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[RM2K3] Request: Plugin to toggle switch with slash command in Messages

Hello. I'm in need of a DynRPG plugin that will allow me to toggle the on/off status of a switch using a slash command in Show Message commands. I don't imagine that this should be too difficult to make, but I don't know how to write a plugin, or I'd do it myself. The way I imagine it working is to use "/f(xxxx)", where xxxx is equal to a switch number. So if I had "/f(237)" in a Show Message dialogue, it would turn switch 237 on if it was off, and off if it was on when the message being printed onscreen reaches that point where the slash command is (and, of course, it would not actually print the slash command itself onscreen, lol). I hope someone can help me out with this; I would really appreciate it. Credit will be duely given, of course.

EDIT NOTE: The "(x)" and "(237)" above were intended to have square brackets, but they weren't showing, so I had to edit them to parentheses instead.

EDIT, DEC 5 2017: Been two weeks, and I'm still looking for someone to write this plugin. It'll save me a ton of otherwise needless effort, so I really need this. It's also okay if, instead of using /f(xxxx) to toggle the status of a switch, it could be /f(xxxx) to turn a switch specifically off, and have /F(xxxx) to turn a switch specifically on. If that would be easier, then that's fine too. Please, help me, RMN, you're my only hope. <3
And, of course, whoever writes it can have an early look at the game, if they're interested.

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

Hi, I have two questions.

1) Is it possible for DynRPG to intercept a Message command, and save the contents of that message to a string, and then have that string split up into single-character substrings? And then either a) trigger Show Picture commands based on the content of those single-character substrings, or b) write to specific in-game variables with numerical values based on the results of those single-character substrings and then cancel the actual display of the Message Command and call a Common Event in its place? Preferably "b)", actually. If so, how?

2) Is there any tutorial documentation anywhere regarding getting started with DynRPG? I mean, aside from the "Getting Started" page on Cherry's website, which seems to leave me with more questions than answers. It's all useful information on that page, but it feels like it was never really finished, and I still don't know where to begin as a result. I just watched a really good and lengthy video on C++, and I understood most of it, and I'm confident that I can do this, but there doesn't seem to be anything (that I can find) that answers questions like "why are there multiple files (in something like these plugins)", or "what are all these hashtag lines at the start". Theory is great and all, but I don't know how to go about putting that theory into actual practice. I require fundamentals. I mean, DynRPG has been around for like, what? Five years now? I figure there must *surely* be some quality, in-depth information out there for starting at square one with this stuff by NOW.

Also, I apologize if either of these questions have been answered already, but holy hell, I am not reading through 70 pages. That'll take like, seventy years.

[RM2K9] Randomly won't let me use picture layers above 50 anymore; working fine yesterday

I fixed it! I can't frickin' believe that I managed to fix it! xD

For those who might be interested, I just so happen to have the DynRPG patch applied to my project, so I made a "morepictures.ini" file to override the dial limit, as described on Cherry's website in DynRPG's documentation.

It's really weird because I've literally been using RPG Maker 2009 for years without any such .ini file, and I've never had any problems, but now all of a sudden, just like that ::snaps fingers::, it's something I seem to now require.

And with that, I breathe a heavy sigh of relief. lol.

[RM2K9] Randomly won't let me use picture layers above 50 anymore; working fine yesterday

I am 100% positive that I am loading 2k9 v0.15 Alpha. I have to click the "2k3" button on the pre-interface and everything.

I did try starting a new project, and it wouldn't let that one utilize pictures over 50 either. I probably should have mentioned that before.

Just now, I tried extracting a fresh copy of 2k9, and that one is no different. It's behaving in exactly the same way. This is actually really scary, because I've spent *five years* on this project...

The *only* thing that's changed, the only thing that I've done differently than normal in the last couple of days, is that I got the bright idea to pin 2k9 to my Taskbar. That is the only thing out of the usual in this relevant time frame. Removing it doesn't seem to help, though...

EDIT: Oh, also, it will still let me go above the maximums on everything else. I can still utilize variables and switches above 5000, and I can still set variables to values that reach ungodly heights. It's *just* the picture layers...

[RM2K9] Randomly won't let me use picture layers above 50 anymore; working fine yesterday

Hi, all. Been a while since I've had to post in here for help, but I've run into a most perplexing and exceedingly random problem. I've been using Cherry's RPG Maker 2009 with RPG Advocate's RPG Maker 2003 1.08 for many years now working on the same project, and everything has been gravy except that just now, as of about an hour ago, I have been unable to utilize the picture layers above 50 in Show, Move, or Erase Picture commands.

Even just as recently as yesterday, I was making use of picture layers above 50, and now today, it won't let me.

If I try to input a number above 50, it automatically reverts to 50 as soon as I press the second number, just like it would if I were using RPG Maker 2003 *without* RPG Maker 2009. My project already has scads and scads of lines that make use of picture layers above 50, and if I try to edit any of them, the layer number automatically reverts to 50 as soon as the edit window appears.

I've tried completely exiting out of the maker and booting it back up several times, and even restarting my computer altogether, and I haven't the foggiest idea what else I could possibly try. This is an extremely important problem that's kind of bringing my project to something of a halt (although I guess I could still do art stuff...), and so I really hope someone on here knows how to fix this, 'cause I sure don't. ::sadface::

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

It's absolutely perfect, Cherry. Thank you. :)

[RM2K3] Event Layer Priority

I have sent you a PM with the link, Cherry. Please get back to me with your input (or better yet, results) whenever you can get around to getting around to it. And thanks so much. <3

[RM2K3] Event Layer Priority

I am using...

DynRPG by you.
Hyper Patcher 2 by you.
BetterAEP by... you. x3
Aaaaand UnlockPics... also by you. :D

I love your work, man. ^^ I'm also planning to apply a few others eventually, but I haven't gotten around to them yet.

When you say "minimal demo project", what do you mean exactly? I can zip/rar up a new backup of my project if you want and just give you the dropbox link for it, with a savefile pre-configured to take you straight to a point where it's relevant, if that sounds okay with you. And I'll leave out superfluous resources that don't need to be there for the sake of file size. Does that sound okay?

Also, I really appreciate your assistance. You're exactly the cat I was hoping to see. :D

[RM2K3] Event Layer Priority

author=LockeZ
I was going to suggest using pictures instead of sprites, since higher picture IDs are drawn on top of lower ones. But... that won't work for your sprites that are more than one tile tall. They need to appear overtop of whatever sprite is to the north of them, so you'd have to change all the picture IDs every time an event moved. That's practically impossible.

Yeah, I rode that same train of thought to that same station as well. lol. :V

author=LockeZ
As a weird possible workaround: what happens if you use single-frame looping battle animations instead of sprites for your events' graphics? Basically just give the events invisible graphics, and then have a single parallel process in the corner of the map applying all the correct battle animations over each event.

That's crafty as hell, and sounds equally tedious. lol. But it also sounds like it could possibly work. Although I'm not ready to throw in the towel just yet. I might resort to this if I have to, though.

EDIT: Actually, wait... no... I once tried to make a side-scrolling beat 'em up in 2k3 using spell animations as sprites (figured I could have super fluid animations that way), but that project was quickly derailed when I discovered that you could only have one active battle animation playing at a time. Unless maybe there's a work-around for that now? Either way, I would still consider this an absolute last resort.

author=LockeZ
If this is really important, you might end up having to use a newer version of RPG Maker. In RMXP and all later versions, this problem is fixed, and the way that the z-axis is handled can even be edited in the scripts if you know what you're doing.

Nope. That's just not an option. This project must be on 2k3 for pragmatic reasons and also for personal reasons.

What I'm really hoping for is that someone might be able to write a plugin for DynRPG (or something) that will make it so that event IDs directly correlate with draw layer priority among sprites of the same layer (above/below hero or same layer as hero). I'd do it myself, but I don't know the first thing about C++ or other such non-eventing languages.

I feel like this shouldn't necessarily be that difficult of a thing to make happen for somebody who knows what they're doing, but because I don't, I can't really say that with any conviction. lol.

And this project is four years old, and still going. So whoever wrote such a plugin would not be wasting their time, I assure you.

[RM2K3] Event Layer Priority

author=Zachary_Braun
Hi Tor,

I just wrestled with this concept in RPG Maker 2003 while making my own text engine using events. There is only one way to get a layer above "Above Hero": Make the sprite of whatever is supposed to be above the event only use the upper 16 pixels of its 32-pixel tall bounding box, and the sprite that is supposed to be below, only use the lower 16 pixels. If you have a sprite that is taller than 16 pixels, you might have to temporarily make a single sprite using 2 events each.

If you do this, make sure to place the event one Y-position more south than it's supposed to be (because only its upper 16 pixels will be used—the lower part is blank).

Funnily enough, my question in my opening post would not have been possible to ask if I didn't already know this. lol. But thanks for the effort anyway. This only makes the problem worse, though, because I don't want it to always appear on top no matter what. I only want it to appear on top of other sprites on the same tile.

author=Tor_Heyerdal
but it should still appear underneath the top half of sprites which are standing one tile below it and are drawn on the same sprite layer, just like it always has

If I set it to "above hero" then it will appear above the top half of sprites which are standing one tile below it and are drawn on the same sprite layer.