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RAMZA'S PROFILE

I've spent a large part of my 26 years designing video games, mostly in my head. When I discovered RPG Maker 2000, I finally had a medium to put my thoughts down into, and I did.

At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.

Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.

I've come too far to quit now, though.
Mana Conquest: Vengeance
The second game in the Mana Conquest Trilogy

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MV - Yanfly Action Sequence - Note Tag help.

The issue is the way that action sequences work. By default, all skills have a default action sequence for each section. If your skill has one or more sections undefined (as in you didn't put them in there) the default sequence is played instead.

While I'm not sure what it contains completely, without looking it up, the default target section definitely contains an action animation: target, and action effect: target.

Meaning that since your target action section isn't defined in this sequence, you're dealing damage to all foes in the whole action, and then individually to each foe after.

In short, you want to include a blank <Target Action> tag after the whole action. Like so.
<Whole Action>
move user: target, front base, 30
wait for movement
motion swing: user
perform action
action animation: target
wait for animation
action effect: target
</Whole Action> 
<Target Action>
</Target Action>

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

author=PepsiOtaku
TL;DR:It's basically a lot of 1's and 0's.


I was under the impression that Cherry was the one tweaking the official version with many QOL improvements already, like the ability to call a load menu from in game, and auto-skip the title screen. I was just looking for a quick and dirty answer to see if Cherry had any plans to port this to run on the official version. After all, if anyone would know how to do it, it's Cherry, right?

bulma: I second this. I purchased the official version when it was first released, mostly out of respect for having used the illegal version for so long. However, even though I'm not even programming my own plugins, which I might end up doing at some point, I can say that for me, the sheer change in potential between using DynRPG and not makes using the official version for my current project extremely unlikely. Even the last version I released before DynRPG was even a thing was still using a picpointer ips patch to draw custom menus, which I'm sure doesn't work on the new version.

I am glad for an official release, of course, but I continue to hope for the official release of a version of DynRPG that supports it.

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

It's been a pretty long time since I've looked into this, but I see that the DynRPG patch still requires an RPG_RT.exe that is version 1.08.

Are there any plans for this to support the new official RM2K3 in the future? A cursory glance at the patching EULA seems to me to allow the use of it (correct me if I'm wrong, of course). I'd like for my game to be as legit as possible, but the patches from DynRPG have made it so much better than without them that not using them constitutes a pretty big downgrade in game quality.

I tried digging through the forums here to answer this, but there's so much information, and I'm only one person.

Thanks.

RPG Maker 2000/2003 games on PSP [ TESTERS WANTED! ]

I had demo'd a really old version of this several years ago with my own project. I recall that it launched to titlescreen, but starting the game immediately caused a crash. I suspect it was because I had used a no-titlescreen patch in the original version.

I will dust off my Vita and see if I can get it running on VHBL. That download in the first post is still the most recent version, yes?

Skill Editor

Having a skill require a condition on the user before allowing it to be used, and then (optionally) removing that condition after use would also be useful.

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

Can't you just divide the value it returns by 16 and use that as the tile X/Y?

Or if that doesn't quite work, use modulus to get the remainder, subtract that remainder from the original value and THEN divide by 16 to get the tile X/Y.

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

Wondering if one of you quickfix junkies can set me up with the following:

Currently, outside of battle, if you set to play two battle animations without using the "wait until finished" option, only the second one will show. If you do a slight wait between one, the first will play for that .1 seconds before being overwritten by the new one.

In battle, this is not the case, as you can set bchars to be battle animations, and multiple animations will pl;ay at the same time without issue.

It is possible to hotfix it so that multiple battle animations can be played simultaneously outside of battle?

RPG Maker 2003 issue

Sounds more like you need to set the teleport event to happen when the hero touches it, rather than by pushing a key on it. If he walks right past it, and off the screen, it's not triggering properly.

Alpha Test

I've been able to confirm that it mostly does what it's supposed to at this early stage of development. I haven't tested making my own tiles to import them or anything, but I imagine that works as well.

I see that you've added a pseudo mode 7 view to the map as well, very nice. and with little impact to frame rate as well. Very nice.

Dyn LP

That's neat, but it's too specific to be useful for most people.