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.
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.
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[DynRPG] Store Item, Skill & Condition ID in Battle
This is exactly what I've been hoping for, once I learned that DynRPG existed. I was too proud to ask for it directly, mind you.
If there was literally only one plugin I could use over all of the other DynRPG goodness, this would be it.
Thanks dude.
If there was literally only one plugin I could use over all of the other DynRPG goodness, this would be it.
Thanks dude.
+++ DynRPG - The RM2k3 Plugin SDK +++
I don't suppose I could enlist the aid of someone to make a slight change to a plugin for me?
I need the condition_icons to draw 24 pixels above battlers instead of the default 48. I thought this would be a simple enough change that even I could do it, and changing the actual code is as simple as changing the 48 to a 24.
However, installing codeblocks, configuring it properly and then going through the "hello world" tutorial linked above took me almost 3 hours. And after all of that, I couldn't get the damned thing to compile ANYTHING, spewing an error that my toolchain path was probably not set right - which I can see, because I literally only did what cherry told me to in the tutorial without knowing anything about what I was actually doing.
Anyways, if someone could change that and link me to the modified .dll file, that'd be awesome. Or help me figure out why nothing will compile for me in code::blocks, that'd probably be even better.
I don't want it to seem like I'm being an idiot here, but I managed to fix the problem, thanks to many minutes of google-fu, and it turned out the problem was that the code::blocks installer with the minGW compiler included with it, incorrectly sets the default path of MinGW to c:\minGW which was not where it was installed by default, meaning the compilers could not be found.
I don't think I'll need help with this anymore. I should bee good to fiddle around on my own now.
I need the condition_icons to draw 24 pixels above battlers instead of the default 48. I thought this would be a simple enough change that even I could do it, and changing the actual code is as simple as changing the 48 to a 24.
However, installing codeblocks, configuring it properly and then going through the "hello world" tutorial linked above took me almost 3 hours. And after all of that, I couldn't get the damned thing to compile ANYTHING, spewing an error that my toolchain path was probably not set right - which I can see, because I literally only did what cherry told me to in the tutorial without knowing anything about what I was actually doing.
Anyways, if someone could change that and link me to the modified .dll file, that'd be awesome. Or help me figure out why nothing will compile for me in code::blocks, that'd probably be even better.
"are_you_sure - Release" uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...
Nothing to be done.
I don't want it to seem like I'm being an idiot here, but I managed to fix the problem, thanks to many minutes of google-fu, and it turned out the problem was that the code::blocks installer with the minGW compiler included with it, incorrectly sets the default path of MinGW to c:\minGW which was not where it was installed by default, meaning the compilers could not be found.
I don't think I'll need help with this anymore. I should bee good to fiddle around on my own now.
[DynRPG] MP/Stat Popup in Battle
No worries here! I opened the src file to see if I could figure out if there was a simple fix like that.
Let's just say I have a waaaay greater respect for people who make these plugins now. XD
Edit:
I did a quick test, and didn't see the MP display working - I realized that was because I wasn't missing any MP. The stat UP display worked on my second test, so that seems to have been the problem.
Let's just say I have a waaaay greater respect for people who make these plugins now. XD
Edit:
I did a quick test, and didn't see the MP display working - I realized that was because I wasn't missing any MP. The stat UP display worked on my second test, so that seems to have been the problem.
[DynRPG] MP/Stat Popup in Battle
I too cannot get this plugin to do anything. There's no crash error, or any indication that there's a problem, but it simply doesn't do anything in game - in an old save or a brand new one.
I'm going to try it in a fresh project to see if something weird is going on.
I notice your screenshot uses alternative style battle system - where mine uses Gauge style. I'm not sure if this is related, though.
I just tested on alternative and the same problem happened.
Edit:
I have tested again in a brand new project with only the dynRPG patch and this plugin installed. I did a battle test and used an MP recovery item from within, and it had no visible effect.
I'm going to try it in a fresh project to see if something weird is going on.
I notice your screenshot uses alternative style battle system - where mine uses Gauge style. I'm not sure if this is related, though.
I just tested on alternative and the same problem happened.
Edit:
I have tested again in a brand new project with only the dynRPG patch and this plugin installed. I did a battle test and used an MP recovery item from within, and it had no visible effect.
A few changes
The changes to the monster encounter system are complete - and with the sudden increase in parallel process events - I expected some lag.
I tested it on the worst system I could get my hands on, to see how it would fare:
Intel Centrino dual core ~2.2ghz
RAM: 4gb
display adapter: NVidia 8400M GS @ 2gb shared VRAM
It ran smoothly, with no slowdowns on the test map with 10 monsters running around on it.
I realize that laptop has a lot more ram, and a better video card than some people's RM* machines. If the opportunity arises, I will test it on lower end systems as they become available.
I'm now working on back-porting the new encounter system over the old one, a process that shouldn't take too long.
I tested it on the worst system I could get my hands on, to see how it would fare:
Intel Centrino dual core ~2.2ghz
RAM: 4gb
display adapter: NVidia 8400M GS @ 2gb shared VRAM
It ran smoothly, with no slowdowns on the test map with 10 monsters running around on it.
I realize that laptop has a lot more ram, and a better video card than some people's RM* machines. If the opportunity arises, I will test it on lower end systems as they become available.
I'm now working on back-porting the new encounter system over the old one, a process that shouldn't take too long.
Zeon Story 3 - Silent Reign
[DynRPG]Text Plugin
Welp, I attempted to recreate the problem, but I ended up using a call common event instead of a parallel process event, and it was working fine in the test project with the same rpg_RT and plugins as my project (I literally copy-pasted them). When it worked in the test project, I reverse engineered it back into my real project and now it works fine.
I dunno what happened, but I guess it was a false alarm.
I dunno what happened, but I guess it was a false alarm.
[DynRPG]Text Plugin
[DynRPG]Text Plugin
I'm not sure if it's this plugin or the pathfinder plugin that's having the problem - but here goes:
Plugins used:
Pathfinder
Lineofsight
text plugin
The premise:
I'm using the lineofsight and pathfinder plugins to make an encounter system - where a parallel process event checks if an enemy can see the hero. If that check succeeds, the enemy chases the hero to the spot where he detected him at, then does a second check to see if he can still see the hero. if so he keeps chasing him, etc. On touch, battle starts.
If he can't see the hero anymore at any point during the chase, a timer starts, waits a few seconds, and then resets all the encounter stuff, making the enemy basically give up and return to what he was doing.
Up to this point, this works fine, however, what I want the text plugin to do is write text above the enemy's head to show that he's given up. (like "Huh?") or something. Doing this works as well, and has tested fine, however after this text displays, the pathfinder plugin will no longer function. As in, if I walk back into his line of sight the sound effect plays, he jumps up and down like normal, but he no longer chases you. If I remove the text call, it works fine. If I turn on a switch to make the text call from another event, or a common event, the problem still happens.
It's like the text plugin and the pathfinder plugin will not work together as they're sharing a variable or something. I know next to nothing about how the inner workings of this plugin thing are going, but neither plugin has any configurable options as far as I'm aware, so any insight you can provide would be great, thanks.
-Ramza
Plugins used:
Pathfinder
Lineofsight
text plugin
The premise:
I'm using the lineofsight and pathfinder plugins to make an encounter system - where a parallel process event checks if an enemy can see the hero. If that check succeeds, the enemy chases the hero to the spot where he detected him at, then does a second check to see if he can still see the hero. if so he keeps chasing him, etc. On touch, battle starts.
If he can't see the hero anymore at any point during the chase, a timer starts, waits a few seconds, and then resets all the encounter stuff, making the enemy basically give up and return to what he was doing.
Up to this point, this works fine, however, what I want the text plugin to do is write text above the enemy's head to show that he's given up. (like "Huh?") or something. Doing this works as well, and has tested fine, however after this text displays, the pathfinder plugin will no longer function. As in, if I walk back into his line of sight the sound effect plays, he jumps up and down like normal, but he no longer chases you. If I remove the text call, it works fine. If I turn on a switch to make the text call from another event, or a common event, the problem still happens.
It's like the text plugin and the pathfinder plugin will not work together as they're sharing a variable or something. I know next to nothing about how the inner workings of this plugin thing are going, but neither plugin has any configurable options as far as I'm aware, so any insight you can provide would be great, thanks.
-Ramza














