KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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[DynRPG Plugin]Text Plugin

Nice to get some feedback on the actual readme as well.
I might have expressed myself a bit unfortunatly in terms of the picture deal. The "as long as picture is shown" basically means that the picture just need to "exist".

This means that if you've chosen ID 10, then as long as picture with ID 10 exists on the map (after a single show picture call), all the plugin commands will take effect.
This is until you erase picture 10, or leave the map (which automatically erases the picture, unless you're using ID's above 1000).

And yeah, I should probably have mentioned more explicitly that you can use V for variable parameters for all of the parameters which take a number. This actually applies to every plugin which acts upon comments by taking numbers as parameters.
it's possible to use VV as a pointer as well.

As for the skipping a parameter, that was just me forgetting to fill in which parameters are optional, which is pretty much only the colour and "fixed" parameter of the @write_text command.
Technically, the change text will also work without applying the number, but there seem to be a bug with the dynRPG when it takes a text string as the last parameter (extra characters might or might not appear). Ending it with a number, or simply "end" (like in the demo), will fix the problem.

RM2K3-Well, this patch may be a problem

You know, instead of just adding patches to your projects blindly, it wouldn't hurt to actually read the readme texts that come with them, or instructions given elsewhere.

I've got a feeling it's the baep patch you've gotten, in which case you can call on the load screen by setting the variable 3350 to 1 and then call "end event processing", or set the variable to 2 and call "end event processing" to quit the game.

[DynRPG Plugin]Text Plugin

The Plugin has been slightly updated

It's now possible to use the text commands \n and \v within the texts you create.
In addition to those, there's a new text command as well, \x.
\x[text identifier]
retrieves the text from another Text object you've already created.

Another plugin command has also been added, @append_text, which allows you to append text to already existing text objects.

Also, the @write_text command now can take "fixed" as 5th parameter to make the text scroll with the map rather than with the screen.

Just important to know is that if you've made any save files using the old version of the plugin, these will not be compatible with the new version.

[rm2k3] Getting data from savefiles

The tool reads the relevant sections of the savefile, and prints out the variable number, and the values in them. If you want it in a text file, all you have to do is to copy the text and paste it into a txt document.

Your online game idea also sounds terribly inconvenient, seeing how you'd have to load the game, make a move, save the game, exit the game and wait for the next player.
If you have a webserver available, you might as well use the dynRPG SDK and make a fully online game instead, where you don't have to reload the game all the time.

[rm2k3] Getting data from savefiles

Maybe a bit late to the party, but this program should provide a mean to reading the variable data directly out of the savefiles
(if my program runs that is, haven't been able to test it on any other computers but my own yet)
download

RM2k3 variable referencing objects beyond the defined array size

This is true for variables, which I and probably others can attest due to lot of use, as well as confirmed by cherry at this link (if you can read german that is).
Doesn't seem to apply to more complicated objects though, as they'd be more complicated to "just create" at runtime (hence why referencing an non existing event returns a segfault like behaviour)

with almost 10 million variables at your potential disposal, You should easily be able to get around on variables only with some clever coding though.

[DynRPG Plugin]Text Plugin

Rather, I assumed strtok would simply return 0 in case data would be 0, which is an assumption I probably should have put to the test. Thanks.

I've reuploaded the plugin fixing the mentioned bug.

[DynRPG Plugin]Text Plugin

Yes, I'm using the internal save/load functions of the SDK, and I have checked the content of the saveXX.dyn files, and aside from with the use of multiple plugins, it they don't seem to be corrupted (having double checked with hex editor and everything).

From the looks of it, it seems likes the internal load function can get some trouble if the dyn file don't contain reference to all plugins you're using at the time of loading the game though (seems to be the most valid explanation for not loading properly under the given circumstance)

[DynRPG Plugin]Text Plugin

Although I still haven't been able to replicate any error messages myself yet, I did experience a frozen black screen at the save file, saved before adding the faster_atb plugin, while the faster_atb plugin was still included, which might mean there's something wrong with how the internal function for saving and loading works.

I think I'll try to write some code to this seperately from the SDK instead, to see if it improves anything (once I have time to do so, that is)

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

This is indeed outside the functionality of the SDK itself, since the plugins you make with it runs on callbacks from the RPG_RT, not the editor.

What should be theoretically possible however, would be to modify what the message command does when executed in the game to possible change it's text with that of one provided by the plugin.

This could allow you to write something like
\file[scene00][10]
to read message 10 from a file called scene00.txt, meaning you could edit the textfile instead to make changes appear while playing. Drawback is that you'd have to include this file in the release of the game.