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

author=PepsiOtaku
@GhostRider: So with that in mind, you can't set a weapon to A,B,C,D,E because that wouldn't be valid. You can only change whether or not the weapon uses a particular attribute.


yeah, that's the idea, basically all i need to do is set the weapon to deal (example) Fire damage (having the Fire attribute checked on); besides, weapon don't really have their own attack value that sums up to the attack damage formula, they basically increase the owner's attack power like any other equipment can do (yeah it's pretty much the same thing in the end, what i mean is that i have other means to increase character's power so it's ok, i'd like the idea of changing the attribute (and, if possibile, status inflict and special options) so i don't have to create 30+ copies of each weapon lol.

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

author=Corti
One more thing:
The database is not part of the savestate.
Means: if you change item settings via plugin, and you load a savegame, its still changed. And if you change an item, save the game and restart the game it will be back to standard values, and loading the savegame won't change it to your special values.

Could you deal with that? If you can, i will write you that plugin.


well i could easily add all the necessary "checks" for weapon mods etc.. after the load game event (save and load menu are also customized), so let's say i load save A were the hero #1 has the Sword with Fire damage property, the plugin should "activate" the the moment i load the game, so if i quit and load the save B where hero #1 has the Sword with Ice damage, it should load no problem.
so, yeah, i think i can work around this! :)

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

author=Corti
I don't know of any plugin that does that.

Tell me exactly what you need and i'll look into it.

well, basically what i'm looking for is a way to change the attack attributes of a weapon (along with special property - preemptive strike, attack twice, attack all) according to some "weapon mod"that the player can use in game; now normally i would make like X copies of that weapon with different properties and equip them accordingly, but if i understood correctly with dyn.30 this is no longer required because it can be done via plugin (assuming someones compiles it).

my idea would be inserting comment lines during the event, something like:
author=me
@weapom_attribute item_id, attribute_id, true/false (1/0 or whatever)

or

author=me
@weapon_property item_id, a, b, c, d, e

where a/e would be either 1 or 0 and refere to the 5 special option (from "always attack first" to "cursed")

or yet modify the mp consumed, critical bonus chance, hit rate... basically alter the stats of each weapon via comment, for those game in which the equipment evolves while progressing.

that's, of course, just hipotetical, i don't know how much of this is actually possibile

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

wait...
author=Bugmenot
Also, you don't need multiples of a weapon just to have elemental properties.
**Dyn.30 added DArray<bool> RPG::Item::attributes. Just set new values and you are done.

is there actually a plugin that does that, or it was just hipotetical ?

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

author=bugmenot
Stuff:
SkillScrollSwitch

... for disabling the use of "skill scroll" items in battle/field, e.g. if the linked Skill inflicts a regenerative/stat-doubling Condition/Buff (which should only apply inside of battle, but would normally be usable on the field as well).


yeah that was kind of annoying now that you mention it.
thanks man, another awesome fix :)

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

well, luckly for you I don't have a brother, so... just kidding :P i see your point, really. If i had more time to spare i would try and learn some c++ myself.

author=bugmenot
However, there is an easy way you could think about:
[QuickPatches]
Armor(Slot#2)=4B7A84,98,4B7A9C,02,4B8124,09,4B81B2,06,4B82BC,09,4B834A,06
Armor(Slot#2+4)=4B7A88,98,4B7AA4,02,4B8137,09,4B81BE,06,4B82CF,09,4B8356,06

Replace the old Armor(Slot#2) and Armor(Slot#2+4) lines with these new ones.
(add ,49EF72,20,49EF2C,20 behind one of the QuickPatches if you are too lazy to rename all slots into the same vocabulary)

Shield type equipment fits into Slot#2, Slot#3, Slot#4
Armor type equipment fits into Slot#3, Slot#4
Helm type equipment fits into Slot#4


Rename the equipment vocabulary:
Slot#2 = Mod(A)
Slot#3 = Mod(B)
Slot#4 = Mod(C)

So if you give the player some:
...low level "stuff" (shield / Mod(A) type), it can be assigned into Slots A-C, up to three "stuffs" in whatever order.
...mid level "stuff" (armor / Mod(B) type), it is limited to Slots B-C, up to two "stuffs" in whatever order.
...high level "stuff" or elemental affinities (helm / Mod(C) type), it is limited to Slot C.

edit:
Also have all the (C)Items above all (B)Items (in the F8 database) and all (B)Items above all (A)Items.
Just so that the player won't miss where some of the "stuff" goes in case the first 12 items shown are (A)Items and the rest is further down the list in that equip pool window thingie.


that's actually a great workaround itself, i can totally go with this, thanks :)

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

author=bulmabriefs144
You can do this already.

Switch ExclusiveEquips ON

Common Event: ExclusiveEquips (Parallel, ExclusiveEquips ON)
If Item1 is Equipped
Unequip Item2

If Item2 is Equipped
Unequip Item1

(And so on...)
End Event Processing



I know that, and i could also work out a "priority" system, there are tons of workarounds i could, and will, use if i have to, but i still think that unallowing the item to be equipped at all would look nicer, if it's not possibile i'll work out something else for sure.

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

here is another wierd request by yours truly :D

ok mostly thanks to bugmenot (who, if he hasn't crucified me by now he will most likely do it sooner rather than later) i can equip shields, armors and helmets in any of these 3 slots (i basically replace them with 'weapon mods' that somehow act like the generig rpg's accessoris (bonus str, +defense vs fire, stuff like that), and you can equip them in any order and you can also equip multiple copies of them.

now my request is, i would still want some of them to be unique amongst them (example: mod that allow your weapons to deal elemental damage should only be equipped once; for tecnical reasons you cannot have your weapon deal both fire and ice damage - mainly because i use multiple copies of the weapon with different attributes) so i was wondering if it's somehow able, via plugin/patch, to maybe put some 'tag' in the item description and not-allow the player to equip more than one item with that tag... or maybe simply force the game to still equip only one Shield and only one Armor item, regardless of which slots you put them (that way i could make this 'elemental' upgrades as shield, another possible unique mod as Armor, and the remaining - generic - mod as Helmets. could it be possible?

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

author=bulmabriefs144
GhostRider, everyone here can read your mind and knows about your girlfriend.


Jeeze Louize... °-°

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

author=bugmenot
Anyway, here's a thing:

Attribute/Condition Resistance Control
download ResistControlBug-in


Allows to control attribute and condition resistances of heroes and enemies.


>> SET ATTRIBUTE RESIST

Use a comment with the contents:

@set_arc_hero [1], [2], [3]

[1] = Hero_ID (from actor/hero tab in F8-database)
[2] = Attribute_ID
[3] = new damage multiplier (in percent) (min = -10000% | max = +10000%)

Substitute [x] with numbers or a Var_ID with a "V" in front
e.g.
"@set_arc_hero V32, 5, -70"

will have the hero from Var[0032] change his/her damage multiplier of Attribute 5 into -70%

>> GET ATTRIBUTE RESIST
@get_arc_hero [1], [2], [3]

[1] = Hero_ID
[2] = Attribute_ID
[3] = Var_ID to store current damage multiplier (in percent)

>> GET DEFAULT ATTRIBUTE RESIST
@get_adefault_hero [1], [2], [3]

[1] = Hero_ID
[2] = Attribute_ID
[3] = Var_ID to store default damage multiplier (in percent; includes JobClass and AttributeResistance from equipment)





>> SET CONDITION RESIST
@set_crc_hero [1], [2], [3]

[1] = Hero_ID (from actor/hero tab in F8-database)
[2] = Condition_ID
[3] = new susceptibility (in percent) (min = -10000% | max = +10000%)

>> GET CONDITION RESIST
@get_crc_hero [1], [2], [3]

[1] = Hero_ID
[2] = Condition_ID
[3] = Var_ID to store current susceptibility (in percent)

>> GET DEFAULT CONDITION RESIST
@get_cdefault_hero [1], [2], [3]

[1] = Hero_ID
[2] = Condition_ID
[3] = Var_ID to store default susceptibility (in percent; includes JobClass and ConditionResistance from equipment)







>> SET ATTRIBUTE RESIST (monster)
@set_arc_monster [1], [2], [3]

[1] = Enemy_Party_ID (#1 .. #8 by number in MonsterGoup)
[2] = Attribute_ID
[3] = new damage multiplier (in percent) (min = -10000% | max = +10000%)

>> GET ATTRIBUTE RESIST (monster)
@get_arc_monster [1], [2], [3]

[1] = Enemy_Party_ID
[2] = Attribute_ID
[3] = Var_ID to store current damage multiplier (in percent)

>> GET DEFAULT ATTRIBUTE RESIST (monster)
@get_adefault_monster [1], [2], [3]

[1] = Hero_ID
[2] = Attribute_ID
[3] = Var_ID to store default damage multiplier (in percent)





>> SET CONDITION RESIST (monster)
@set_crc_monster [1], [2], [3]

[1] = Enemy_Party_ID (#1 .. #8 by number in MonsterGoup)
[2] = Condition_ID
[3] = new susceptibility (in percent) (min = -10000% | max = +10000%)

>> GET CONDITION RESIST (monster)
@get_crc_monster [1], [2], [3]

[1] = Enemy_Party_ID
[2] = Condition_ID
[3] = Var_ID to store current susceptibility (in percent)


>> GET DEFAULT CONDITION RESIST (monster)
@get_cdefault_monster [1], [2], [3]

[1] = Enemy_Party_ID
[2] = Condition_ID
[3] = Var_ID to store default susceptibility (in percent)





I'm starting to worry that you read my mind or something like that... i just finished asking miself "how can i make an effect who allows a character to temporarely absorb fire damage or, say, double the effect of a cure, without having to create hundreds of classes which have different atribute resistance/weakness, changing them every time and have to work around that stupid exp loss bug?" and boom, here's your plugin O: