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

Edit: Let me formulate that better.

Do you use the 0.32 dll version instead of the lib version and does that have any benefits or side effects other than less duplicate data?

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

Hey folks,

does anyone here have experience in:
  • Switching from the V0.20 Cherry release to the 0.30 PepsiOtaku Version which is his headers compiled with Cherrys 0.20 lib?
  • Switching to the 0.32 PepsiOtaku Version which is his headers compiled his branch of the DynRPG library.

Are they compatible or is there behaviour that changes?

I lost track of a lot of things that happened in the last 6 years.


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

author=Maruyam4
I have a request, it is possible with quickpatches (or plugin?) to set the percent of HP/MP drained with skills using the drain option?

I guess it would be easier to emulate the drain effect by just adding HP/MP when a certain skill is used. DynRPG allows access to all data that is required to calculate the damage a skill would do. Sadly, it can not track if a skill missed and also not the randomness applied by the variance-factor.

If the goal is to make a "life on hit"-effect or have the skill generate ressource, that would be my way to go.

Aubreys "DynBattleChoices"-Plugin might help you build that in event code.

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

Almost everything requires eventcode.

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

Some examples that i created for "Dark Sword" ( available as a demo if you can deal with german texts ) and my project.
* A skill that is made available on hit for one use.
* a "focus"-skill that allows to use other skills while focus-status is active
* skill effects based on enemies or heroes lifepoints, for example no cooldown triggered, additional conditions etc.
* triggering healing on hero oder poison on enemy effect if using a skill removed enemy conditions
* throwing daggers after using a dagger-attack, or an elemental wave with the element of the used skill.
* bleed effect on critical strikes
* exploding arrows. Arrows hits primary target for a little physical damage, followed by explosion on all enemies.
* triggering a poison nova when attacking poisoned targets
* dark mark: triggers shadow damage every time the target is attacked by a hero
* thorns aura, reflects damage
* enemy spellcasting that can be interrupted by a number fo attacks or interrupt skills
* atb push-back/forward, basically grandia-style atb.

Some of that stuff can also be done by creating skills that set a switch that triggers an event page, but this and other-dynrpg features make it elegant. All our monster groups have only two event pages. If my project leader wants some new skills with custom effects, i don't need to change a single monster group and there are a lot less compromises because linkToEvent-commands and triggerskills can't have animations and don't have target selection and event page execution is unreliable and all that.

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

author=Xenomic
Hm...trying to think of what this could be used for. >_<

I used that ( my own version, not his ) to build a lot of stuff.
* custom condition system.
* damage, heal, ressource over time based on stats instead of % or fixed value
* complicated skills and lots of skill effects
* skill cooldowns, charges and other mechanics
* custom ressources instead of mana ( rage, combo points, energy etc.) and different ways to generate and use them

If you look at commercial games and their skilltrees and talent choices, a lot of that requires code to run exactly after a battler executed a certain action.

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

Hey, i got that as a dynrpg quickpatch. This changes the maximum count for all items.


ItemCap=4A6251,14,4A62E1,14,490234,14,492F99,14,494262,14,49427D,14,494783,14

14 is the hexadecimal representation for the decimal number 20, which is my maximum item count.

However, increasing the number above 127 might lead to errors, above 255 sure does. Don't know if the value is taken as 8 bit signed or unsigned everywhere it is used.
Anything above 99 leads to bad placement of the item count in the menus because it is not made for numbers with more than two digits.

If you want to decrease the max count, it works great.
To increase it~ i don't think so.

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

Official version does not work, sadly.

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

So the rpg maker is still drawing onto the screen->canvas but the canvas is shown in OpenGl instead DirectDraw?

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

Nice! Did you create your own openGL rendering for every element of the game?