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

author=kaine87
author=dethmetal
Is there a plugin that allows for games to run in windowed mode by default? Thanks!
Plugin I don't know, but there is this patch for rpg maker 2k3 1.08:
http://share.cherrytree.at/showfile-9276/rpg_rt_2k3_v108_alwayswindowed.ips
Use lunar ips to apply it.

Otherwise you can use this method:
https://rpgmaker.net/tutorials/109/

Will putting the ips patch into dynpatches not work? That's where my other ips patches are. I tried applying the patch but it didn't change anything and the game starts up fullscreen still.

Would appreciate any help.

[RM2K3] City traffic

http://puu.sh/nOj8p/bbc71b79fd.png
above is the coding i have.

I face in a random direction and lock the facing to randomly change the cars colors that zip past. I have it move all the way to the other side of the screen, change graphic to something invisible, move it back to the beginning and randomly wait to start up again.

So far this works, I also have the event on parallel process.

And yes, I do want to have it keep happening.

[RM2K3] City traffic

Ok, so basically I want to have a car sprite moving in one direction only, and when it reaches a wall, the event should reset and go back to it's starting point, for example - The event sprite will be against the left wall of the map, and it will move to the right side, but once it cannot move anymore it should go back to the left wall

How would I do this?


I've tried with setting a car on parallel process and following a custom pattern and it moves.. and works.. and reloops but it happens over and over? I'd like for it to be random, how often the car zipz pass the screen?

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

author=PepsiOtaku
New (old) plugin:

More Message Commands!
Download: https://github.com/PepsiOtaku/msg_commands

(Monster names, item name/descriptions, skill name/descriptions, attributes, battle commands, hero class, terrain name, database strings


A[n] & \a[n] The name of an attribute (from the Attribute tab of the database), where n=database id

\B[n] & \b[n] The name of a battle command (from the Battle Layout tab of the database), where n=array id
\D[n] & \d[n] Hero's degree/class, where n=hero's id.
\I[n] Item Name, where n=item id
\i[n] Item Description, where n=item id
\K[n] Skill Name, where n=skill id
\k[n] Skill Description, where n=skill id
\M[n] Monster Name, where n=monster id
\m[n] Monster Item ID, where n=monster id
\O[n] & \o[n] - Condition, where n=condition id
\R[n] & \r[n] The name of a database string (from the String tab of the database), where n=**SEE CHART IN README.TXT**
\T[n] & \t[n] The name of a terrain (from the Terrain tab of the database), where n=terrain id


I had written most of this a little while ago, but decided to finish it up. It also works in all 4 message box lines!

(Animated monsters is still on my to-do list for those familiar with that thread. Been going through a pixel art phase)


Patiently waits or animated monsters :))) Thanks again for even being interested in continuing that plugin.

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

Oh, so then I already have the latest! Thanks. I didn't know, as it's been forever since I messed with it.

[Plug-in] [rm2k3] Animated Monsters Plugin

author=PepsiOtaku
Animation2 has size restrictions, so all of the monsters would have to be a certain size, therefor, it would actually be easier to create a new spritesheet for monsters. It would be a little weird, because a 16x16 monster would require a 48x16*(Number of Poses) spritesheet, and a 64x32 monster would require a 192x32*(Num of Poses) spritesheet, but it wouldn't require additional subfolders. The spritesheet could then have a filename of (monster_filename)+"_poses"

Pincer attacks can be detected now in the 0.30 source (RPG::battleData->encounterCondition), as well as any monster information in the database (RPG::DBMonster), so a lot of improvements can be made.

I can take a stab at it if someone wants to send me the latest source. Wasn't there one with running & attack animations at some point?


Oh wow I gotta figure out how to update my dyn then. I'm just afraid of having to track down each and every patch that had to be applied directly to my rpg_rt exe file.

So with pincer attacks able to be detected, would that mean good news for the animated monsters plugin ?


You'd be my hero/god if you took this on. I thank you for even just thinking about updating/messing with it.

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

How do I know what version my dnyrpg is ?

And how do I go about patching it to the latest if mines is outdated?
Do I have to use all the previous patches i applied onto my rpg_rt ?
I'd really like to avoid repatching everything again tbh.

[Plug-in] [rm2k3] Animated Monsters Plugin

Now if only someone would bother :S ...

[Plug-in] [rm2k3] Animated Monsters Plugin

@dragonheartman

Wow coincidence.

I wonder if there's a way to make it so the engine doesnt automatically flip the monster sprites and I can just create a separate folder for the animated monster with flipped images.

[Plug-in] [rm2k3] Animated Monsters Plugin

author=bulmabriefs144
That's mine and cherry's. I can tell because it's named check_file. Do me a favor and submit that to utilities. It's distinct from dragonheartman's file.

See, what happened was animated monsters developed in two different ways.

First, dragonheartman did a version where the monsters did maybe 8 frames (the original number). But I discovered that if I just wanted certain files to be checked, and otherwise to skip animation, it would instead crash. Given that I view anything that crashes the computer without overhauling all monsters a bug, I'm like fix it or teach me how. He wasn't any good at teaching, and he saw it as a bother. I asked Cherry and he wasn't real sure but after a little, he came up with two solutions one using the ini, the other reading the file. The file read seems to work fine so it got named check_file and has been bouncing around ever since.
Dragonheartman, completely ignored the fact that having a huge number of files basically created work, and made more work by creating attack and casting animations. The latest one on his page (assuming its up, there was a utilities crash awhile back and I'm not even sure about my own files) has attack and magic anations. But so what? It's clunky code that I can't even add the check file to because it loops too much and would likely freeze the game. We need a better system for attacks.
I've got a few switch attacks where the moster erases to doba skill animation. But this it clunky too.
Ideally, something like... Cherry's ini code to mark specific monsters, then make it link to an Animation2 id. As in, if you've ninjas and they attack, this is left hand or right depending on facing direction. The beauty of this is that spells work (since spells have an id), special status works(ditto), and you can throw away the folders. The other beauty of this is that you can use battle animations instead, allowing big monsters in the Animation1 page. I just wish I knew how to do this. That said, having the skills/attack part removed and simply doing switches might be enough, but I'd like to see this reinvented


Ah, i saw him mention about not wanting to bother wih the plugin because of a user here harassing him? But honestly, you just wanted to help fix/further develop the plug in, which I appreciate.

So there is a copy of the plugin with working casts/magic ? From reading what you say.

How about the pincer/surround formations and the animations?

And what's this about cherry helping, I see u mention somethin about linking things with ini code with cherrys way but there is no plugin/notes provided ?O:

I just reallywanna animate attacks, I don't mind pixel arting as I only want to do it for certain monsters/boss/special.

I've tried looking at the few projects there are with animated monster attacks and the coding just really confuses me, I'm not the best with many code and I'm just really needing a tutorial/project example.


Maybe u can point me in the direction of doing the attacks?