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With RPG Maker since 2000
Resident Evil Demake
A 8bit style version of the first Resident Evil

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[DynRPG] Auto Switches

I've found a way to make my system of destroy brushes and control the reset events for my Lufia using this plugin,
basically

The brush without graphic, parallel process and as hero.
@import_event_state
Conditions: Switch 001: OFF
Change event graphic: Show brush graphic
---all the brush code---
@export_event_state
Stop event process
Exception
Move event: this event, fixed direction, start route
Delete event

And when I exit the dungeon and I want that re-appear all the brushes
only use @delete_aswitch_file (XX=ID of map) before the teleport

thanks dude

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

I wanna make a question,
there is possible make a way of use teleports without re-start all the events position?
when you use a teleport from map A to B, all the events position and other values
are set as default,
if you teleport from map A to A there is no "reset position" of all the events.

I don't know if there is a cache or something,

PepsiOtaku's DynRPG Plugin Emporium!

I'm trying Auto Switches w/ Custom Var Import/Export,
the problem is that if you open a chest, it works but if you go to another
map and return, the graphic of the chest is as default, because only exist 1 page.

If you make 1 page with the if swtich 01 ON, all the chests that you made
use the same switch and one chest open all.

Strange Error Whenever I Attempt to Display a Picture (RM2K)

Resident Evil Demake

it is in progress, and many early images now have other design.

Protecting your project from thieves.

I use molebox for 2k3 games.

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

for example you put in a comment:
Switch 50: ON
and in other page you put in that comment of the image Switch 50: ON
and the page is activated using directly a switch that no exist in the
rpgmaker2k3, instead a switch of an dynrpg plugin.

I wanna have some way for have some categories for use switchs,
no all the switches mixed (for events, chests, custom menus switches). u_u

dynrpg advanced camera control?

Hi people, I saw some projects that try to make a game using
pixel movement system using pictures for graphics, but the problem
of use that system is the limit of have maps of 20x15 (320x240), because
if you make the map with more size you can't have control of the camera
like using charsets (normally the camera position is always based in the
hero position)

so the idea is, a plugin for put the camera in a position based in a variable (x-y)
so maybe can be made a
save hero position x
save hero position y
Camera position - take X from hero position x
take Y from hero position y

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

PepsiOtaku's DynRPG Plugin Emporium!

so the auto-switch plugin is like the RPGXP-VX local switch?
I can use that plugin for chests?