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[RM2K3] CMS issue need help
Don't ever show/move picture with direct values, more work than necessary, use variables. There is a few ways to do what you want. You'll want these variables,
MenuWindow - to determine which sub menu you are on, 0 would be base menu or no sub menu and every increment of 1 would be a sub menu on a higher layer.
Picture X - X coordinate for the picture.
Picture Y - Y coordinate for the picture.
First set your picture x and y coordinates and MenuWindow variables. Next have an event to track button presses. Now when the action button is pressed you'll append the Picture X and Y coordinates, to what you want, as well as increment MenuWindow by 1. Next use the show Picture command using MenuWindow for the number of the picture and Picture X and Y variables for the coordinates. If the cancel button is pressed instead, use the erase picture command using the MenuWindow variable to determine which picture to erase and then decrement the MenuWindowby 1 and subtract the Picture X and Y variables by the appended values. If shift is pressed then use the erase picture command to erase all the relevant pictures and set your MenuWindow, Picture X, and Picture Y varibales to their default values.
MenuWindow - to determine which sub menu you are on, 0 would be base menu or no sub menu and every increment of 1 would be a sub menu on a higher layer.
Picture X - X coordinate for the picture.
Picture Y - Y coordinate for the picture.
First set your picture x and y coordinates and MenuWindow variables. Next have an event to track button presses. Now when the action button is pressed you'll append the Picture X and Y coordinates, to what you want, as well as increment MenuWindow by 1. Next use the show Picture command using MenuWindow for the number of the picture and Picture X and Y variables for the coordinates. If the cancel button is pressed instead, use the erase picture command using the MenuWindow variable to determine which picture to erase and then decrement the MenuWindowby 1 and subtract the Picture X and Y variables by the appended values. If shift is pressed then use the erase picture command to erase all the relevant pictures and set your MenuWindow, Picture X, and Picture Y varibales to their default values.
[RM2K3] Need help with creating plugin.
I'm currently working on a custom battle system via plugin. I've managed to turn it into a turn based one, but now I'm working on the window management. I have the gauge view style for combat and when it is a character's turn the cursor pops up over their head. I'm trying to get rid of that and directly enter the battle command menu. If I understand right then this should force the window selection when a character is idle?
Code:
This doesn't seem to do anything. I'm not sure what controls the stage of the battle. There doesn't seem to be a way to call winCommand, only able create a new window. I'm guessing I want to utilize this, RPG::BattleData::battleProgress? Not sure how to though.
Edit: Can someone explain how Window objects work too. I keep getting "expected primary-expression before '('" and "expected primary-expression before 'int, int, int, int, bool'" when I compile my plugin.
Edit2: I am able to declare window objects, but I am still confused on how to call the declared objects for "RPG::Window:create(int width, int height, int x, int y, bool startHidden)". Using "Menu.RPG::Window:create(int width, int height, int x, int y, bool startHidden)" creates a compiling error asking for declaration of the 4 int and bool objects. When I try to define the objects I get the error that the objects aren't declared.
Code:
bool onDoBattlerAction(RPG::Battler* battler, bool firstTry) {
if (battler->actionStatus == RPG::AS_IDLE) {
RPG::battleData->winCommand->choiceActive = true;
RPG::battleData->winCommand->x = 0;
RPG::battleData->winCommand->y = 64;
}
}
if (battler->actionStatus == RPG::AS_IDLE) {
RPG::battleData->winCommand->choiceActive = true;
RPG::battleData->winCommand->x = 0;
RPG::battleData->winCommand->y = 64;
}
}
This doesn't seem to do anything. I'm not sure what controls the stage of the battle. There doesn't seem to be a way to call winCommand, only able create a new window. I'm guessing I want to utilize this, RPG::BattleData::battleProgress? Not sure how to though.
Edit: Can someone explain how Window objects work too. I keep getting "expected primary-expression before '('" and "expected primary-expression before 'int, int, int, int, bool'" when I compile my plugin.
Edit2: I am able to declare window objects, but I am still confused on how to call the declared objects for "RPG::Window:create(int width, int height, int x, int y, bool startHidden)". Using "Menu.RPG::Window:create(int width, int height, int x, int y, bool startHidden)" creates a compiling error asking for declaration of the 4 int and bool objects. When I try to define the objects I get the error that the objects aren't declared.
[RM2K3] DynRPG Compiling Error
I went and tried my code again and it worked this time. After looking at my posted code, I noticed I didn't define skillIndex as an int variable by using () around it when referencing it. All good now.
[RM2K3] DynRPG Compiling Error
I tried the other get commands, HP, MP, etc and I have no issue with those. I think maybe those 3 functions aren't actually implemented or need to be used in a very specific way. I ended up finding a work around, for what I needed, so I guess it worked out. I just got the skill info, user stats, and target stats and calculated the skill power manually.
[RM2K3] DynRPG Compiling Error
I created a monster group with 5 monsters, all the same, and 1 hero. It still returned a value of 0. I think the problem is I am using a comment command to retrieve the value. I'm using this site for info.
http://www.rewking.com/dynrpg/class_r_p_g_1_1_battler.html#a4d1ffd6c081a092756e8340a54ca5c60
I've tried using RPG::Battler::getAttributeResist, RPG::Battler::getAttackPower, and RPG::Battler::getSkillPower, but I can't get them to work. Perhaps I am misunderstanding how to properly use them. Here is the code I am using for now.
I also tried this using this,
RPG::variables(variableIndex) = RPG::Actor::partyMember(0)->getSkillPower(11, RPG::monsters(0));
This should return the value of the 1st party member using the 11th skill on enemy 1, but it returns 0 still.
http://www.rewking.com/dynrpg/class_r_p_g_1_1_battler.html#a4d1ffd6c081a092756e8340a54ca5c60
I've tried using RPG::Battler::getAttributeResist, RPG::Battler::getAttackPower, and RPG::Battler::getSkillPower, but I can't get them to work. Perhaps I am misunderstanding how to properly use them. Here is the code I am using for now.
if( 0 == cmd.compare( "dyndataaccess_get_skill_power" ) )
{ // Returns Skill damage before hits.
// Parameter 0: The index of the RM2K3 variable to store data
variableIndex = (int) parsedData->parameters.number;
// Parameter 1: The party index of the actor
partyIndex = (int) parsedData->parameters.number - 1;
// Parameter 2: Database ID of the skill
skillIndex = (int) parsedData->parameters.number;
// Store the data in the RM2K3 variable
RPG::variables(variableIndex) = RPG::Actor::partyMember(partyIndex)->getSkillPower(skillIndex, RPG::monsters(partyIndex));
{ // Returns Skill damage before hits.
// Parameter 0: The index of the RM2K3 variable to store data
variableIndex = (int) parsedData->parameters.number;
// Parameter 1: The party index of the actor
partyIndex = (int) parsedData->parameters.number - 1;
// Parameter 2: Database ID of the skill
skillIndex = (int) parsedData->parameters.number;
// Store the data in the RM2K3 variable
RPG::variables(variableIndex) = RPG::Actor::partyMember(partyIndex)->getSkillPower(skillIndex, RPG::monsters(partyIndex));
I also tried this using this,
RPG::variables(variableIndex) = RPG::Actor::partyMember(0)->getSkillPower(11, RPG::monsters(0));
This should return the value of the 1st party member using the 11th skill on enemy 1, but it returns 0 still.
[RM2K3] DynRPG Compiling Error
Can someone explain how to use this?
int RPG::Battler::getSkillPower( int skillId, RPG::Battler* target)
When I use something like this,
RPG::variables = RPG::Actor::partyMember(partyIndex)->getSkillPower(skillIndex, RPG::monsters(partyIndex));
I get a return of 0. If partyindex is 1, should it not return the damage value of partymember(1) using the defined skill on monster(1)? I should mention I use a comment command to retrieve this info whenever a battler makes an action. Perhaps the return value is 0 because the comment command asks for the info at an invalid time, but if that is so then is there anything I can do?
int RPG::Battler::getSkillPower( int skillId, RPG::Battler* target)
When I use something like this,
RPG::variables = RPG::Actor::partyMember(partyIndex)->getSkillPower(skillIndex, RPG::monsters(partyIndex));
I get a return of 0. If partyindex is 1, should it not return the damage value of partymember(1) using the defined skill on monster(1)? I should mention I use a comment command to retrieve this info whenever a battler makes an action. Perhaps the return value is 0 because the comment command asks for the info at an invalid time, but if that is so then is there anything I can do?
DynBattleChoices
I got the command to work, but it takes 2 turns to actually write to the variables. The 32 hero variables work no problem, albeit a turn behind. I had to stop using it because it seemingly randomly changes the battlers ATB value and the variables don't update till the next battler's turn before they go.
I ended up modding the DynDataAccess plugin to do what I needed. If I didn't use a turn based(No ATB) system I could have probably used this plugin instead.
I ended up modding the DynDataAccess plugin to do what I needed. If I didn't use a turn based(No ATB) system I could have probably used this plugin instead.
DynBattleChoices
How does the @dynbattlechoices_next_action work? I currently have an event page set up to trigger 1x turns elapsed, with the comment command in it, so that I can keep track of the last action, skill, etc taken, but the command doesn't change any of the specified variables I set. I've read the source code and from what I understand the command should write to the variables I specified in the dynrpg settings, but they always remain unchanged.
Edit: Turns out test battling is buggy. I tried a battle in game and it worked, but I noticed it affects the ATB_Overhaul plugin. The battler's atb bar speed gets reset to the default speed.
Edit: Turns out test battling is buggy. I tried a battle in game and it worked, but I noticed it affects the ATB_Overhaul plugin. The battler's atb bar speed gets reset to the default speed.
[RM2K3] Conditional branch ignored during certain animations
Those are interesting finds. I finally fixed my problem, kinda. I bumped the frames to 24 and it started working again. If I drop it to anything less than 24 frames the battle event breaks. I figured this out because all the animations that broke the event were extremely short, 8-20 frames. I can just increase the frames for all my animations with empty cells and I shouldn't run into this again, I hope.
This is probably the weirdest bug I've ever seen. It wasn't a plugin issue either as I removed all the plugins to test the issue, but I didn't try using a fresh rpg_rt.exe(w/o DynRPG). While this does solve my issue, I hope someone could shed more light on this issue.
This is probably the weirdest bug I've ever seen. It wasn't a plugin issue either as I removed all the plugins to test the issue, but I didn't try using a fresh rpg_rt.exe(w/o DynRPG). While this does solve my issue, I hope someone could shed more light on this issue.
[RM2K3] Conditional branch ignored during certain animations
Event Pg1 Hero(1) has taken 1x turns
Switch Operation 001:Check Events ON
Branch if Hero(1) Spell Used
Switch Operation 002:Spell ON
Event Pg2 Switch 002:Spell is ON
Switch Operation 001:Check Events OFF
Branch if Switch 002:Spell is ON
Call Common Event Spell
Common Event "Spell"
Change Hero1 Intelligence...
This basically sums up what goes on during my battle events. The problem is on Event Pg2. When checking if 002:Spell is ON during certain battle animations, the branch is ignored. I check with F9 to see the switch is ON and I added a message outside the branch of that event to play to make sure it was triggering, and it was. I then tried a different spell and the events played out as intended.
I started experimenting to see what was going on and noticed it was the battle animation. I first noticed this by changing the battle animation associated with the spell that caused the issue, and it worked. I then tried using a spell that had no issues, but with the same battle animation as the bugged spell and noticed it broke my event again. After experimenting some more, I found that the battle animation ID, in the database, is also bugged. I cleared the bugged animation in the database and tried making a new animation with a different battle graphics set, but it broke my event when using any spells associated with that animation.
Does anyone know what is going on here? I am guessing it is a plugin issue or DynRPG bug.
Switch Operation 001:Check Events ON
Branch if Hero(1) Spell Used
Switch Operation 002:Spell ON
Event Pg2 Switch 002:Spell is ON
Switch Operation 001:Check Events OFF
Branch if Switch 002:Spell is ON
Call Common Event Spell
Common Event "Spell"
Change Hero1 Intelligence...
This basically sums up what goes on during my battle events. The problem is on Event Pg2. When checking if 002:Spell is ON during certain battle animations, the branch is ignored. I check with F9 to see the switch is ON and I added a message outside the branch of that event to play to make sure it was triggering, and it was. I then tried a different spell and the events played out as intended.
I started experimenting to see what was going on and noticed it was the battle animation. I first noticed this by changing the battle animation associated with the spell that caused the issue, and it worked. I then tried using a spell that had no issues, but with the same battle animation as the bugged spell and noticed it broke my event again. After experimenting some more, I found that the battle animation ID, in the database, is also bugged. I cleared the bugged animation in the database and tried making a new animation with a different battle graphics set, but it broke my event when using any spells associated with that animation.
Does anyone know what is going on here? I am guessing it is a plugin issue or DynRPG bug.













