Repository navigation
Conversation
|
Hi and thank you for your contribution! Just took a brief look at your code and it looks quite good to me. I will report back next week when I found time to test the dynrpg plugin a bit. Based on my statistics (in the dynrpg issue) this is one of the most popular plugins. Cool. |
|
Glad that you liked this! I made some more testing using the original DynParam demo, dll, and docs. I figured that I had a lot missing in my first PR and there were some subtle behavior differences. Here is a summary. DynParams:
DynRPG: Multi-line comments are now read the way DynRPG reads them (only with the DynRPG patch).
|
Erasing a picture keeps its sprite (without bitmap), so the texts of an erased picture kept being drawn, e.g. after a map change erased it. The original plugin only draws the texts of a picture that is shown. (cherry picked from commit 2a5e644)
|
Fixed an issue in implementation of DynTxt where texts wouldn't disappear when their linked image would disappear |
As DynTextPlugin.dll 1.10 does (EasyRPG#3577): * write_text does nothing when the text exists, remove_text deletes the ID * append_line keeps the lines drawn before (System graphic, font) * The picture of a text is PictureID of [DynTextPlugin] in DynRPG.ini, else 1 * A text on the map does not shake with the screen * \a[n] is the name of a condition, \N[n] the title of a hero * A missing text, item, skill or condition is a debug line, not a warning
|
Addressed the DynText plugins issues listed in #3577 (thanks again Mimigris!) to match the original DynText behavior. I didn't solve the bugs thare were originally in DynText |
* [DynParams] DebugLog of DynRPG.ini writes what it rewrites to the log, as the DLL writes DynPlugins/DynParamsDebug<date>.txt * Parameters set twice keep the last value, and list_params shows them by index, as the DLL's map does The rest already matched 1.2.2.1: the overwrites belong to the script that runs the comments (1.2.2), and all its comment commands.
Hello!
I've made a game that uses DynRPG, and since I'm on MacOS I needed EasyRPG to make it playable. Thank you so much for this project!
This PR adds the DynParams plugin and fixes issues with DynTextPlugin, two common DynRPG plugins (see #1091). With it, my game plays correctly.
Changes
src/dynrpg_params.{h,cpp}): rewrites the parameters or text of the next event command. Supports all commands ofDynParams.dllDynRpgPlugin::OnEventCommandhook: equivalent to DynRPG'sonEventCommand.Game_Interpreter::ExecuteCommand()lets plugins edit the command in place, on the interpreter frame's own copy. It does nothing when no plugin uses it.v150now works likeV150, as the DynRPG guidelines require. This was a breaking issue for my gameNo text with ID %s found; it now shows the ID. A missingSaveXX.dynno longer logs "Corrupted DynRPG save". This prevented me for loading my gameTesting
cmake --build build --target check: all 406 test cases pass.Hope this tiny addition helps support more games in EasyRPG!