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

it's both skill and items, it happens each time two action by two different heroes overlaps (most common example, hero A is attacking hero B cast spells).

while i wait i will try another plugin for atb control, right now i'm using pepsiotaku battle overhaul, maybe i wll use this an excuse to test corti's plugin for atb speed

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

small request (yeah, another T___T *lol*)

ok so, i've managed to create a pretty badass battle system, in no small part thanks to bugmenot's own RSP+ , Corti's plugin that he did (or edited) on request, and others plugin makers like pepsi otaku, of course cherry himself who started the whole dynrpg thing, and finally around 93/97 battle event pages by yours truly.

The only thing that's really missing at this point is something to prevent turns to "overlap" each other, because since almost everything is tied to battle event, sometimes i get the "Event refers to skill that doesn't exist" error when I use a skill while another battler is doing his actions (doesn't happen very often if the atb is set on wait, but still it happens).

So i was wondering, if there's a plugin/patch that forces the game to wait untill an actor has completely finished his turn before starting the other.

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

i have another problem that just came outta nowhere (like the RKO sorta..)

i have been using a patch that bugmenot kindly send me, to change battle hud elements, sames as the visugauge, but for "big numbers" (example 4digits MP)

it always worked perfectly up to now, i loaded an old backup because i wanted to check some things, and as soon as i put the new one back, the gauge messed up and now the face is far away from the actual character hud, here is a pic i took:



i didn't change any value, apparently face x suddenly decided not to work with negative numbers O:

Face(y)=496AB8,#190
Face(dx)=496AC0,%80
Face(x)=496AC3,#-5

here are the values, i use -5 for the face X so that is perfectly aligned with that small bar on top of the HUD, and up to one hour ago it worked...

edit: Also, the normal visugauge, with the normal exe (patched with dynrpg alone) and the old configuration i always used, gives me a "Range Checking Error" in battle, and crashes ò_ò
here is what's in the config file below QuickPatches:
Face(y)=496ABB,#190
HPB(y)=496B08,#190
HPD(y)=496B3B,#190,496B6E,#190,496B9E,#190,496BC9,#190
MPB(y)=496C02,#206,496C48,#206
MPD(y)=496C7B,#206,496CAD,#206,496CDA,#206
ATB(y)=496D1F,#222
Face(dx)=496AC2,6BC9,496AC4,%80
Face(Far-x)=496ACB,034B14A174DB4C008B008BD6E8F4FF00008BC78B10FF5228508B4714
Face(x)=496AC5,81C1,496AC7,#-5
HPB(Far-x)=496AF6,81C2,496AFC,8BC6
HPB(x)=496AF8,#43
HPD(Far-x)=496B29,81C2,496B2F,8BC6,496B5C,81C2,496B62,8BC6,496B8C,81C2,496B92,8BC6,496BB7,81C2,496BBD,8BC6
HPD(x)=496B2B,#35,496B5E,#43,496B8E,#53,496BB9,#61
MPB(Far-x)=496BEE,81C2,496BF4,8BC6,496C34,81C2,496C3A,8BC6
MPB(x)=496BF0,#48,496C36,#43
MPD(Far-x)=496C67,81C2,496C6D,8BC6,496C99,81C2,496C9F,8BC6,496CC6,81C2,496CCC,8BC6
MPD(x)=496C69,#43,496C9B,#51,496CC8,#59
ATB(Far-x)=496D0A,81C2,496D10,8BC6
ATB(x)=496D0C,#43

as for now, i would like to find a solution for the second problem (Range Checking Error + Crash) with normal VisuGauge (as i don't plan on switching to 4digits mp again, i think i like the classic 999 limit better).

edit edit: actually... forget i said anything, it started working again by himself just as suddenly as it stopped working...

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

author=Corti
I'll put it on my list and will see what i can do for you.
What about melee attacks?


thanks :)

Melee attack it's fine the way your plugin already works, i'm using the 2nd method and i'm doing fine (if i didn't have to completely overhaul the whole BS i'd try 3rd method to, but for now it's perfectly fine) :)

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

author=Corti
So you only want some skills to benefit. Do you want to use the int-stat to calculate crit chance?


yeah, i would like only character's "Limit" skills and some other spells to be able to crit, while elemental spells will inflict 400% damage to weak-against-element enemies (already done with standard f8 database attributes), just like a critical hit (basically what i want to do is that hitting an enemy with an element to which he his weak, it's like scoring a "free" critical).

yeah, the "int" stats is fine, since the standard skill damage formula is crap because of the fact that is used both as magic defense and magic attack, using it for your custom critical is a lot more useful :)

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

i have a question about CortiXCustomCrit plugin (so i guess this makes it a question for corti himself, but... oh well xD )

i'm currently using mode n°2 (basic a.int - b.int = crit%), i know that there are some command lines that change how critical works for certain skills, but was wondering if there is a way to completely disable critical for all skills except for some specific skills of my chosing.

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

author=Corti
In may i created a plugin for GhostRider named "CortiItemProperties".

Here's an upgrade.
http://share.cherrytree.at/showfile-21422/cortiitempropertiesv03.zip

The commands to set conditions and attributes have been changed from a zeroBased condition and attribute id to a oneBased that fits the numbers shown in the database.

author=Example
Database:
0001:Dead ( Old ID:0 ; New ID 1 )
0002:Poison ( Old ID:1 ; New ID 2 )


@GhostRider: Using the right IDs should solve your problems. Send me a letter if something still bugs.


thanks man :)))))
i'm going to test it ASAP :)

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

author=bugmenot
author=GhostRider
i have a question regarding the battle info disloc patch (i think this was the name)

You mean Visu Something?

Try this:
download VisuGauge(BigDigits)


yeah that was it, thanks :D

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

these are the refering lines:
Face(y)=496ABB,#190

MPD(Far-x)=496C67,81C2,496C6D,8BC6,496C99,81C2,496C9F,8BC6,496CC6,81C2,496CCC,8BC6
MPD(x)=496C69,#43,496C9B,#51,496CC8,#59


problemi is, it referes to 3 digits while i need to do it for 4 digits;
if i change the #43/51/59 values in the MPD(x) string and allign them with the HPD(x) values it works, and the final digits in the MP allignes automatically with the rest, as seen here:



however, as you can see from the same image, when you have less than 4digt hp it allines differently, which... well it works, it's fine anyway, 'tho if it can be fixed, it's better.

i don't really understand the code either, i altered the #X values here and there untill i saw what they were refering to and made it to work.. lol

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

i have a question regarding the battle info disloc patch (i think this was the name)

i have slightly adjusted the position of the heroes portraits in the standard battle system but since i have a modded rm2k3 where charas can have up to 4igits MP i have a problem when mp goes above 999:



here is the code in the dyn config file under :

is there a way to fix it so that the MP values are allined with the HP values?

Face(y)=496ABB,#190
HPB(y)=496B08,#190
HPD(y)=496B3B,#190,496B6E,#190,496B9E,#190,496BC9,#190
MPB(y)=496C02,#206,496C48,#206
MPD(y)=496C7B,#206,496CAD,#206,496CDA,#206
ATB(y)=496D1F,#222
Face(dx)=496AC2,6BC9,496AC4,%80
Face(Far-x)=496ACB,034B14A174DB4C008B008BD6E8F4FF00008BC78B10FF5228508B4714
Face(x)=496AC5,81C1,496AC7,#-5
HPB(Far-x)=496AF6,81C2,496AFC,8BC6
HPB(x)=496AF8,#43
HPD(Far-x)=496B29,81C2,496B2F,8BC6,496B5C,81C2,496B62,8BC6,496B8C,81C2,496B92,8BC6,496BB7,81C2,496BBD,8BC6
HPD(x)=496B2B,#35,496B5E,#43,496B8E,#53,496BB9,#61
MPB(Far-x)=496BEE,81C2,496BF4,8BC6,496C34,81C2,496C3A,8BC6
MPB(x)=496BF0,#48,496C36,#43
MPD(Far-x)=496C67,81C2,496C6D,8BC6,496C99,81C2,496C9F,8BC6,496CC6,81C2,496CCC,8BC6
MPD(x)=496C69,#43,496C9B,#51,496CC8,#59
ATB(Far-x)=496D0A,81C2,496D10,8BC6
ATB(x)=496D0C,#43