LARGE'S PROFILE

Search

Filter

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

I do remember the method of using the MP to know which skill was cast before.

However, I'm pretty sure that you can KNOW for certain which skill is used with DynRPG, by getting the skill ID from the database. That could turn on a switch so the effects are applied in the system. I believe that could get rid of the clashing actions.

[2K3] Terrain & Tile Substitution

I'd go with the common event, seems simpler and would work.

As for the More encounters / Half encounters:

Branch if More encounters is in the party
Branch if Half encounters is in the party
// code regular encounter rate
else
// code dealing with higher encounter rate
end of innermost Branch
else
Branch if Half encounters is in party
// code dealing with lower encounter rate
else
// code regular encounter rate
end of innermost Branch
end of outer Branch


That is of course untested, it's pseudo-code and I just thought of it. Try it, but that's how I'd do it.

[2K3] Terrain & Tile Substitution

About battle clean up: Cool.

About the rest: I... don't understand your question. I think you're doing it right, and just by being in the party, with the coding you have (Since it seems the items are hard coded and cannot be removed), it will work.

Can you condense your question?

[2K3] Terrain & Tile Substitution

Where do you set up the variable containing the steps since last battle back to zero?

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

The database file that stores actors, skills, items, etc...

I want to have a translation of the game, right? I could present a choice to the player at the beginning, something like "Select language: Choice 1 / Choice 2", and based on a switch, present the corresponding text. HOWEVER, that still leaves the battle system strings untranslated. Monster names... item names... see?

So my idea is, that upon the selection, the plugin uses Database 1 for Language 1, and Database 2 for Language 2. And that in turn is saved, so when the user opens the game again, that selection is loaded up.

Makes sense?

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

I've been wondering about something... would it be possible to create a plugin that allowed the game to use two different databases?

The Screenshot Topic Returns

Yeah, it's kind of weird, they way it looks right now. I'd color the full word.

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

I'll send it over in an hour or so, Cherry.

I was also thinking that the "id" had nothing to do with it, since basically, from what I've observed (And I don't know a lot about coding), the method assigns an id to each battler automatically, and you don't need to access it from an actors array or anything.

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

But that's... why? If I remove the line, the rest of the code works, and I'm doing stuff with the battler. Like, I can do battler->hp += 1;, no problem.

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

Well, I have 4.6.1, which is the one recommended...