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

author=LockeZ
Haha, I'm sure a lot of people use RM2K3 just for the novelty or whatever. But for me the reason I didn't move away from RM2K3 for so long was that my game was already in RM2K3 and I didn't want to restart. No other reason. (The fact that I was slothfully working on the same shitty game for over seven years was really the root issue.) I finally finished it last year, but I wouldn't completely discount the possibilit that there are still other people still in that situation.



Ah this....this this this this. I remember when I saw XP/VX and was like "Oh god...I don't know how to script anything in this!". I probably COULD have taught myself, but considering I was doing enough programming stuff at that time in college (which I've all but forgot about now...), I didn't want to learn more than I had to. Plus, I was pretty decently far into mine at that time so switching would've been a hassle x_x;;


I do appreciate this though...sure, I -MYSELF- won't be able to do anything, but I'll be waiting to see what all plugins C++ users can make (I think I know a couple C++ users...perhaps I can convince them to help on making plugins? Hmm....dohohohoho!). And really, when you think about it, those that don't know C++ and are waiting for a specific plugin will HAVE to ask for one for their specific needs anyways for the most part...just thought about that. Oh well!

Utilizing the Class tab for different effects? [2k3]

That would be great. I know that it's not even possible to do on enemies either outside of abilities too (which sucks) so there's that. There's probably more that I'm missing, but hey, this is a nice start I suppose. I just find it odd that they allow resistances but not weaknesses (I think they do in VX/XP but I can't recall...).

EDIT for above - I know you CAN control the hero's weakness/strength in the Hero tab, but not in Equipment (or with statuses, like the aforementioned Oil status). I should clarify that I guess...

EDIT - Off topic, but do you have an official topic for DynRPG on here yet? If not, could make one and toss ideas into there if anything?

Mass Ideas and Possible Updates!

Blog updated to include more info on the playable characters (as of right now). If anyone can help on ideas, that'd be fantastic~

Utilizing the Class tab for different effects? [2k3]

To simplify this:

1) Hero A has normal resistance to all elements. Hero A equips Ice Shield, giving him absorption to Ice and weakness to Fire. Since you cannot really go from 100% to -100% unless you set the element to that from one letter to another (which isn't a good idea), and since you cannot set elemental weaknesses anywhere else, perhaps the Class tab can be used here. So Class #1 would be the exact same stats as without the class, except with Ice absorption and Fire weakness.

2) Hero A also equips a Water Ring, which increases Water resistance by one level. Easy to do in accessories, so no changes needed here.

3) Hero A instead decides to equip an Aqua Ring to absorb Water. Hero A would then change class to something that absorbs Water and Ice, while being weak to Fire.

4) Hero A unequips all but Aqua Ring. Change class to match the Water absorption.

5) Hero A unequips everything and has nothing to change elements. Remove class to None.


Basically, that's what I'm seeing this being able to be used for. Can even extend to statuses that make a character weak to elements and such. This of course is based on the character having no elemental affinities (which may or may not be the case depending on the game. Considering my game has everyone with an element sans a couple characters, this is not the case here). Hopefully that cuts it down more ^^; Of course, still don't know if it's doable with it, or again, if this would force players to restart their game (since you have to when a character's stats are messed with in the slightest bit...).

Utilizing the Class tab for different effects? [2k3]

I never used the class option ever. I just thought of this recently due to the Mystic Knight Spellblade article I read on Ultima Island. It FEELS like this should work though...just don't know IF it does. x_x

Utilizing the Class tab for different effects? [2k3]

So recently, after reading a tutorial on how to do a Mystic Knight ala FFV style, I starting thinking if it'd be possible to do something akin to statuses and/or elemental weakness (i.e. a character has a status Oil which makes you weak to Fire, or i.e. the character equips a Flame Shield that increases resistance to Fire, but decreases resistance to Ice). I'm wondering if it wouldn't be possible to make the Class fit in with this? I'm aware that I'd have to copy/paste each different class multiple, multiple times to make sure that there's one for each instance (which could end up as a lot. My game uses roughly 20 attributes right now and 50 conditions, though not all would be used obviously). Would it be possible to set it so that if a character were under say, Oil status or say, equipped with the Flame Shield, that a Common Event could be ran to change that character's Class into an exact duplicate of their normal, but with different elemental/status resistances? Or would this be too much work to do?

Likewise, I'm assuming that this would be a good way to utilize making party members that can't be controlled playable later without having duplicate character slots and other things, right?

And to top this off, would this force players to restart a current file that does not have changes done in the Class tab

Just trying to brainstorm some ideas with this and whether or not it'd be worth the effort @_@

Dealing with displaying multiple statuses [2k3]

I know. Just was tossing around stuff here and there. This here makes me wonder if I really should learn C++ myself (I probably would have to had to if I kept going to my Software Development classes years ago...still wonder if I shouldn't anyways).

Awww....well, at least can use more than 25 sprites in it (which I'm sure doesn't translate too well from Ultimate back to 2k3). That's good to know at least!

Dealing with displaying multiple statuses [2k3]




And thus, this is the result of me putting an accessory on two people for all 5 statuses, and 3 on another. The one that doesn't have it is the 3rd character in there. Works fine from what I see (I see it moves with the characters, which is fine by me!).



EDIT - Ah yes! I remembered the other thing that I wanted to suggest in tangent with the monster HP limit not being 99999, which I find this one to be more important. Finding a way to make that stupid 8 sprites per frame in the battle animations tab not just 8 sprites (also, was there a way to use more than one spritesheet per attack animation? Or was that in Ultimate only?)

Dealing with displaying multiple statuses [2k3]

Aye, that's the thing that makes me worried, since I do have Bad Breath type abilities lol. Though I wonder if it wouldn't be possible to like...rotate through the statuses, like showing Poison first, then it changing to Blind next, then Silence, and then back to Poison etc. That could be a better way than the method I was thinking of for the battle layout I use (and probably would help with the normal ones too for those that uses those). Or if anything, could possibly have it set up to 4 symbols at a time max, and then rotate the symbols accordingly with any additional ones? Of course, I don't know just how far this little thing can go, and it just came out, so maybe I'm going a bit too ahead of myself on that @_@

brb, will test this out real quick then and see what happens (will screenshot this when I get it all done and over with lol...)

Dealing with displaying multiple statuses [2k3]

Oh derp. Well I should get around to trying out making images then to use for this to test it out (it'll be my first time actually making Pictures for this thing :o). I figured it was in one of those 2 files so lol...so once I get the pictures made and put them in the Picture folder (or import whatever), then (making sure that the name is the same as in the ini file) it should appear in game I'd assume?

(Yes, I've seen the logo. And I have to say, it's really nice to be able to see when an enemy actually acts, especially with regular attacks...it was kinda hard to tell who was attacking before. I'm assuming that I won't have to toss this over to anyone when I update my game for people to beta test, correct? I'm assuming no because of me patching it with DynRPRG (of course, if I have plug-ins they'll need that I'm assuming)).

I might just borrow some images from the FF series and test those out. Now that this is out, now I should see if I can't get custom pictures for these statuses now lol...I'll probably test it out tomorrow or something whenever I get more time to do so (Photoshop hates me so...), and if nobody tests this out and replies before I get to it, then well...I'll report on how it goes then! I'm just curious as to how many can display at one time...maybe I should test that out seeing as I have like 20 something different statuses that can happen in battle at once...