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+++ DynRPG - The RM2k3 Plugin SDK +++
@PepsiOtaku & Bugmenot: Thank you :-D That helped!
Edit @PepsiOtaku:
Window->getSelected() fits best for checking if the window is shown.
I noticed that choiceTimer is reset for a frame when scrolling to rows that are not in the visible part of the window.
Edit @bugmenot:
In the VisuMenu-Fix, you gave this line:
Skill(Entries per row, battle)=4A0E92,%2
In my case, this leads to an error in battle. The main-menu version works.
One more thing:
Cherry once gave me this:
Offset 0xC8431 (1 Byte, signed): Skillmenuheight. Change from 0x50 (4 Lines) to 0x60 (5 Lines).
Your VisuMenu seems to overwrite that. If i change that after VisuMenu is applied by using *reinterpret_cast<unsigned char *>(0x4C9031) = 0x60, the game crashes when calling the menu.
Edit @PepsiOtaku:
Window->getSelected() fits best for checking if the window is shown.
I noticed that choiceTimer is reset for a frame when scrolling to rows that are not in the visible part of the window.
Edit @bugmenot:
In the VisuMenu-Fix, you gave this line:
Skill(Entries per row, battle)=4A0E92,%2
In my case, this leads to an error in battle. The main-menu version works.
author=Maker
AccessViolation in Module RPG_RT.exe in with address 004A0E92 and offset 00000 of type Write occured.
One more thing:
Cherry once gave me this:
Offset 0xC8431 (1 Byte, signed): Skillmenuheight. Change from 0x50 (4 Lines) to 0x60 (5 Lines).
Your VisuMenu seems to overwrite that. If i change that after VisuMenu is applied by using *reinterpret_cast<unsigned char *>(0x4C9031) = 0x60, the game crashes when calling the menu.
+++ DynRPG - The RM2k3 Plugin SDK +++
Question:
DynRPG 0.3x allows to influence the windows in battle.
I like to draw my own skill and item menu. Moving the windows into the void is easy.
But how would you detect that it was drawn that frame?
Window.winTimer says "The total number of frames the window has been visible before a RPG::Scene change. " but it is increased even if the window is not visible.
Window.choiceTimer is increased only when the windows is really visible, so i would chose that.
Question 2: What is that tooltipp window with the item/skill-description on top called and is there a pointer to it?
DynRPG 0.3x allows to influence the windows in battle.
I like to draw my own skill and item menu. Moving the windows into the void is easy.
But how would you detect that it was drawn that frame?
Window.winTimer says "The total number of frames the window has been visible before a RPG::Scene change. " but it is increased even if the window is not visible.
Window.choiceTimer is increased only when the windows is really visible, so i would chose that.
Question 2: What is that tooltipp window with the item/skill-description on top called and is there a pointer to it?
+++ DynRPG - The RM2k3 Plugin SDK +++
author=GhostRiderThat's a good start ;-)
but i use a different system that revolves around Corti's Custom Critical Hit Plugin)
@your request:
I created exactly that for my own game, but it's part of a bigger plugin and not configurable.
What my plugin does, is to calculate bonus def into bonus lp, that means i don't overwite lifepoints by base.def*10, instead i take base.life + (crrent.def - base.def ) * 10.
I don't know how this behaves when the base values of heroes are changed via classes.
Do you use classes?
author=GhostRiderI wrote him years ago about that plugin and he didn't answer, so i made my own stuff.
i know something like that is possible, the guy who made starless umbra did this plugin but unfortunately he never released it and as far as i know he is not into rpg maker anymore
author=GhostRiderThat is one of the lesser challenges.
the only problem is that i still don't know for sure which stats i want and how many point they should give to hp/mp (that would require some tests) so maybe if possible the plugin should be flexible
I'll see what i can do for you. Sadly, these are busy days for me, so it might take a while.
Btw. i made that other item-flag thing for you, did it help you create what you wanted to create?
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author=bulmabriefs144The plugin i made for GhostRider allows to set the atk/def/int/agi values as well as other properties for items. It does not auto-update values to match the variable, but if you could call the comment-command when starting a battle or opening the menu, the plugin should workfor that.
Request Time #2: I want to be able to set a equip stat to a variable. As in, if I have a variable tied to an equip, it screws up because it won't "unequip". I'd like something that's like a sword that has added attack stats equal the number of enemies you kill or equal to hp. Or something like evolving weapons.
+++ DynRPG - The RM2k3 Plugin SDK +++
author=bulmabriefs144
Are you kidding? I think this is doable by common event.
Replacing commands is of course easy by using event code. The tricky thing is to have the event code called at the right moment.
As you know "HERO does X Command" really means "HERO decided to use X Command", so the eventpage is called before the action is executed.
If you want code to run AFTER an action has ended, you need to set a switch in the "Hero does X Command" that activates another page, that will be executed after the action really happened. This does not work on item usage, defend or when using a skill that changes conditions, because somehow, setting or removing conditions changes the event page process and the maker ignores eventpages and calls them at a later time.
ATB is another factor. Monster and hero turns interrupt eventpage execution. It requires a lot of work and a pretty well configured AtbSpeed-Plugin to get actor turns executed one after another without doing unexpected stuff. I managed to do that, but i have 30+ event pages in every monster group with the single purpose of executing event code after something happened. Works most of the time.
The condition that prevents his hero from using attack is probably applied by monsters, that complicates the matter a little more, since it can also lead to changing the command while the command window is shown. Don't know if the maker-internal method is error-proof, which leads us back to crash boom bang.
What you wrote about a limit system is true. I can imagine that this would work pretty well using standard event code. I didn't suggest that to him, because of the compliations i just mentioned.
+++ DynRPG - The RM2k3 Plugin SDK +++
author=GhostRider
here's a small request (this one is tough, dunno if it's possible at all) but is it possibile to make that a certain status disable the attack command on one character?
It would be possible, but: This could change the command menu while it is drawn.
Two possibilities:
a) the creators of rm2k3 where expecting this and wrote code that can deal with a situation that only happens, when crazy people hack the software.
b) crash boom bang!
+++ DynRPG - The RM2k3 Plugin SDK +++
The crit-plugin is released, but compiled for v0.17, so it won't work with v0.20 and v0.30 because a callback signature changed.
I am not very happy with the way i implemented the miss-feature in my plugin. For a public release, it just lacks robustness. Pepsi's DynRPG v0.30 would allow me to create a better version of it.
I was just upgrading my project and another project i'm working on to v0.20/0.30 when the announcement hit, that 2k3 gets an official translation. The future of patches and projects is in a state of uncertainty while its unclear whether and how DynRPG and Patches will be implemented for the legal version 1.1.
The miss-feature will be added to the crit-plugin, as soon as i know where the journey is heading.
I am not very happy with the way i implemented the miss-feature in my plugin. For a public release, it just lacks robustness. Pepsi's DynRPG v0.30 would allow me to create a better version of it.
I was just upgrading my project and another project i'm working on to v0.20/0.30 when the announcement hit, that 2k3 gets an official translation. The future of patches and projects is in a state of uncertainty while its unclear whether and how DynRPG and Patches will be implemented for the legal version 1.1.
The miss-feature will be added to the crit-plugin, as soon as i know where the journey is heading.
+++ DynRPG - The RM2k3 Plugin SDK +++
author=GhostRider
don't worry man, i can wait :)
(LINK) Job's done! *imitates Warcraft peasant voice*
I didn't have the time to do a complete test of all item settings, so i only did set/get-tests on boolean and number values and the checkbox-arrays.
"Hero/class useable" is not supported yet. Do you need that? If you need something more or if you encounter a bug, just scream, okay?
[RM2K3] What do you like best about 2k3?
[RM2K3] What do you like best about 2k3?
+++ DynRPG - The RM2k3 Plugin SDK +++
@GhostRider: Work almost done. Testing it all will take the time.
I created of plugin for custom crit using the int-stat or a hero constant. It does not use internal crit, it adds invisible attackpoints to increase the damage.
My own game contains a plugin that allows doing the miss-calculation myelf. I replace the attack with a "no damage"-skill. It works fine for me, but it requires certain technical constraints in the ordner of the eventpage execution and atb timing. I don't see others recreate that and that's why i never released it as a plugin.
author=bulmabriefs144
Pepsi, is there anything these about Miss and Critical manipulation?
- I want a switch to turn on when you critical, allowing custom crit effects
- I want to set variables to ini for monster miss chance comparing a random number to it (example, I could set the monster speed to a variable, and miss if a roll from 1-400 is greater than the variable amt).
Or maybe just to have it say so when the critical happens. Is there a way for the DString to "speak up" about some of the hidden strings?
I created of plugin for custom crit using the int-stat or a hero constant. It does not use internal crit, it adds invisible attackpoints to increase the damage.
My own game contains a plugin that allows doing the miss-calculation myelf. I replace the attack with a "no damage"-skill. It works fine for me, but it requires certain technical constraints in the ordner of the eventpage execution and atb timing. I don't see others recreate that and that's why i never released it as a plugin.













