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

author=Xenomic
I have the resistance left on all of the equipment just in case it does register them after reverting things. Can never tell, ya?


good point, and it's also a quick way to take note of how much an equipment protects your characters :D

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

author=Xenomic
I generally just write out the resistances including equipment myself, just to make doubly sure that it takes them into consideration. Means more coding, yes, but it makes damned sure that it works right!


yeah i'm doing this myself too now, insted of putting the X% resistance in the accessory entry in the database, I call a common event upon exiting the equipment screen, which detects which accessories do you have and edits the variable accordingly

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

hey folks, sorry about the long hiatus but there was some stuff i needed to take care of :P

I've recently come across a small bug in the ResistControlBugIn plugin by Bugmenot

the @get_cdefault_hero X, Y, Z command, which finds the Y status resistance of hero X and writes it into the Z variable; now as I understood from the readme, the value is supposed to include both the normal hero resistance (which depends from the A-B-C-D-E status scaling) and whatever resist percentage is added by equipments, instead the variable Z only gets the normal resistance, ignoring the eqipments.

I apologize if the topic has already been adressed elsewhere, as I said I haven't been around lately, maybe I'm just using an older version... every help will be apreciated :P

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

author=Corti
Hey Ghostrider!
author=GhostRider
i could benefit something that "fix" the resolution of battle event making so that whenever a switch is activated, that page resolves before everything else

Getting that to work was the greatest challenge i had to overcome while working with the 2k3 and DynRPG. Seeing that another human being recognizes the importance of a proper event execution order makes me feel a lot less lonely on this big blue planet. #Drama

The effect of event pages with a switch requirement not being executed is a bug.
  • Melee Attack - Happens

  • Item - Does not happen

  • Defend - Does not happen

  • Skill - Happens, but does not if the skill applies conditions on the caster. There might be other cases, that i don't know yet.


The execution of event pages is also dependent on the ATB system. If another battler gets to act instantly after a turn, that event page will get delayed until there is time.

This is how i solve it:
I don't have any "X uses Command" pages. I only got one "Switch is ON"-Page, and the switch is set on by DynRPG whenever a battler acts. The bug mentioned can be partially supressed.

// Called by: onBattlerActionDone() with success flag when not a monster
void Check(RPG::Battler *battler)
{
if(battler->action->kind == RPG::AK_BASIC)
{
if(battler->action->basicActionId == RPG::BA_DEFEND)
{
RPG::updateBattleEvents(RPG::BEUM_SWITCH_ACTIVATED , battler);
}
}
else if(battler->action->kind == RPG::AK_ITEM)
{
RPG::updateBattleEvents(RPG::BEUM_SWITCH_ACTIVATED , battler);
}
}

This would not fix all problems, it does not address the problem of self targeting conditions. I'm using a custom condition system, so i didn't do a lot of research into it and i don't know the criteria of a skill that requires the fix. updateBattleEvents works in this case. In other cases where the events happen anyways and outside of the onBattlerActionDone callback, especially in onDraw-Callbacks, i've seen this not do things reliably and do strange stuff.

How to track what happened:
My plugin not only activates the switch when some battler acts, it also remembers his action.
So when the event page executes, i can request that data and know exactly what happened. Which acion/skill is used, who attacked and who was attacked by it, which allows all kinds of custom battle effects.

Getting the time right:
I'm done with the 2k3 ATB. No matter how well the speed-controlling plugin is, ATB stays annoying and creates bugs. Thats why i deactivated ATB completely. My plugin calculates the order of actions and filling the ATB is just cosmetic. With standard ATB even with plugins, you will keep some of the bugs.
I haven't found the time to make this releasable yet. Do you want to serve as a guinea pig for it?




also true, i have the "limit gauge filling event" that activates a switch wehenever the attacker hits the target and it works right on time, so the problem is with the skills; many of your plugins (mostly customXcritical, cortiATB and ItemProperties) solved lots of my issues with my BS, so yeah, i'll gladly becaome a flaming, motorcycle riding, skull guinea pig for your plugin, in the name of progress :)

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

hey guys :)
i've been missing for a while i now, but... i'm back with another plugin request :P
'tho it's pretty hard, and i don't believe it's possible at all, but i figured i'd ask anyway, since you guys (cherry, bugmenot, corti and pepsi, above all but everybody else who is into dynrp deserves credit) seem to always come up with something awesome up your sleeves;

is it possible to have like a "If ANYONE uses COMMAND" in battle feature?

i'll try to explain myself better, i have certain things that need to happen whenever any character uses a certain kind of magic (which i split under different commands - black magic, white magic, and such), now normally what i would do is to make different battle pages if Hero 1 uses WHITE command add 1 White Orb to the battle field, if Hero 2 uses BLACK command add 1 Black Orb to the battle field, etc.. the problem is, i have lots of heroes, lots of commands, and i'm running out of space (i'm close to 97 battle pages, like i said in a previous post).
How i'm i working around it right now? well, i have rsp+ too and basically what I did was giving each spell in the WHITE category the ability to activate a WHITE SPELL CAST switch (same goes for other colors), which, in turns, triggers the effect of adding 1 white orb and then simply turn off the switch.

So far so good. The problem is that sometimes the effect happens the next turn, while i need it to happen istantly (as it would if i used the "Hero uses Command" condition in battle, and that wouldn't be much of a problem itself, but when i have for example 2 guys with WHITE magic, sometimes the games only triggers 1 white orb if they both use WHITE command one after the other.

Mostly depends on the target tho... for example, if a spell targets an ally or the user itself, the battle event resolves instantly, while if i target an enemy it's delayed to the next turn

So i was wondering... is there a way to expand - via plugin/patch - the Hero Uses Command condition to just any hero (so i would only need to make one page per command instead of one page per hero since i just don't have room for)? I dunno... maybe using a dummy hero who is not in battle... you know, making so that the game thinks he is the one who activated the command every time..? i dunno *lol* my hopes rest in you guys :P

EDIT: alternatively, if this is not possible, i could benefit something that "fix" (i know it's not broken but.. just in lack of a better term) the resolution of battle event making so that whenever a switch is activated, that page resolves before everything else

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

lol i didn't want this to turn into a "my game is more messed up than yours challenge" but i'm glad to know i'm not alone out there :33

however the main reasons i have separate pages instead of one long page is because there are 30+ heroes including "Troops" (nameless generic soldier who join you in some moments of the game) which are parted in 6 colors/elements (kinda like Chrono Cross for how many remember it) an field change must happen in real time because you might find yourself with two "red" guys in the field, and you may want to use a low fire skill with the first to unlock a more powerful skill for the second... it's very tactical actually, it came up pretty good, i'll post a video when i have more material, the only problem now is with this turns overlapping and enemies that don't really wait even if the atb is set on wait, but i just found out that i was using an older version of battle_overhaul so i just updated it and i'll see what happens

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

author=bulmabriefs144
Jesus, Ghost.



what can I say... i like to go big bwahhaah

seriously i do mostly call common event because as we all know, battle event selection is limited and besides i wouldn't be able to call pictures in battle if i didn't, most of my event pages are really just for editing some monster behavior so they don't just attack randomly, and in small part to do limits for my guys;
the whole skill unlock/orbs/field thing is now run by just 6 pages (1 for each "colors" in which magic is parted in my game's universe), before RSP+ was released i needed to have like 60+ pages just for this because skills couldn't do their effect and still activate a switch so i had to check for every character in the game which command did he use and... well you can immagine what a mess it was.

back to the original problem, i noticed that with pepsi atb plugin, even if the battle is set on wait, monsters will still plan their move even when i'm chosing what to do, so let's say i chose to use a spell, as soon as i'm done my spell start together with the monster's spell and... boooooom
that's probably a bug into pepsi's plugin in part, but it's also like if for some odd reason RM somehow kind of "destroyes" every other DB entry except the spell/item that has been used, that's why i get the "reference to skill/item that doesn't exist" crash error... i know it's absurd but it's the only way i know how to explain it

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

author=Corti
author=GhostRider
and finally around 93/97 battle event pages by yours truly.
Wait,... 93 pages in every monster group?


yeah, anywhere from 93 to 97, depending on how big the monster group is.
i have to say that it's thanks to rsp+ that i managed to "narrow" it down to 93 events, before it was released i had reached 100 pages and i didn't use all the features i wanted to add, i had to cut out "limit" skills and some other pages that i used to improve monster's behavior.

anyway i seem to have partially solved it by lowering the combat speed variable (still using pepsi's overhaul), i'll do some other test by altering the overall combat speed and see what happens

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

author=Corti
Do you use the LinkToEventBugfix? Does it happen im combination with event commands that activate a switch?

My custom atb plugin is still under developement but my test version already delivers very undisrupted turn after turn execution.
Patience is good =p Sry right now i have no better answer.


i do use LinkToEventBugFix and also the Sprite Animation Fix (i dunno if it's relevant but it prevents the hero sprite to stop in the middle of the battle screen before attacking)

the crash happens whenever i use a skill that acrivates a switch that - in turns - activate a battle event (it's a long story but to make it short every, let's say, Fire Spell you cast adds a "fire orb" to the battle field and it unlocks more powerful fire spells (and hopefully someday increas the damage of any other fire spell if a "custom damage formula plugin" is ever released :P, so what this event does is change a couple of variables, and some pictures for visual reference)

i'm going to give a shot at your atb plugin, so far they have all been great :P

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

author=Xenomic
Skills too? I don't think I had that kind of problem with RPS+,


i'm pretty positive it has nothing to do wit rsp+, it's most likely a problem of how turns are dealt with in the game, all i need is the game to wait that the hero A has finished completely before having hero B act