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RMMV Script Database / [MV] ICF-Soft - SRD's stats distribution compatibility
« Last post by ICF-Soft on September 24, 2018, 11:03:43 PM »
ICF-Soft - SRD's stats distribution compatibility
Authors: ICF-Soft
Version: 1.00
Type: Compatibility Add-on
Key Term: Menu Add-on

Introduction

Allows to increase stats created by ICF-Soft Params Core with the SRD Stats Distribution plugin.

Features

  • Use of ICF-Soft Params Core
  • Allows increasing max tp

Screenshots

No screenshot required.

Download

You can downolad from here.
You can find blog entry and check for updates here.

Instructions

Just use the name of stats inside SRD's plugin configuration.

Compatibility

No compatibility issues yet.

Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.
Credits and Thanks

  • ICF-Soft
4
RMMV Script Database / [MV] ICF-Soft - Yanfly Show params compatibility
« Last post by ICF-Soft on September 17, 2018, 09:23:23 PM »
ICF-Soft - Yanfly Show params compatibility
Authors: ICF-Soft
Version: 1.00
Type: Compatibility Add-on
Key Term: Menu Add-on

Introduction

This plugin allows you to use ICFSoft Params Core with some Yanfly plugins.

Features

It actually works with these Yanfly plugins.
  • Equip core
  • Item core
  • Shop menu core
  • Attach augments

Screenshots

No screenshot required.

Download

You can downolad from here.
You can find blog entry and check for updates here.

Instructions

It must be placed below ICF-Soft Params Core and the other plugins to work.

Params to show are separated with spaces.


Compatibility

No compatibility issues yet.

Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.
Credits and Thanks

  • ICF-Soft
5
Sea of Code / Re: Help with dll to use with RPG Maker
« Last post by newold on September 05, 2018, 11:06:12 AM »
Thanks for the info! I could solve the problem. In ruby pack i needed use 'p' for string, my string in ruby needed fixed length and in my dll i need use memcpy to change string. Now works perfet Thanks.
6
Sea of Code / Re: Help with dll to use with RPG Maker
« Last post by KK20 on September 05, 2018, 03:36:17 AM »
First off, you don't want to be using 'a' for your pack directive. A pointer is an unsigned long/integer. You want to pass to your DLL the address to your string. What you were doing was basically telling your DLL "My string is located at the address 1953066569" (explanation: take the first four bytes of your string, which is 'Init', and use an ASCII table to convert to hex, which is 49 6E 69 74, which in little endian (74 69 6E 49) is equal to the decimal value 1953066569).

Normally, you would just do this:

DLL:
Code: [Select]
void DLL_EXPORT foobar(char * mystring) { ... }
Ruby:
Code: [Select]
my_str = 'This is my string!'
Win32API.new('MyDLL', 'foobar', 'P', '').call(my_str)
Since the Ruby String object itself is a char pointer.

But when you put it into a struct/Ruby Array, we are forced to pack it now. So the question is what directive to use? Since we want the address of the string, then we should use 'P' (pointer to a structure (fixed-length string)).
Code: [Select]
t = a.pack("llP") # Pack array to stringThen we can pass t to the DLL. No need to unpack anything when it's done; you can print a to see the changes.

Now a word of advice: if you are passing a string to a DLL and want to change it, you have to manipulate the string you passed in directly. You can't just set it to a new string...that's going to be stored in a different memory address! Instead, use something like memcpy
Code: [Select]
memcpy(object->value3, (char*)"other string", 12);Also be aware that the length of the original string is the absolute maximum size your string can be when inside the DLL (don't pass in an empty string and expect to fill it in with new characters. Null pad your string if you must: "\0" * 50 for example). Be aware that memcpy just writes over your existing string; if the replacement string is shorter, some of your original string's characters will still show through. This is why it's generally a good idea to pass in an integer to designate the size of your string.

I tested all of this myself just to make sure.
7
Sea of Code / Help with dll to use with RPG Maker
« Last post by newold on September 04, 2018, 11:56:16 PM »
Hi all. I have the following problem:

In RPG Maker i have an array with this struct: [long, long, string]. Then, using Ruby function pack, i create this string:  [long, long, string].pack("lla*") and then i pass this string to my dll and i try change values with my function in dll. I can change value 0 and value 1, but not my string (value 2)

c++ DLL:

Code: [Select]
#include "stdafx.h"
#include <iostream>
#include <windows.h>

#define RGSSApi extern "C" __declspec(dllexport)

// I pass this struct from RPG Maker
struct ALGO
{
long value1;
long value2;
char * value3;
};


// This function is called by rpg maker and modify values.
RGSSApi void prueba(ALGO * object)
{
object->value1 = 100;
object->value2 += 200;
object->value3 = (char *)"other text";

}

RGSS script:

Code: [Select]
# My DLL
f = Win32API.new("f/MyDll.dll", "prueba", "P", "")

a = [1, 10, "Initial Text"] # My array

t = a.pack("lla*") # Pack array to string

# Show array 'a' contents, current 't' and 't' unpack
# a[0] = 1,  a[1] = 10,  a[2] = "Initial Text"
p a, t, t.unpack("lla*")

f.call(t) # Call function in c++ passing the value 't'

# Show array 'a' contents, current 't' and 't' unpack
# a[0] = 100,  a[1] = 210,  a[2] = value is wrong (it is different to "initial Text" (defined in rgss) and different to "other text" (defined in dll))
p a, t, t.unpack("lla*")

exit



any help here? im stuck :(
8
RMXP Script Database / Re: [XP] Grid-Free Doodads
« Last post by whitespirits on September 03, 2018, 08:25:16 PM »
Hello all, I was wondering if anyone can convert this to VX ACE so I can overcome the VX mapping system that is just terrible
9
Just know that the hit sound triggers if your attack misses.
10
I figured it out. It turns out I didn't need the script after all.
I put three comments at the top of the enemy event page.
Trigger:Weapon
Trigger:Skill
Trigger:Item

Then a conditional branch:

$BlizzABS.enemy_has_state?(@SELF, 1)
play death sound
else
play getting hit sound(s)

Thanks for all your help.s
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