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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XGB's Message Box (RPG maker 2000)

This would be very interesting to see as DYNRPG plugin. I found a very simliar RMVXAce script called SFonts. The nifty thing about it was the picture file format. It left the spacing between each character up to the user to decide and by doing so, I'm assuming, was made easier on the programmer. I'm not sure if something similar would be possible in C/C++ as it does appear to be a ruby specific thing.

...and by 'possible' I mean, I'm not sure if my assumption this would be an easier format is correct.

PepsiOtaku's DynRPG Plugin Emporium!

Well... I still get a delay, meaning, nothing happens until a monster or the player make the next move. But again, I don't know how you intended this to work. It works as a method of reigistering who used what and can make battles more interesting, but the delay makes event based attacks with a subskill not desireable.

Skie, are you experiencing no delay using this plugin to make skills? If so, would you mind PM'ing me how you're eventing this? I can't think of any other way to try and make this work.

PepsiOtaku's DynRPG Plugin Emporium!

Got an interesting result. Inflicting Samson with a condition that only set "No action allowed" seems to prevent your plugin from setting a skill ID variable. I'm assuming it also stops switches and Item ID variables but I didn't test for that.

I think it may be a problem with your plugin registering the IDs after the turn is taken. Here's how I came to this conclusion.



The first message displays on screen indicating the trigger check for whether or not the Combat archetype was selected, the "Attack" subskill or "Pass" subskill text never displays on screen, regardless of which subskill is chosen. The interesting thing is if you press f9 when the "combat" message pops up the SkillIDVariable is still set to 0 and the SkillIDSwitch is OFF. It's only until after the subskill is executed that those parameters are set.

Also, to note, I gave the dummy skills "Attack" and "Pass" animations to know while testing when they'd been executed.

PepsiOtaku's DynRPG Plugin Emporium!

So, this is obviously a different problem from your plugin. The reason I brought it up is because the battle trigger "uses the command" doesn't seem to work the way you describe it. Not to clutter your thread, but I've set up a battle event as you've instructed and there's still a turn delay.


Also, there's another separate triggered page resetting the variables and switches.

PepsiOtaku's DynRPG Plugin Emporium!

The Store_Skill_Item ID plugin works but there is a delay from the skill execution to the registering it in a variable. Any trigger won't be executed until the next turn is taken by either monster or the player. Not sure if you intended for the affects to be immediate or not, it still opens up many more interesting conditional options, but it appears to be unfeasible as an extension to evented subskills.

Just out of curiosity, is there any conceivable way to say have a skill turn a switch ON when it's used? I know that there are "switch" skills, but they do not appear in battle and can not be assigned to a skill subset. Maybe even if "switch" skills could be re-assigned to a skill subset perhaps configurable by parameters set in the dynrpg.ini? Not sure if either of those are possible. You know what I'm getting at though, branching this gap would lead the way to better eventing of skills such as steal, jump, etc. As you pointed out in an earlier post. One thing I noticed, was if it were possible to bridge that gap, it opens up targetting options. rm2k3 battle conditions allows for the checking of "current target" as well as who took the last action. So if a dummy skill could be set up and identified for what it was via variable ID, you can event targeted stealing, analyze, or skills that do damage based on any algorithm or cost MP/HP based on any algorithm, etc., where the player is actively choosing the target.

PepsiOtaku's DynRPG Plugin Emporium!

author=PepsiOtaku
It shouldn't interfere with anything. It technically works, but the timing of the event code is wrong (due to 2k3's sheisty battle system).


The store_item_skill plugin was just the plugin I was desperately hoping for a year ago. I have to ask, is there any way the timing issue could be fixed? This plugin would be absolutely amazing.

Regardless, I'm gonna be taking a close look at your plugins, they are something else. I was thinking about getting back into rpgmaking and this might be the final push of encouragement I needed.

[rm2k3] Custom Fonts

Just curious, is there any patch, method or plugin available that will allow me to use my own custom text style in rm2k3? If not, I know the Hyper Patcher can swap out fonts. How would one create a font that rm2k3 could use?

Bugfix needed

Doesn't RPGm2009 allow for larger sized battle animations for more frames? Are you using rm2009?

RagnaDyn lite?

You're doing it for each monster, too? Regardless, it shouldn't be that long of an event. Something like this.

>Set Variable "MP" to Hero1
>Conditional Branch if "MP" = 0
>>Inflict Death

Then cycle through for each hero and monster. You can even use the same variable, it shouldn't matter. Set an event trigger that will always be true, like "Party Exhaustion, 0 to 100%", so that the event will always be checking for anyone or thing with no mp.

After looking at the DBS commands, call common event isn't necessary. And since you can set variables to equal monster MP, you should be able to compact the code neatly into one battle event.

You'll have to copy paste battle events no matter what. That is unavoidable when working with the DBS. A plugin for this would be rather pointless when the code using default rm2k3 commands is rather simple.

RagnaDyn lite?

That is a hundred percent possible without a plugin. Ive made several similar triggers in that way.