SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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

author=bugmenot
Oh, I remembered why people mainly deleted the row command. Because it wastes time.

download QuickRow

This allows for a row command and any other command to be executed in the same turn. (Can also be combined with the RowSwap[+] patch)

...though, the [Hero] uses [BattleCommand] battle event trigger won't go off on a row command anymore.

Oh, this would be interesting for adding versatility to row formations. However, adding this straight to the default system has issues: there would be no reason NOT to always defend and use magic in the back row. Currently, I give a small HP/MP restoration if the player ever defends which doubles as a sort of charge. Now considering this patch, I could add the patch and then make it so you only get the heal if you defend in the front row, while defending in the back row gives no extra heal but you are a little more protected. Likewise, using magic in the front row could heal some MP back after using the spell, making staying in the front row actually more offensive, while the back row retains its defensive properties.

Now, to actually implement this, I would need to be able to track the current row position of each party member in battle. Is there a quick way to determine this maybe with comment commands, having DynRPG? Or would I need a separate plug-in?

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

author=bugmenot
download RowSwap[+]
[QuickPatches]
RowSwapCommand(ID)=49606E,#1
RowBattleCommand(ID)=496209,%99


This second quick patch line replaces all BattleCommands with that one ID (ID has to be within 1..255) with a row command (the name has to be changed in Battle Layout -> Default Battle Commands -> [Set]).

Archetype doesn't matter anymore, this new row command can be detected by the [Hero] uses [BattleCommand] battle event trigger.
P.S. blue stuff should be changed.


Oh sweet! Thanks a bunch!

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

author=GhostRider
author=bugmenot
download RowSwap
[QuickPatches]
RowSwapCommand(ID)=49606E,#1
Command_IDs can be found under Battle Layout -> Default Battle Commands -> [Set]
man, you always have an ace up your sleeve, do you?

thanks again :)

This looks nice, so I might use it in my own game, but what could I use to add the SwapRow command back in but in a different spot in the command list, rather than outright replacing it?

[DynRPG] Provoke Skill

Does this provoke force the enemy to use the attack command, or can it lure enemy skill attacks as well?

51.png

No program can contain...SUPER MARIO!!!

What are you thinking about? (game development edition)

I just saw this sort of mini-documentary youtube video about a guy describing how he made a game in 13 years. I thought it was very relevant to this site and its community:

https://www.youtube.com/watch?v=2b0tSu0QDQ0#t=95

[DynRPG] Battle: ATB Overhaul!

Any ideas regarding the other issues I found? I couldn't get my own DLL to work, and I have explained my problem in the DynRPG main thread about that. I didn't try changing anything from your own plug-in, but I couldn't get any self-compiled plug-ins to work with the runtime exe, except the sample "are_you_sure" plug-in on Cherry's site, so I didn't go any further into thinking about what could be changed in yours.

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

author=beefypotatoes
author=Shoobinator
I am using DynRPG v0.20 and GCC 4.7.1, and I can compile the DLL, so compiling the DLL is not my problem. I just have no idea why the executable is not using the DLL. The plug-in itself is in the right directory, and the .ini has the right settings written in it.
Was my interpretation that it didn't cause compile time issues, it caused runtime ones. However, either way that's clearly not your problem.

I had never actually made that plugin before, so I just tried making it. I had no issues. Here's a copy of it, see if it works properly on your end, link. If it does work, try recompiling it and see if it still does.

Only other thought I had while doing it: did you actually make the status icon images and put them in the pictures folder? I forgot to do that at first, and yeah, it appeared like the plugin wasn't working despite there being no error messages.


I will have to try your link, but I do have the pictures and I even tried copying the source code of another person's plug-in to test out my ability to compile my own DLL, but no luck.

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

author=beefypotatoes
Shoobinator -
Sounds like you might be using mismatched versions of DynRPG and GCC. The current version of DynRPG on his website (v0.14a) needs a slightly older version of GCC (4.6.1). The link to the download page of Code::Blocks gives you Code::Blocks version 13.12, which comes with GCC 4.7.1. If that's what you downloaded, you need to change one of them.

You can get Code::Blocks 10.05, which comes with GCC 4.6.1. There is a link at the very bottom of the Code::Blocks download page which will show you older versions. Here is a link.

OR, you can upgrade to version v0.20 of DynRPG, which is still in testing. It requires the newer version of GCC which comes with Code::Blocks 13.12. You can grab v0.20 here.


I am using DynRPG v0.20 and GCC 4.7.1, and I can compile the DLL, so compiling the DLL is not my problem. I just have no idea why the executable is not using the DLL. The plug-in itself is in the right directory, and the .ini has the right settings written in it.

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

I have followed Cherry's step-by-step Getting Started Guide on his DynRPG website. I am using Codeblocks with the GCC compiler that came with the download link that he provided. I was able to successfully build and test the sample "are_you_sure" plug-in and it works, but if I then try to build and test the sample "condition_icons" plug-in (by copying the respective source code off the website), the plug-in builds properly, everything looks good (plug-in is in the right place), but during testing the plug-in just fails to do its job for whatever reason and I'm kind of at a loss right now...