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Pausing of Development
How about a Donate-button or something for your project? I could imagine that interested people would pay a little for this, and maybe it will be enough for a pro license? Since I don't know about the amount you need for that and how well-known your project is, this may also not be an option. Just an idea ;)
YRPG Builder
Animal Crossing: Old Pals, New Friends
I cannot install the game. I extracted both files with WinRar and started the .exe then, but it crashes after half of the installation or so.
[Plug-in] [rm2k3] Animated Monsters Plugin
Oh thank you, that's the code I was looking for ^^
Another question... (the more I work with your plugin the more questions appear, sorry)
I haven't changed anything so far. When using skills, the enemy may run towards the hero and then the skill appears, while at some skills he stays there (which is the option I prefer) and performs his magic (without running towards the heroes). How do I check on which skill the enemy "runs" ?
Well, of course I could just wait some weeks, but I'm really curious since I've seen what is possible to do with the good old makers.
Another question... (the more I work with your plugin the more questions appear, sorry)
I haven't changed anything so far. When using skills, the enemy may run towards the hero and then the skill appears, while at some skills he stays there (which is the option I prefer) and performs his magic (without running towards the heroes). How do I check on which skill the enemy "runs" ?
Well, of course I could just wait some weeks, but I'm really curious since I've seen what is possible to do with the good old makers.
[Plug-in] [rm2k3] Animated Monsters Plugin
author=dragonheartman
Attacks and skills are currently one and the same.
And in order to flag the skills, you need to make the changes to the code and recompile. Look here at the onStartup callback:
bool onStartup (char *pluginName)
{
for (int i = 0; i < 1000; i++)
{
castingTable[i] = false;
}
castingTable[98] = true; // dark strike
return true;
}
For abilities which you'd like to be casted, you have to add extra lines here flagging castingTable at your particular skill index to true.
This involves unfortunately recompiling the source at this time, until I create the ability to from the 2k3 side.
I have to say sorry for being a newbie when it comes to coding, but I really want to learn this (at least what is necessary for your plugins) because it's so useful. So where do I find this part of the code you mentioned? Do I have to change the .exe of my game or the .dll of your plugin? I opened them both with different resource hackers or something but the .dll doesn't show me anything, neither do I find your code in the rpg_rt.exe
Would be glad if you helped me out though you surely often have to answer questions like this don't you?
[Plug-in] [rm2k3] Animated Monsters Plugin
Hi :) Thank you for your amazing plugin! It works well and I enjoy it veeeery much :D Animated fights look so beautiful in maker-games!
I have a question. I don't get this part really:
How exactly do I flag the skill ID's which are supposed to use the casting pose? Guess I need some more explanation. And which "pose" exactly is the skill pose? You said 9-11 are the attacking/skill frames. I tried and made them attack poses and it looks fine (a first success, yeah :D) but which number is for skills?
I have a question. I don't get this part really:
author=dragonheartman
You'll need to add some images in your pictures folder for the cast animations, and flag which skill ID's to do the casting pose for manually (in the on-startup look at the castingTable array (ugh I know it should probably be a linked list)).
How exactly do I flag the skill ID's which are supposed to use the casting pose? Guess I need some more explanation. And which "pose" exactly is the skill pose? You said 9-11 are the attacking/skill frames. I tried and made them attack poses and it looks fine (a first success, yeah :D) but which number is for skills?
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