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VX Ace giveaway #6 Article/Tutorial Raffle

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Steam VX Ace Giveaway - Part 1 (Tagline challenge) - Winner announced

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Steam VX Ace Giveaway - Part 1 (Tagline challenge) - Winner announced

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Steam VX Ace Giveaway - Part 1 (Tagline challenge) - Winner announced

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

author=bulmabriefs144
which didn't seem to be explained anywhere in the many many DynRPG tutorials I read over and over. Having example codes for each would be a great help...)


The reason why there isn't is because the tutorials assume you know C++, which is a pretty reasonable assumption to make in this context. You're troubles isn't with DynRPG itself, but rather with the language.

As I told you long time ago, and Cherry now as well. You should take another look at some C++ tutorials (preferably ones noted as introductory ones), and then just go through it and make programs not related to DynRPG in the first run to get down the basics, in particular pointers and classes, which seems like something you keep struggling with.

' . ' and ' -> ' is actually the same thing, except that the latter dereferences a pointer before trying to access the member.
that is RPG::hero->x is equivalent with (*RPG::hero).x.
It's not a matter of one is for variables and other for methods (what you called commands), and this is the kind of stuff which is "fairly" basic C/C++ knowledge. If this sounds cryptic to you, then you should, as said, go read some tutorials. It's simply the best way rather than just trial and error. Experimenting like you do should come once you've aquired the basic concepts needed

[RM2K3 DynRPG] Line of Sight plugin request

not really a namespace problem. RPG is the namespace, and that's it. What you don't know is the correct syntax.

int x = RPG::hero->x;
int y = RPG::map->events[id]->y;


This is should be about what you have to do to get the tile coordinates of either the hero or an event, with "id" being a variable with the eventID of interest stored in it.

[RM2K3 DynRPG] Line of Sight plugin request

I've experimented with auto targetting for ABS systems in the past (pre dynrpg), and it's perfectly possible as well, probably even a bit easier with the line of sight plugin working its magic.

If you're capable of using pointers, you could keep track of how many enemies are within your range, and then switch between them using the shift button or so (which is what I did back then).
You could also just target the closest one (just a matter of doing computing distance between all enemies with line of sight), but that could probably get annoying as well if you have to enemies very close which it keeps alternating between. Eeny meeny mo could get quickly annoying unless you add a button to switch enemies (given that it locks on the enemy once chosen though)

[RM2K3 DynRPG] Line of Sight plugin request

author=bulmabriefs144
Oh, hell, nvm. I'll look at your source code, and figure out how to fix the variables in mine. Only, you don't have any source that I can see, so I still dunno how to compare to the x/y of the Hero.

If you didn't understand the tutorial, the source won't be of any help to you at all. There's not a single comparison being made towards any x/y of the hero or any of the events.

Watching through impassable terrain is still possible in the way I described above.
Also, there's a larger risk of making errors with these zones of yours. Rather than wiping, you should just copy a map to test it out whether it works out, and if not, just delete the map, and keep working on the old one. Also, since the only thing happening upon being in the line of sight is a switch being turned on, you're still able to check if you're in some kind of safe zone.

Anyway, the probable reason why your code isn't working is cuz you check for
EventY >= EventLosX1
rather than
EventY >= EventLosY1
(3rd condition in your if statements)
didnt look too through the rest though, so dunno if you have more bugs in there

edit: You edit your posts quite frequently. And yes, I find it good that you're trying to complete it, since you've first started it anyway. It's the right attitude towards learning something, which is always a good thing to have.

Once you're done with it though, you'll still have to face that it is a rather tedious method to use, despite the effort having been put into making it. Also, rather than accepting my code, you could try to take another look at the tutorial, or google similar stuff online to get it explained by people who are better at explaining than me.
I cannot do anything but to really recommend learning a few mathematical stuff, especially trigonometry, for anyone venturing down the more technical road of game making.