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+++ DynRPG - The RM2k3 Plugin SDK +++
wile waiting for bugmenot return (easter is coming up, so who knows :P ) here's some other suggestion for PSP+
%#(whatever number is avaliable lol)
that could be useful to those kind of skills that still rely on phisical attack (ex: swordskills) - i know i already pointed this one out but i figured i'll put it here again for better visibility lol
i think that's pretty much what shoobinator was asking for :)
we all know that you can add to a weapon a certain % chance of adding a status, while skills do have a customized hit %, but if you want to have skills that damage the enemy and cause status, for example - you cannot have, say, 100 skill hit% and 25% causing status; this could be a good fix i believe.
%#(whatever number is avaliable lol)
author=me
- skills only -
skill with this attribute is affected by the lowered hit% of status such as "blind".
that could be useful to those kind of skills that still rely on phisical attack (ex: swordskills) - i know i already pointed this one out but i figured i'll put it here again for better visibility lol
author=me
%#(whatever number is avaliable lol)
- skills only -
skill with this attribute can be cast even if a status locks it (ex: silence status)
i think that's pretty much what shoobinator was asking for :)
author=me
%#(whatever number is avaliable lol)
- skills only -
skill with this attribute has a % chance of adding a status to the target
we all know that you can add to a weapon a certain % chance of adding a status, while skills do have a customized hit %, but if you want to have skills that damage the enemy and cause status, for example - you cannot have, say, 100 skill hit% and 25% causing status; this could be a good fix i believe.
[RM2K3] XInput/Xbox 360 Controller Integration
+++ DynRPG - The RM2k3 Plugin SDK +++
author=bulmabriefs144
Sword skills I think I just made blind disable most of them.
lol that's what i used to do too, and one other thing that i did was call a common event that checked if the guy was blinded it would remove all of his "sword skills" and replaced them with other versions of the same skill that had less hit%... but it was a mess to do; i'm pretty confident that RPS+ can somehow solve this issue, it already give us the possibility to have skills miss too when the target has the "evade all" status; i think it was specifically ment for those kind of "phisical" skills that a warrior-like character would have.
+++ DynRPG - The RM2k3 Plugin SDK +++
I don't remember if something like this has already been talked about, i searched back in old posts but i got kinda lost so i figured i'd ask,
is there any way to change the priority of some on-screen elements?
i'll probably explain it better with an example: i use pictures in battle for some custom aspects of my battle system, including a character HUD next to the portraits (gouge mode)... now a section of the game takes place in a desert scenario where there is a sand-storm done by the normal "sand" rm2k3 weather effect, which is set above pictures. what i would lke to do is having the sandstorm stay below the pictures. i've tried setting the pictures "Z" coordinate to 2 (maximum) but then it place over the character portrait hiding them.
edit:
on a separate note, here is some suggestion for other "attributes" in the RPS patch:
that could be useful to those kind of skills that still rely on phisical attack (ex: swordskills)
is there any way to change the priority of some on-screen elements?
i'll probably explain it better with an example: i use pictures in battle for some custom aspects of my battle system, including a character HUD next to the portraits (gouge mode)... now a section of the game takes place in a desert scenario where there is a sand-storm done by the normal "sand" rm2k3 weather effect, which is set above pictures. what i would lke to do is having the sandstorm stay below the pictures. i've tried setting the pictures "Z" coordinate to 2 (maximum) but then it place over the character portrait hiding them.
edit:
on a separate note, here is some suggestion for other "attributes" in the RPS patch:
%#(whatever number is avaliable lol)
- skills only -
skill with this attribute is affected by the lowered hit% of status such as "blind".
+++ DynRPG - The RM2k3 Plugin SDK +++
author=bugmenot
Just add this below / above the Armor(Slot#2) QuickPatch:Armor(Slot#2+4)=49EF72,20,4B7A88,98,4B7AA4,02,4B8103,1E,4B8137,09,4B8199,AD,4B81BE,06,4B829B,B6,4B82CF,09,4B8331,45,4B8356,06
Do not replace any of those numbers. And don't use Armor(Slot#2+4) by itself.
And don't forget to remove the Accessory(Slot#4) from the QuickPatches.
Or else the resulting glitch will promptly be turned into something useful:Helm/sory(Slot#4)=4B7AB4,F2,4B815C,E7,4B81D6,EE,4B82F4,E7,4B836E,EE,4B7A8C,A7,4B7AAC,02
And no, helmet type equipment won't fit into Slot#5 anymore (that would conflict with shield / armor / helmet asking if they fit into #2 / #3 / #4).
If you want to rename Slot#4, just remove the " 49EF72,20, " from Armor(Slot#2+4)
thanks for your help and patience man :)
+++ DynRPG - The RM2k3 Plugin SDK +++
author=bugmenot
Oh, I noticed that helmets could not be equipped. Delete the old one and replace it with this:[QuickPatches]
Accessory(Slot#4)=49EF72,28,4B7A8C,A7,4B7AAC,02,4B8107,44,4B814A,09,4B819D,C5,4B81CA,06,4B829F,DC,4B82E2,09,4B8335,5D,4B8362,06
Do not replace any of those numbers.
As far as Armor / Shields are concerned:[QuickPatches]
Armor(Slot#2)=49EF2C,20,4B7A84,98,4B7A9C,02,4B80FF,1E,4B8124,09,4B8195,AD,4B81B2,06,4B8297,B6,4B82BC,09,4B832D,45,4B834A,06
Do not replace any of those numbers.
Yes, I know that it wouldn't make sense putting on armor on top of another armor (worst offender would be if both were the same item).
ok now you are going to shoot me, i know but... let's say i wanted to add a third "weapon mod", let's call it like that, so i need the "armor" item to be on slot n°2(shield), number 3 (default) and number 4 as well, is that possibile?
+++ DynRPG - The RM2k3 Plugin SDK +++
thanks man :)
*lol* actually they will be like modification to be added to the weapons, i'm just using the armor/shield slot.
don't worry, i wasn't planning to :P i don't even know if (and how) i want to change it, but i had the idea while toying with rmvxa, 'tho despite being a awful tool, it has that cool feature to write your own damage formula. eventually i hope that someday there will be a plugin that does the same (for example writing in the dynrpg.ini the formula for skills and attack) but it's really no big deal, i was just curious.
author=bugmenot
Oh, I noticed that helmets could not be equipped. Delete the old one and replace it with this:[QuickPatches]Do not replace any of those numbers.
Accessory(Slot#4)=49EF72,28,4B7A8C,A7,4B7AAC,02,4B8107,44,4B814A,09,4B819D,C5,4B81CA,06,4B829F,DC,4B82E2,09,4B8335,5D,4B8362,06
As far as Armor / Shields are concerned:[QuickPatches]Do not replace any of those numbers.
Armor(Slot#2)=49EF2C,20,4B7A84,98,4B7A9C,02,4B80FF,1E,4B8124,09,4B8195,AD,4B81B2,06,4B8297,B6,4B82BC,09,4B832D,45,4B834A,06
Yes, I know that it wouldn't make sense putting on armor on top of another armor (worst offender would be if both were the same item).
*lol* actually they will be like modification to be added to the weapons, i'm just using the armor/shield slot.
author=bugmenotauthor=GhostRiderTheoretically, yes. But I'm not gonna go around customizing stuff for everyone.
it's just theoretical, but can the basic attack formula be customized?
Ask me again some other time. Preferably when there's an actual callback onDamageCalculation. Or rather when I don't have to add one myself.
don't worry, i wasn't planning to :P i don't even know if (and how) i want to change it, but i had the idea while toying with rmvxa, 'tho despite being a awful tool, it has that cool feature to write your own damage formula. eventually i hope that someday there will be a plugin that does the same (for example writing in the dynrpg.ini the formula for skills and attack) but it's really no big deal, i was just curious.
+++ DynRPG - The RM2k3 Plugin SDK +++
author=bugmenot[QuickPatches]Do not replace any of those numbers.
Accessory(Slot#4)=49EF72,28,4B7AAA,05,4B8107,44,4B814A,09,4B819D,C5,4B81CA,06,4B829F,DC,4B82E2,09,4B8335,5D,4B8362,06
Hi, sorry if i bring this up again but... is that possibile to do the same with other kind of equipments? specifically having like two Shields instead of the shield and... whatever comes right after, i think Armor... or two armor instead of armor and shields for that matter, since they are basically the same thing.
also, on a separate note, it's just theoretical, but can the basic attack formula be customized?
Ideas for plugins in dynrpg
author=bugmenot
Now that wouldn't be "flexible" if you assume the exp formula wasn't altered (or alternate exp charts weren't used).
You don't actually need to calculate it:
download ExpDetectBug-in
yeah that's what i ment by "flexible": if i'd change the exp curve somewhere along the line, i would have to reedit the whole event (let alone the fact that it would consist in something like 98 fork conditions - so much for being painless *lol*)
thanks for the plugin man, that exactly what i was looking for :)))
Ideas for plugins in dynrpg
i have a small request, i know it's kind of lame but here is the thing: i'm looking for a quick, painless and "flexible" way to detect how much experience a certain character needs in order to get to the next level (NOT including the experience already gained - i'm going to find that myself with the normal events).
so anyway what i would like is a plugin that - on call - simply detects how many xp a hero need to level up and stores that value in a variabile; if i remember correctly, the exp required formula is Primary + (Secondary * level) + Tertiary so the plugin should make so that if i put a comment such as:
@exp_detect x, y
it will take the exp needed to levelup for the hero n° x (in database) and store that value in the variable y
is something like that possibile?
so anyway what i would like is a plugin that - on call - simply detects how many xp a hero need to level up and stores that value in a variabile; if i remember correctly, the exp required formula is Primary + (Secondary * level) + Tertiary so the plugin should make so that if i put a comment such as:
@exp_detect x, y
it will take the exp needed to levelup for the hero n° x (in database) and store that value in the variable y
is something like that possibile?














