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

New source version:
http://www.rewking.com/dynrpg/changelog.html
(Get from the Main Page or https://github.com/PepsiOtaku/DynRPG)

Some additions of note: RPG::Battler::getAttackPower(), RPG::Battler::getSkillPower(), RPG::WindowMessage::text, "Play Movie" related stuff in RPG::Screen, & area rectangle variables in RPG::MapTreeProperties

[RM2K3] Parallax backgrounds and lag.

Using panoramas is actually pretty fast for whatever reason. You can also animate them with a parallel process event that's essentially "wait 0.1 secs, change panorama1, wait 0.1 secs, change panorama2, etc"

[RM2K3] So frustrated

Assuming you're using the steam version of 2k3, there's an event command called "Change Actor Graphic" that does it. Alternatively, there's "Change Graphic" within "Set Move Route" that I think works for the hero in addition to regular events.

[RM2K3] How to hide resources and not trick RM3 game that they're gone

(Sigh, another one of these threads, with the same answers...)
I've researched this:

Molebox v2.2981 works with vanilla 2k3, but doesn't work with DynRPG. It's hard to find, and other versions are even less compatible.

Enigma Virtual Box is the only real answer to this issue that works with 2k3 (any version), including DynRPG patches games. It's pretty cool. You can choose what to pack and how to pack it, it's super flexible and just works. The only thing you can't pack I think is warp.dll and dynloader.dll (if you use DynRPG).

Can't vouch for the impact these packers would have with trigging false-positives in Anti-Virus software. It's definitely a valid concern, but as long as you don't actually include viruses/malware or something (which would be super scummy), then you can just deal with the questions you may or may not get after release.

[RM2K3] PACKAGE HELP!!

The simple way to put it: All of the files that are referenced in your game need to be in your game's folder, not the RTP folder. So if you have a "black.png" in RTP\Picture, it needs to be in YourGame\Picture. As long as this is done for every single resource (including sounds and music), you shouldn't have an issue.

This is something that has come up in every 2k/2k3 release at least once, so no need to worry. :)

Edit: Oh, and the FullPackageFlag thing, but it's better practice to put your resources in your game folder anyway. FullPackageFlag=1 is required before before running "Create Game Installer", but I think it's going to add ALL RTP resources into your game's folder, which is unnecessary.

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

Technically, anything's possible if you know how to do it. A lot of that would require experimenting with RPG::battleData, which can be pretty tiresome and finicky. You also have to work around internal 2k3 functions that get called upon victory/defeat that haven't been written for DynRPG yet (and might not since I don't have documentation for them).

Continue the battle screen after victory
You might be able to partially do this with RPG::battleData->battlePhase by keeping it valued at BPHASE_VICTORY and then setting it to BPHASE_END when you need to, but it could just loop the existing code for the rewards. RPG::battleData->battlEndTimer is another one to try experimenting with. Try setting that to a high value, although it might just be the timer between the last enemy being defeated and the rewards.

Stop experience/gold awards
Stop the battle
I think you can do this with:
if (RPG::battleData->battlePhase == RPG::BPHASE_VICTORY) RPG::battleData->battlePhase = RPG::BPHASE_END;
(onFrame)

BPHASE_END is essentially the start of the transition from the battle scene to the map scene I believe, although some stuff might break if the enemies in the monster group still exist... idk.

Record experience/gold etc if desired (for an out of battle awards system)
This is probably one of those function issues where the MonsterGroup gets sent to a function and 2k3 spits out whatever gets added to your inventory, and then draws it as an image in a window class. Whether those end values get stored temporarily somewhere that can be pulled from, I don't know.

Add a custom awards message if desired (either the narrow battle message or the standard text box)
You could try using the RPG::Window classes (or write your own with RPG::Image), but it gets really hairy.

RM2k(3) Bugfix Patch/IPS: Consistent z-order of events which are on the same tile, finally!

Cool to see a fix for this! If I ever noticed it in the past, it was one of those "ugh wtf 2k3" type of things.

[RM2K3] [RM2K] MIDI Music Issue Windows 7

I sort of noticed this back when I made the move from XP to 7. For other people's games, I would just get used it, but if it's your game, there's definitely some stuff you can do. I was okay with the sound differences until I watched NicoB's playthrough of my game on youtube and the music sounded really bad. This prompted me to convert all the midi music to mp3 using Solmire.com. It took some work, but it guarantees that the music will sound the same on every system. Buuuuut it's been a couple years since then and I want to just hire a composer or something now, and replace all the music I did that crap with. :)

Is there a language name for RM2K/3 event script?

As far as I know, it doesn't have a name, but I can tell you it's not a "real" scripting language or anything. Typically, any sort of coding language can be completely textual (no GUI to interact with). For instance, you could write uncompiled C++, Java, Ruby, HTML or something entirely in a text editor, but in 2k3's case, you have to use the GUI editor (point and clicking your way through), and the scripts basically get saved into the lmu files with a mess of other information related to the maps that you can't edit other than with the editor.

That's not to say you can't do a lot with 2k3's scripting, but there's a lot of roundabout ways of doing things that from a programming perspective are really inefficient. For instance, to make a custom battle system or menu system, you really have to understand how certain scripting techniques impact performance, and can only build that sense through trial and error. Prior to using DynRPG (C++ built into the unofficial 2k3), I've basically built menu systems multiple times just trying to get them to be faster, more responsive, and more efficient.

[RMXP] [RM2K3] [RM2K] come on

Take your K-Pop lyrics elsewhere, sir. (It's spam gibberish)