- #BEST RPG SOURCEMOD PLUGINS HOW TO#
- #BEST RPG SOURCEMOD PLUGINS PATCH#
- #BEST RPG SOURCEMOD PLUGINS PROFESSIONAL#
More info here: Features of the SDK: - Access to many game objects, for example: - Actors - Monsters (current monster party) - Current map - Events - Pictures - Screen (!!!) - Switches and variables - System settings - Music and sound - and more - Catching of events and the ability to react on them and in some cases prevent the default, for example: - When an event is drawn - When a picture is drawn - When certain windows in the battle are drawn - When actors and monsters are drawn in battle - When an actor or monster takes an action in battle - Every time the screen is refreshed - When an event command is executed - and more Just think what possibilities this brings you! Suggestions: - A "pointer everything" plugin - A "bigger charsets" plugin - A "nearly pixelmovement" plugin - A "alpha channel" plugin - A "custom status window in battle" plugin - and MUCH, MUCH more.
#BEST RPG SOURCEMOD PLUGINS PATCH#
The DynRPG Patch fixes several bugs of the RPG Maker and introduces a few improvements. Features of the patch: - The DynRPG Patch allows you to use the DynRPG plugins! - The DynRPG Patch allows you to use 2000 pictures, of which those starting with ID 1001 won't be erased when the map changes.
#BEST RPG SOURCEMOD PLUGINS PROFESSIONAL#
So, DynRPG is beneficial to both plugin makers and game makers: - Plugin makers can use a simple C++ library to write powerful plugins and distribute them to other game makers! - Game makers get many new possibilities just by adding these plugins to their game! - Professional game makers are able to write plugins which exactly fit to their game’s needs, for example they might write part of their action battle system in C++ or apply a custom design to the default battle system, or maybe they even create a whole minigame using DynRPG… the possibilities are endless! There is also a complete documentation, online and as CHM file in the download as well.
And if somebody doesn’t like a certain plugin, all he needs to do is deleting it. That’s far easier than “patching”, something which many game makers are even afraid of, because they think it might harm their game. Any game using DynRPG can be extended by a new feature by simply putting a plugin file into a folder called DynPlugins. What in past were “patches” are now going to be simple plugins. Plugins can be written in C++, they will be loaded when the game starts and they are notified of certain events (like the drawing of a new frame, the writing to a variable, etc.) and are allowed to react to these events. DynRPG not only offers the average programmer access to the world of “patching”, but it also provides the basis for far more powerful extensions than all “patches” made for the RPG Maker before.
#BEST RPG SOURCEMOD PLUGINS HOW TO#
“SDK” means “Standard Development Kit”, and in this case it means that everyone can create his own extensions to the RPG Maker software now, as long as he knows how to use C++.
DynRPG is a plugin SDK for RPG Maker 2003.