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+++ DynRPG - The RM2k3 Plugin SDK +++
Is there a way to change the player's inventory through DynRPG? Things like adding and removing items.
I was hoping for something like:
But I've been unable to find any way to do this.
I was hoping for something like:
RPG::inventory[5] = 10;
+++ DynRPG - The RM2k3 Plugin SDK +++
Thanks for the reply Pepsi.
Doh. Was really hoping I had done something wrong, oh well. I'll just go back to 0.14a for now. Only thing I really wanted was sprite transparency, and the patcher works fine.
And yeah, my example code is a pretty bad way to go about things (redrawing the same text every frame sounds like a great idea!). Thanks for the pointers though!
author=PepsiOtaku
BUT in your case, it's because you're trying to use drawText() in DynRPG 0.20... which happens to be bugged.
Doh. Was really hoping I had done something wrong, oh well. I'll just go back to 0.14a for now. Only thing I really wanted was sprite transparency, and the patcher works fine.
And yeah, my example code is a pretty bad way to go about things (redrawing the same text every frame sounds like a great idea!). Thanks for the pointers though!
+++ DynRPG - The RM2k3 Plugin SDK +++
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.
+++ DynRPG - The RM2k3 Plugin SDK +++
Hello everyone, I've been using DynRPG v0.20 and I have run into a possible bug. Or I'm just doing something horribly wrong. I cannot get drawText() to work.
Example of how I'm using it:
It compiles just fine, but when the drawText command occurs at runtime, I get memory read errors ("Access violation in module 'RPG_RT.exe' in with address 0040293E and offset 64EAF000 of type Read occured."). It appears that the method is ignoring the length of the string and just keeps reading memory. (Once, instead of crashing it actually output text, but it included the content of a bunch of other strings).
I'm using Code::Blocks 13.12, which comes with GCC 4.7.1. Also, here's a link to a simple project with the problem, in case anyone wants to look, download (this is the project the above code is from).
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.
Example of how I'm using it:
#include "main.h" #include <DynRPG/DynRPG.h> RPG::Image* test_image; void onInitFinished(){ test_image = RPG::Image::create(320,240); test_image->setSystemPalette(); test_image->useMaskColor = true; } void onFrame( RPG::Scene scene ){ if( scene == RPG::SCENE_MAP ){ test_image->clear(); test_image->drawText( 10, 10, "Hello World", 0 ); RPG::screen->canvas->draw( 0, 0, test_image ); } }
It compiles just fine, but when the drawText command occurs at runtime, I get memory read errors ("Access violation in module 'RPG_RT.exe' in with address 0040293E and offset 64EAF000 of type Read occured."). It appears that the method is ignoring the length of the string and just keeps reading memory. (Once, instead of crashing it actually output text, but it included the content of a bunch of other strings).
I'm using Code::Blocks 13.12, which comes with GCC 4.7.1. Also, here's a link to a simple project with the problem, in case anyone wants to look, download (this is the project the above code is from).
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.
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