DRENRIN2120'S PROFILE

I like to mess around with pixels and pretend I'm really good at being creative. I also hike, travel, write songs, play music, make pizza, eat pizza, drink coffee, drink more coffee, and enjoy long walks on the beach.
Opus
Classic RPG adventure

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

I cant help but ask if there are plans to fix the transparency. Quite a few of my mapz have suffered aesthetically because of this.

[DynRPG Plugin]Text Plugin

Not sure if this has been mentioned, but when calling on a hero's name random symbols and text some times appear after the name. In case this is a special scenario, I am using a variable to reference the hero ID, as seen below.

@write_text "char1name", 93, v0455, "\n{\v{450}}"

note: brackets replaced with {}

EXAMPLE:

Names should be displayed as: Samson, Martha, Parry, Hector

Ideas for plugins in dynrpg

:/ Good point

Ideas for plugins in dynrpg

Thats actually a viable alternative for number. what i was suggesting with map events being active, i meant the actual commands. I'm assuming here theres a difference between an event moving around and it commands once "activated". in this way you coukd avoid having to manually place a swit h in every event longer than a message box.

DynScript?

So lazy he made dynrpg... as well as a host of useful patches -_-

Ideas for plugins in dynrpg

Number 9 would be fantastic. if i may add to that list a designated switch that toggles on/off if any map event is active. this will make coding a cms less painful. the main idea being preventing acces to a menu during the middle of an event processing commands.

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

Alright, sounds good, thanks for the tip!

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

Well, would maybe someone like to point me in the right direction for my idea? I think I'm just gonna crack open dynrpg and see if I can implement a simple code that writes skill indexes to a variable.

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

From what I understand of DYN's functionality, that wouldn't be possible. I mean, maybe you could get a text dump of all messages. And that could be very useful in and of itself. But you're basically asking for a plugin that reads all messages from an outside source, and I don't think THAT is possible.

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

You understood perfectly what I was trying to say about monster ID and battle position. Sorry, I'm not always the best at expressing ideas.

But I don't understand how this is accomplished without some kind of patch or plug-in? Looking in the battle event options, there are no functions for storing this information in variables. or did I not understand what you were saying about it being trivial? Unless you're saying that it would make more sense to create a plugin that allowed a player to change the algorithm for the regular "attack" option, which I agree. But cherry stated a few pages back there isn't a way to reach those algorithms with the current version of Dynrpg.

Either way, identifying a specific skill a player selects and creating a fork condition based on that isn't currently possible in battle events. But since skill IDs are set in the database, if this information was saved to a variable, that option would then be available to creators. A simple IF variable = skill ID, etc. I agree it seems like a simple thing to do, but it would open up so much customization. Examples: Skills with fire properties melting frozen statuses, skills with obscure algorithms like cutting HP in half, doing damage based on percentage of max hp, or (what I'm trying to do) working around rm2k3's limits to create different regular attack algorithms.