, it assumes that hero battle chars are 48 pixels high. If you use larger ones, it might look ugly... but this will be fixed later.
I'm having this weird phenomenon in2k3
Maybe your RPG Maker's keyboard cache is stuck. Run http://share.cherrytree.at/showfile-2704/kbdreset.exe once and see if it works then.
DirectDraw Error (DDERR_UNSUPPORTED)
Because I am as I am.
Sorry, there is no explaniation... although people regularely ask me similar questions (including "where/how did you learn <insert some skill here>?!"), and I never know an answer.
Well, in this case it's just that many problems come up and again and again... and if that happens often enough, I will try to create a solution. And if I have one, I can give it to others when the problem arises again. As simple as that. :)
Sorry, there is no explaniation... although people regularely ask me similar questions (including "where/how did you learn <insert some skill here>?!"), and I never know an answer.
Well, in this case it's just that many problems come up and again and again... and if that happens often enough, I will try to create a solution. And if I have one, I can give it to others when the problem arises again. As simple as that. :)














