WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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author=kentona
I think Camstudio is free.

I make shitty videos (in both quality and content), so don't trust me.


My videos will be shitty to so it'll do me solid ^^

Commanding

"The PicPointerPatch does something like this. Anything past something like ID5000 for pictures is referenced as the value of the variable {ID % 5000}."

This is a really bad convoluted solution, but it will take me a while to come up with something better. In the meantime, you can use the draw-a-number call to draw as many numbers as you want. Yes, you set the variable to position the number so you can animate where it is on screen.

Commanding

I've added the prototype for Set Global Battle Event, and it will be one of the first things I implement.

I don't know how to draft the This_Event modifier. I'm thinking of a way to reliably translate a variable number into an event on some map. When I do that, I'll just let you modify what "This Event" points to to implement almost all the above for variables referencing events.

I'll also think of a very clever, neat and easy way to do picture ID by variable. If you're trying to draw numbers, I could just have a "draw number" syscall that draws a number without using up any pictures at all in the current system font. Then you don't have to chop variables and draw pictures with modulus using like 100 lines.

Events and Download Patches

I see. It should be fine if I make sure my implementation of RPGM2003 programs is properly sandboxed. Mostly around variable access commands (Switch / Variable) since those read and write things to some location in memory.

If someone is willing to somehow find some obscure and disastrous exploit in 20XX, they don't even need to upload a malicious patch file to the pool- their game itself can just simply be malicious. Then it doesn't matter if you disable auto-patching since the game has something in it to begin with. So, you have to also trust the individual game developer as well as me regardless.

The chance of this happening is negligible since you really can't do all that much in RPGM2003's scripting tool. I'd like to say it's actually impossible but that would be a little naive in computer science terms, so I'm going to say the chance is far less than .001%. And if it did, I could just release a patch either me or someone else developed to get rid of it. And then the administration here at RMN would collect the data from the culprit and warn everyone.

Events and Download Patches

That's why this thing is open source. I even give you the Microsoft Visual Studio 2005 project file so you can navigate to the folder labeled Patcher and see the code. It's basically just HTTP GET commands which are literally text files I send to the server. I get back a text file plus the data I want.

You can read all about it here, pretty nifty tutorial even though it's a little old.

I think the LGPL requires users who modify the engine to release the source of their modifications too although the standard 20XX already will have tons of goodies. I think that's what it said, I did of course read the LGPL but my memory is a little foggy. Anyway if you're all up about it in security you should have the right to demand the source code, I'm about to release mine shortly after I finish my disassembler and make Download 2.

Events and Download Patches

"Actually, I don't like the idea of programs downloading crap secretly under any circumstances, period."

Well it wouldn't be secret at all. It will be like starting an MMO or a commercial game. It will tell you that it's looking for patches and stuff and the current download progress. When the archive is downloaded, it will display the patch notices and then begin updating. Especially since this is an open source project.

If I implement this though, I can add a "disable patching" option in the global settings. Global settings are bound to computer (in your home folder) so that any game you play, even if there's a modified copy of 20XX in whatever game you're playing, it will use the settings you set. This was also so that if you configured your Joypad once it will work for all 20XX games. Other settings include the option for all-at-once dialog display (immediately shows all text at once and removes all pauses from dialogs).

"might be appreciated by the computer illiterate users."

Even the computer literate can mess stuff up. This is so you can release a patch without just uploading the entire thing again.

Commanding

I'll go analyze all these problems when I start disassembling battle events. One thing I was thinking is to have an option where the first monster group's battle event runs for every monster group so that you could just have it in that one spot and it's good for all.

Then any battle events after that run side-by-side so you can still do in-battle dialogs and such.

Commanding

"This might be a bit out there, but what if there was a command to split the digits in a multidigit number into a list of variables? Like, if I had a variable storing 1024, I could run the split command into variables 1, 0, 2, 4"

You can chop a number doing this already in 2003:

X=1024
X%10 = 4
X /= 10
X%10 = 2
X /= 10
X%10 = 0
X /= 10
X%10 = 1

I did numbers up to about 9999999 doing this in that one 2003 game I worked on.

"EDIT: OH, and another thing:
Have a (battle) event that is fucking capable of CASTING A SKILL FROM THE DATABASE."

You can already make the Ninja Star skill a part of the Ninja Star skill subset. Then have the Ninja Star command a Skill Subset of Ninja Star and it will appear in that list. I never use the general Skill battle command since I divide skills into sections this way without it. Otherwise the general skill command would also have Ninja Star although I don't think that would be a problem since you let that particular player use Ninja Stars.

You could also have an exhaustible item which does the Ninja Star skill and limit its usability to those who can throw them instead.

Commanding

"A useful thing would be self switches. If that's one thing I liked about RMVX, it's that."

I've already got self-switches planned where I hash the event id and position to the save files as a local entry so that you can clone chests with items easily.

"Counter-Attack and a better Reflect spell in the battle system would be good too."

These would require Cherry to add this option under 2009U

"How about something like
<Open Equip menu>
<Open Status menu>
<Open Item menu>"

Sounds good.

"Can you give some examples of commands?"

Check out that tab ( http://rpgmaker.net/games/2664/syscall/ ).

For an example of me making the battles three times as fast:

A = 300
E = 2
F = 1

If you set the syscall base to start at variable 23, it is:

Set Variable 23 = 300
Set Variable 27 = 2
Set Variable 28 = 1

Then the battles from now on will be 300% speed.

Commanding

You mean the players? I've seen enemies change their pictures. OK I'll go draft the command. I'll implement them in order of most wanted.