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<!DOCTYPE html>
<html>
<head>
<!--
Instructional file for DynDataAccess plugin
Author: Bernard J. Badger, AKA Aubrey the Bard
Filename: readme.html
-->
<meta charset="UTF-8" />
<style type="text/css">
header, article, section, nav {
display: block;
}
examplecode
{
background-color: rgb(230, 230, 230);
color: green;
}
</style>
<title>DynDataAccess plugin readme</title>
</head>
<body>
<header>
<h2>Table of Contents</h2>
<nav>
<ul>
<li><a href="#intro">Introduction</a></li>
<li><a href="#setup">Installation and Setup</a></li>
<li><a href="#config">Configuration Options</a></li>
<li><a href="#comment_commands">Comment Commands</a></li>
<li><a href="#how_to_contribute">How to Contribute</a></li>
<li><a href="#source_code">DynDataAccess Source Code</a></li>
<li><a href="#contact">Contact</a></li>
<li><a href="#change_log">Change Log</a></li>
</ul>
</nav>
</header>
<section><a name="intro" />
<h2>Introduction</h2>
<p><i>"The heart of the discerning acquires knowledge, for the ears of the wise seek it
out."</i> - Proverbs 18:15
</p>
<p>
DynDataAccess is a plugin for the DynRPG project. If you've taken the time to download
this plugin then odds are you're already familiar with DynRPG and how to use it, but
just in case, you can find the main DynRPG website at
<a target="_blank" href="http://rewking.com/dynrpg/">http://rewking.com/dynrpg/</a>.
</p>
<p>
The DynDataAccess plugin allows access to data in <i>RPG Maker 2003</i> that is
ordinarily hidden from developers. It contains commands for copying internal data into
<i>RPG Maker 2003</i> variables, and sometimes the other way around. It has also picked
up a few extra commands, such as making an enemy flash or pop up text.
</p>
<p>
DynDataAccess is a living project, intended to expand as needed. The task of creating
commands for every possible data access would be a very large one, and much of it would
likely go unused. Hence, I am leaving it to individual developers to add new commands
when they find they want to access new parts of <i>RPG Maker 2003</i>'s internal data.
See <a href="#how_to_contribute">How to Contribute</a> for more details.
</p>
<p>
A quick plug for the integrity and harmony of the <i>RPG Maker</i> community: please buy
the official English translation of <i>RPG Maker 2003</i>! Obviously I'm in no position
to shame anyone who has used the fan port of <i>RPG Maker 2003</i> up until now,
especially since as of this writing there is no DynRPG patch for the official <i>RPG
Maker 2003</i>. Still, now that the official version is available (and not that
expensive to boot), there's really no excuse not to purchase a license for at least
legitimization, even if you continue to make use of the fan port. The creator of DynRPG,
David "Cherry" Trapp, was instrumental in negotiating the creation and release of the
official English translation of <i>RPG Maker 2003</i>, and he continues to work on
improving it. Let's give the owners of the <i>RPG Maker</i> franchise some motivation to
continue working amicably with the modding community! You can purchase <i>RPG Maker
2003</i> at
<a target="_blank" href="https://www.rpgmakerweb.com/products/programs/rpg-maker-2003">RPG Maker Web</a>
or on <a target="_blank" href="http://store.steampowered.com/app/362870/">Steam</a>.
</p>
</section>
<section><a name="setup" />
<h2>Installation and Setup</h2>
<p>
To install DynDataAccess in an <i>RPG Maker 2003</i> project:
<ol>
<li>Make sure that your project is <a target="_blank" href="http://rewking.com/dynrpg/patch.html">patched with DynRPG</a></li>
<li>Copy the file DynDataAccess.dll from the DynPlugins folder of the DynDataAccess project to the DynPlugins folder of your project</li>
</ol>
</p>
</section>
<section><a name="config" />
<h2>Configuration Options</h2>
<p>
DynDataAccess does not have any configuration options. You do not need to modify your
project's DynRPG.ini file in order to use DynDataAccess.
</p>
</section>
<section><a name="comment_commands" />
<h2>Comment Commands</h2>
<p>
Comment commands are the primary way for <i>RPG Maker 2003</i> scripting in-game to
communicate with DynRPG plugins. DynDataAccess is <i>entirely</i> about comment
commands, specifically ones which retrieve data for storage in <i>RPG Maker 2003</i>
variables and sometimes vice-versa. To make a comment command in <i>RPG Maker 2003</i>, use
the Insert Comment event command option in the scripting of an event and put the
appropriate text within the comment. Often, you will want to use variable values rather
than preset values as arguments. You can do this by using DynRPG's standard syntax for a
variable in a comment command, which is a V followed by the number of the variable you
wish to reference. For example,
</p>
<p>
<examplecode>@dyndataaccess_get_enemy_current_hp 5, V10</examplecode>
</p>
<p>
would use the value of the game's 10th variable as the second argument of the command.
</p>
<!--
ADD NEW COMMENT COMMAND SECTIONS BELOW. PLACE THEM IN RELATION TO OTHER COMMENT COMMAND
SECTIONS IN THE ORDER OF THE RELATED DYNRPG CLASSES AND VARIABLES AS LISTED AT
http://www.rewking.com/dynrpg/namespace_r_p_g.html
-->
<!-- This section related to class RPG::Actor -->
<a name="party_member_commands" />
<h2>Actor (AKA hero) data commands</h2>
<p>
<i>Contributed by DJC</i>
</p>
<a name="get_party_member_id" />
<h3>@dyndataaccess_get_party_member_id <variable number>, <party member number (1-4)></h3>
<p>
Sets desired game variable to database ID of actor in requested party member slot (1-4). If requested slot empty, variable is set to 0.
</p>
<a name="get_party_member_all_ids" />
<h3>@dyndataaccess_get_party_member_all_ids <variable number></h3>
<p>
Sets four sequential game variables to database IDs of the actors in the party. If any party member slots are empty, the corresponding variable is set to 0.
</p>
<a name="set_party_member_critical_rate" />
<h3>@dyndataaccess_set_party_member_critical_rate <number>, <party member number (1-4)></h3>
<p>
Set party member critical hit rate percentage (1 out of # chance; Example: 1 out of 2 = 50%). Volatile change, must be reapplied after every load.
</p>
<a name="set_party_member_guard_type" />
<h3>@dyndataaccess_set_party_member_guard_type <number>, <party member number (1-4)></h3>
<p>
Set party member guard to regular (0) or mighty (1).
</p>
<a name="get_party_member_database_attribute_resistance" />
<h3>@dyndataaccess_get_party_member_database_attribute_resistance <variable number>, <party member number (1-4)>, <attribute number></h3>
<p>
Get database default party member attribute resistance level (0=A, 1=B, 2=C, 3=D, 4=E).
</p>
<a name="set_party_member_database_attribute_resistance" />
<h3>@dyndataaccess_set_party_member_default_attribute_resistance <number>, <party member number (1-4)>, <attribute number></h3>
<p>
Set party member database default attribute resistance level (0=A, 1=B, 2=C, 3=D, 4=E). Volatile change, must be reapplied on load. RM2K3 allows only one increase/decrease from this level of resistance. If set to E resistance, cannot increase back to this level with skills.
</p>
<a name="get_party_member_current_attribute_resistance" />
<h3>@dyndataaccess_get_party_member_current_attribute_resistance <variable number>, <party member number (1-4)>, <attribute number></h3>
<p>
Get current attribute resistance of a party member. Base resistance is default adjusted by any equipment boosts. 0=one resist level down from base; 1=base; 2=one level up from base; 3=two levels up; etc... Values beyond A-E scope indicate miss/immune. Negative values indicate miss/immune.
</p>
<a name="set_party_member_current_attribute_resistance" />
<h3>@dyndataaccess_set_party_member_current_attribute_resistance <variable number>, <party member number (1-4)>, <attribute number></h3>
<p>
Set party member current attribute resistance. Base resistance is default adjusted by any equipment boosts. 0=one resist level down from base; 1=base; 2=one level up from base; 3=two levels up; etc... Change beyond A-E scope results in miss/immune. Negative values result in miss/immune and no response to skill based attribute changes. Skill based attribute changes cannot exceed A-E scope, even if initially set beyond.
</p>
<a name="get_party_member_condition_turns" />
<h3>@dyndataaccess_get_party_member_condition_turns <variable number>, <party member number (1-4)>, <condition number></h3>
<p>
Get the number of turns a party member has been afflicted with the requested condition. 0=not currently afflicted with requested condition.
</p>
<a name="get_party_member_condition_turns_total" />
<h3>@dyndataaccess_get_party_member_condition_turns_total <variable number>, <party member number (1-4)>, <priority number></h3>
<p>
Get the number of turns a party member has been afflicted with all conditions. Ignores any conditions with a priority lower than requested. Returned value of 0 = not currently afflicted with any condition.
</p>
<a name="get_party_member_condition_total" />
<h3>@dyndataaccess_get_party_member_condition_total <variable number>, <party member number (1-4)>, <priority number></h3>
<p>
Get the number of conditions a party member is currently suffering. Ignores any conditions with a priority lower than requested. Returned value of 0 = not currently afflicted with any condition.
</p>
<a name="get_party_member_database_condition_resistance" />
<h3>@dyndataaccess_get_party_member_database_condition_resistance <variable number>, <party member number (1-4)>, <condition number></h3>
<p>
Get database default party member condition resistance level (0=A, 1=B, 2=C, 3=D, 4=E).
</p>
<a name="set_party_member_database_condition_resistance" />
<h3>@dyndataaccess_set_party_member_database_condition_resistance <number>, <party member number (1-4)>, <condition number></h3>
<p>
Set party member database default condition resistance level (0=A, 1=B, 2=C, 3=D, 4=E). Volatile change, must be reapplied on load. Equipment condition resistances still override like normal.
</p>
<a name="set_party_member_combo" />
<h3>@dyndataaccess_set_party_member_combo <command number>, <party member number (1-4)>, <repetition number></h3>
<p>
Set party member combo command and repetitions. Only one command can be setup for a combo per party member. Some commands cannot be set to combo (Item, Defend, etc...) Possible to exceed Rm2K3 combo limit of 8, but excessive combos may cause issues with turn overlap.
</p>
<a name="get_party_member_animation2" />
<h3>@dyndataaccess_get_party_member_animation2 <variable number>, <party member number (1-4)></h3>
<p>
Get party member battler sprite (Animations2 ID).
</p>
<a name="set_party_member_animation2" />
<h3>@dyndataaccess_set_party_member_animation2 <animation2 number>, <party member number (1-4)></h3>
<p>
Set party member battler sprite (Animation2 ID). Only works outside of battle.
</p>
<a name="get_party_member_defeated_count" />
<h3>@dyndataaccess_get_party_member_defeated_count <variable number></h3>
<p>
Gets the number of fallen party members in the party.
</p>
<!-- This section related to class RPG::BattleData -->
<a name="battle_data" />
<h2>Battle Data</h2>
<p>
<i>Contributed by DJC</i>
</p>
<a name="set_battle_bg" />
<h3>@dyndataaccess_set_battle_bg <filename></h3>
<p>
Set battle background, directory included with filename relative to main game folder.
</p>
<!-- This section related to class RPG::DBMonsterGroup -->
<a name="database_troop_commands" />
<h2>Database Troop (AKA monster group) data commands</h2>
<p>
<i>Contributed by DJC</i>
</p>
<a name="get_troop_initial_size" />
<h3>@dyndataaccess_get_troop_initial_size <variable number></h3>
<p>
Get the initial enemy troop size as defined in the database.
</p>
<!-- This section related to class RPG::Item -->
<a name="item_data" />
<h2>Item Data</h2>
<p>
<i>Contributed by DJC</i>
</p>
<a name="get_item_attribute" />
<h3>@dyndataaccess_get_item_attribute <variable number>, <item number>, <attribute number></h3>
<p>
Get whether an item has requested attribute tagged. (0=false, 1=true)
</p>
<!-- This section related to class RPG::Monster -->
<a name="enemy_commands" />
<h2>Enemy (AKA monster) data commands</h2>
<p>
<i>Contributed by Aubrey the Bard</i>
</p>
<a name="get_enemy_database_id" />
<h3>@dyndataaccess_get_enemy_database_id <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's database ID (the type of enemy it is).
</p>
<p>
<i>Note: While it would be possible to create a set command for the enemy database ID,
using such a command would probably lead to undesirable behavior in <i>RPG Maker
2003</i>. If you would like to be able to transform enemies with a comment command, the
<a target="_blank" href="https://rpgmaker.net/engines/rt2k3/utilities/97/">DynBattlerChange plugin</a>
can provide you with that capability.</i>
</p>
<a name="get_enemy_current_hp" />
<h3>@dyndataaccess_get_enemy_current_hp <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's current HP.
</p>
<a name="set_enemy_current_hp" />
<h3>@dyndataaccess_set_enemy_current_hp <data value>, <enemy number></h3>
<p>
Changes an enemy's current HP.
</p>
<a name="get_enemy_current_mp" />
<h3>@dyndataaccess_get_enemy_current_mp <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's current MP.
</p>
<a name="set_enemy_current_mp" />
<h3>@dyndataaccess_set_enemy_current_mp <data value>, <enemy number></h3>
<p>
Changes an enemy's current MP.
</p>
<p>
<i>Note: See DJC's contribution further down for set commands for changing an individual
enemy's Attack, Defense, etc.</i>
</p>
<a name="get_enemy_max_hp" />
<h3>@dyndataaccess_get_enemy_max_hp <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's maximum HP.
</p>
<a name="get_enemy_max_mp" />
<h3>@dyndataaccess_get_enemy_max_mp <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's maximum MP.
</p>
<a name="get_enemy_attack" />
<h3>@dyndataaccess_get_enemy_attack <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's Attack.
</p>
<a name="get_enemy_defense" />
<h3>@dyndataaccess_get_enemy_defense <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's Defense.
</p>
<a name="get_enemy_intelligence" />
<h3>@dyndataaccess_get_enemy_intelligence <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's Intelligence.
</p>
<a name="get_enemy_agility" />
<h3>@dyndataaccess_get_enemy_agility <variable number>, <enemy number></h3>
<p>
Retrieves an enemy's Agility.
</p>
<a name="get_enemy_all_stats" />
<h3>@dyndataaccess_get_enemy_all_stats <first variable number>, <enemy number></h3>
<p>
Retrieves all of an enemy's stats and stores them in a range of 9 variables. The stats
are stored in the following order:
<ol>
<li>Database ID</li>
<li>Current HP</li>
<li>Current MP</li>
<li>Maximum HP</li>
<li>Maximum MP</li>
<li>Attack</li>
<li>Defense</li>
<li>Intelligence</li>
<li>Agility</li>
</ol>
</p>
<p>
<i>Contributed by DJC</i>
</p>
<a name="get_enemy_database_stats" />
<h3>@dyndataaccess_get_enemy_database_stats <variable number>, <enemy number (1-8)></h3>
<p>
Gets the unaltered database attack, defense, intelligence, and agility of requested monster. Stored in four sequential variables.
</p>
<a name="set_enemy_attack" />
<h3>@dyndataaccess_set_enemy_attack <number>, <enemy number (1-8)></h3>
<p>
Change the enemy's current attack relative to the database default.
</p>
<a name="set_enemy_defense" />
<h3>@dyndataaccess_set_enemy_defense <number>, <enemy number (1-8)></h3>
<p>
Change the enemy's current defense relative to the database default.
</p>
<a name="set_enemy_intelligence" />
<h3>@dyndataaccess_set_enemy_intelligence <number>, <enemy number (1-8)></h3>
<p>
Change the enemy's current intelligence relative to the database default.
</p>
<a name="set_enemy_agility" />
<h3>@dyndataaccess_set_enemy_agility <number>, <enemy number (1-8)></h3>
<p>
Change the enemy's current agility relative to the database default.
</p>
<a name="get_enemy_attribute_resistance" />
<h3>@dyndataaccess_get_enemy_attribute_resistance <variable number>, <enemy number (1-8)>, <attribute number></h3>
<p>
Get database default enemy attribute resistance percentage.
</p>
<a name="get_enemy_condition_resistance" />
<h3>@dyndataaccess_get_enemy_condition_resistance <variable number>, <enemy number (1-8)>, <condition number></h3>
<p>
Get database default enemy condition resistance percentage.
</p>
<a name="force_enemy_condition" />
<h3>@dyndataaccess_force_enemy_condition <enemy number (1-8)>, <condition number>, <failure threshold (0-4 for A-E, 5 for certain hit)></h3>
<p>
Force an enemy to suffer a condition if enemy's condition resistance is less than or
equal to specified level. Does not function correctly for condition 0 (KO); inflicts
condition, but enemy does not KO; requires additional scripting.
</p>
<a name="get_enemy_atb" />
<h3>@dyndataaccess_get_enemy_atb <variable number>, <enemy number (1-8)></h3>
<p>
Get the current ATB for an enemy (30000 full).
</p>
<a name="set_enemy_atb" />
<h3>@dyndataaccess_set_enemy_atb <number>, <enemy number (1-8)></h3>
<p>
Set the current ATB for an enemy (300000 full, needs extra power of ten).
</p>
<a name="enemy_text_popup" />
<h3>@dyndataaccess_enemy_text_popup <text>, <enemy number (1-8)></h3>
<p>
Display pop-up text for an enemy.
</p>
<a name="enemy_number_popup" />
<h3>@dyndataaccess_enemy_number_popup <number>, <enemy number (1-8)></h3>
<p>
Display pop-up number for an enemy
</p>
<a name="enemy_flash" />
<h3>@dyndataaccess_enemy_flash <enemy number (1-8)>, <red number>, <green number>, <blue number>, <intensity number>, <frame number></h3>
<p>
Flash target enemy a specific RGB intensity for a number of frames.
</p>
<a name="set_enemy_sprite" />
<h3>@dyndataaccess_set_enemy_sprite <filename>, <enemy number (1-8)></h3>
<p>
Set the enemy graphic. Filename should include directory relative to main game folder.
</p>
<a name="get_enemy_defeated_count" />
<h3>@dyndataaccess_get_enemy_defeated_count <variable number></h3>
<p>
Gets the number of defeated foes in the current battle.
</p>
<a name="get_enemy_undefeated_count" />
<h3>@dyndataaccess_get_enemy_undefeated_count <variable number></h3>
<p>
Gets the number of undefeated foes in the current battle.
</p>
<!-- This section related to class RPG::Map -->
<a name="map_data" />
<h2>Map Data</h2>
<p>
<i>Contributed by DJC</i>
</p>
<a name="get_encounter_rate_current" />
<h3>@dyndataaccess_get_encounter_rate_current <variable number></h3>
<p>
Get current map encounter rate.
</p>
<a name="set_encounter_rate_current" />
<h3>@dyndataaccess_set_encounter_rate_current <number></h3>
<p>
Set current map encounter rate.
</p>
<a name="get_database_encounter_rate" />
<h3>@dyndataaccess_get_database_encounter_rate <variable number></h3>
<p>
Get database default map encounter rate.
</p>
<!-- This section related to class RPG::Skill -->
<a name="skill_data" />
<h2>Skill Data</h2>
<p>
<i>Contributed by DJC</i>
</p>
<a name="get_skill_cost" />
<h3>@dyndataaccess_get_skill_cost <variable number>, <skill number></h3>
<p>
Get the cost of a skill.
</p>
<a name="set_skill_cost" />
<h3>@dyndataaccess_set_skill_cost <number>, <skill number></h3>
<p>
Set skill cost. This will overwrite database values, but volatile, resets on reload.
</p>
<a name="set_skill_attack_influence" />
<h3>@dyndataaccess_set_skill_attack_influence <number>, <skill number></h3>
<p>
Sets a skill's attack influence (0-10 valid). This will overwrite database values, but volatile, resets on reload.
</p>
<a name="set_skill_effect_rating" />
<h3>@dyndataaccess_set_skill_effect_rating <number>, <skill number></h3>
<p>
Sets a skill's effect rating (damage or healing). This will overwrite database values, but volatile, resets on reload.
</p>
<!-- This section related to class RPG::Terrain -->
<a name="terrain_data" />
<h2>Terrain Data</h2>
<p>
<i>Contributed by DJC</i>
</p>
<a name="set_terrain_initiative_rate" />
<h3>@dyndataaccess_set_terrain_initiative_rate <number>, <terrain number></h3>
<p>
Set terrain's initiative encounter rate (as a percentage, 0-100).
</p>
</section>
<section><a name="how_to_contribute" />
<h2>How to Contribute</h2>
<p>
As mentioned in the introduction, DynDataAccess is a living project. The size and
usefulness it grows to depends on the contributions of developers. If you find yourself
wanting access to data not already covered by the commands in DynDataAccess, please
consider adding the necessary commands yourself and sharing the results. Even if you
have no experience with making DynRPG plugins or even programming in C++, the code
patterns used to make DynDataAccess commands are simple and repetitive enough that you
may be able to copy and modify the existing commands. You could also do just part of the
process, like researching what data is available in DynRPG and modifying this readme
file to include the commands you'd like to see available, then submitting the results
with a request for somebody more code-savvy to do the actual programming. Some work done
is better than none. The subsections below will describe how to accomplish different
steps in the process of adding to DynDataAccess.
</p>
<a name="check_existing" />
<h3>Check Existing DynDataAccess Commands</h3>
<p>
This might seem like a no-brainer, but the first thing you should do is make sure the
command you want doesn't already exist. Take a careful look through the
<a href="#comment_commands">comment commands</a> to determine whether there's one that
gives access to the data you want.
</p>
<a name="research_data" />
<h3>Research Data Made Available in DynRPG</h3>
<p>
Before trying to actually make any changes, you should research whether the data you
want to access is something that DynRPG makes available and if so where it is held. You
can do this by looking at the
<a target="_blank" href="http://www.rewking.com/dynrpg/annotated.html">DynRPG class list</a>.
The length of the list and the cryptic names of some of the classes may be intimidating,
but don't let it deter you. Think about the data you want access to and try to find a
class that sounds like it's related to that. For example, if you wanted to access the
speed of the Airship map event, you should look at the Vehicle class.
</p>
<p>
Once you've pulled up the reference page for a class, take a look through its attributes
and functions for anything that looks like the data you want to access. Note that there
may be a line that says something along the lines of "Public attributes inherited from
X" or "Public member functions inherited from X". Click on these lines to display the
properties inherited from the parent class. For the example of the speed of the Airship
map event, the speed turns out to be a public attribute inherited from the Character
class.
</p>
<p>
Finally, you'll need to find out what variables are in the RPG namespace for the class.
Usually there is a listing of relevant variables in the "See also" section of the
class's page. If you can't find what you want there, though, try looking in the
<a target="_blank" href="http://www.rewking.com/dynrpg/namespace_r_p_g.html">RPG namespace page</a>.
For the example of the Airship map event, there is a special variable called
RPG::vehicleAirship, which gives access to the Vehicle object for the Airship. As long
as we're getting access to the Airship, though, why not be thorough and include the
other two Vehicles, represented by RPG::vehicleSkiff and RPG::vehicleShip? Note down the
variable(s) and attribute(s) and/or function(s) for the data you want to access.
</p>
<a name="update_readme" />
<h3>Update This Readme File With New Comment Commands</h3>
<p>
Once you've determined where the data you want to access is in DynRPG, you should plan
out what the commands for accessing the data should look like and update this
readme.html file to include them. Open readme.html in your favorite text editor (I
recommend Notepad++, but plain old Windows Notepad would work just fine) and find the
section about Comment Commands. Copy and paste some existing comment commands to give
yourself an easy template for creating your own comment commands. Unless you're adding
more commands to an existing group of commands, you should also copy a group header and
rename it for your commands. Just so we have a standard about the order commands are
listed in, try to position your group of commands relative to the other groups in the
same order that their associated classes are listed in the
<a target="_blank" href="http://www.rewking.com/dynrpg/namespace_r_p_g.html">RPG namespace page</a>.
For the example of accessing data about Vehicle events, you could name the group
"Vehicle data commands", and give it commands like "@dyndataaccess_get_airship_speed"
and "@dyndataaccess_set_airship_speed". Keep it simple and straightforward.
</p>
<a name="update_plugin" />
<h3>Update the Plugin</h3>
<p>
Now comes the most intimidating part for new DynRPG developers: updating the plugin
itself to include the new comment commands. Don't worry, it's not super hard. If you
haven't worked on making DynRPG plugins before, you'll first need to install the
programming environment Code::Blocks and configure it to use the DynRPG source code. Go
to the
<a target="_blank" href="http://rewking.com/dynrpg/getting_started.html">Getting Started page</a>
of the DynRPG website, scroll down to the section marked "Hello World - Our first
plugin", and follow steps 1 through 6 of the directions there.
</p>
<p>
Once you have Code::Blocks installed, use it to open
DynPlugins/DynDataAccess/DynDataAccess.cbp in the DynDataAccess project. The part you
will need to add to is a function called onComment, which you can easily find using the
Search menu. Copy an existing section of code and use it as an example, replacing the
comment commands with your own, the "RPG::variableName->attributeName" instances with
the ones holding the data you want, and making any other needed modifications. As with
the listing of comment commands in this readme file, try to place your new code section
relative to the existing ones in the order of their associated classes as listed in the
<a target="_blank" href="http://www.rewking.com/dynrpg/namespace_r_p_g.html">RPG namespace page</a>.
</p>
<p>
Once you're done updating the code, open the Build menu and select the Build command.
This will compile the code into the actual plugin. If any error messages appear in the
console (the text area at the bottom of Code::Blocks by default), do your best to figure
out what went wrong and fix it. I wish I could tell you all the things which
<i>could</i> go wrong and how to deal with them, but that would be a book in itself.
Just carefully compare the code you made with the code that existed before, and pay
attention to any clues in the error messages. Once you think you've fixed something, do
a Build again, and keep trying until there are no error messages.
</p>
<p>
<i><b>Alternate Method: No Code::Blocks</b></i>
</p>
<p>
If downloading and installing Code::Blocks and setting up for DynRPG development on your
machine seems like too much of a hassle for you, you <i>can</i> simply open the file
DynPlugins/DynDataAccess/DynDataAccess.cpp using the text editor of your choice and
modify the DynDataAccess code that way. However, you won't be able to build your code
into the actual plugin this way, which means you won't be able to test it or use it in
your projects until somebody else does a build and makes it available. If you decide to
go this route, skip ahead to the <a href="#upload_changes">Upload Changes</a> step of
the process.
</p>
<a name="test_plugin" />
<h3>Test the Plugin</h3>
<p>
Once you have added your new comment commands to the code and compiled a new version of
the plugin, you should test your new commands to make sure they work the way you expect
them to. To do this, open the DynDataAccess demo project in <i>RPG Maker 2003</i> and
create a new map event, then add some scripting to that event to test out your new
comment commands. Depending on the nature of the data you're working with, you may need
to do some additional work, like setting up an enemy troop with extra scripting and
using your map event to start an encounter with that troop, or placing more map events
for use in your test. I'm going to assume that as somebody who is taking it upon
yourself to improve the DynDataAccess plugin, you're familiar enough with <i>RPG Maker
2003</i> to figure out the details. Feel free to modify the map, add new maps, etc., but
please try to avoid messing up anybody's existing tests.
</p>
<a name="upload_changes" />
<h3>Upload the Changes</h3>
<p>
Once you have determined that your comment commands work the way they're supposed to,
it's finally time to share them with the community. You can do this on the
<a target="_blank" href="https://github.com/AubreyTheBard/DynDataAccess">DynDataAccess GitHub page</a>.
If you don't have a GitHub account, you can sign up for free. Once you have an account, you'll need to be logged
into GitHub to upload your changes. Follow these directions to upload a new version of
DynDataAccess:
<ol>
<li>On the <a target="_blank" href="https://github.com/AubreyTheBard/DynDataAccess">DynDataAccess GitHub page</a>,
click the "Fork" button</li>
<li>After the forking process is complete, click the "Upload files" button</li>
<li>Drag "readme.html" (this file, presumably you've already updated and saved it)
and the entire DynDataAccess folder (the base folder of the entire project, not just
the one in the DynPlugins folder, and make sure you get the folder itself, not just
its contents) onto the space that says "Drag files here to add them to your
repository"</li>
<li>In the field that says "Add files via upload", type a brief description of
what's new in this version, for example "Vehicle data commands"</li>
<li>In the field that says "Optional extended description...", if you feel there
should be further details explaining what you're uploading, type it there</li>
<li>Select the radio button for "Create a new branch for this commit and start a pull request."</li>
<li>In the field that appears beneath, type a name for your version, for example
"AubreyTheBard-Vehicle-Data"</li>
<li>Click the "Propose changes" button</li>
<li>Wait until the "Processing your files" page is replaced by the "Open a pull request" page</li>
<li>Click the "Create pull request" button</li>
</ol>
</p>
<p>
With that, your part is done! I (Aubrey the Bard) will be notified of your contribution,
and I will review it, merge it into the GitHub repository, package up a new download,
and make it available on the
<a target="_blank" href="https://rpgmaker.net/engines/rt2k3/utilities/194/">DynDataAccess utility thread</a>
for all to use.
</p>
</section>
<section><a name="source_code" />
<h2>DynDataAccess Source Code</h2>
<p>
The source code for the DynDataAccess plugin is provided in the
DynPlugins/DynDataAccess folder of the DynDataAccess demo project. Feel free to
modify the plugin to suit your purposes, release alternate versions, use snippets of
code in other projects, etc. Some credit to Aubrey the Bard would be appreciated if you
use a significant portion of the source code, but I won't make a big deal out of it.
Instructions for creating DynRPG plugins can be found on the
<a target="_blank" href="http://rewking.com/dynrpg/getting_started.html">Getting Started page</a> of the
DynRPG website.
</p>
</section>
<section><a name="contact" />
<h2>Contact</h2>
<p>
I would be glad to hear about bug reports for this plugin, projects in which it is being
used, comments and criticisms, suggestions for future plugins, etc. Here are some ways to
contact me:
<ul>
<li>Join <a target="_blank" href="http://rpgmaker.net/">RPGMaker.net</a> and send a private mail to <b>AubreyTheBard</b></li>
<li>Post a comment in the <a target="_blank" href="https://rpgmaker.net/engines/rt2k3/utilities/194/">DynDataAccess utility thread</a></li>
<li>Send an e-mail to <a href="mailto:Aubrey.the.Bard@gmail.com">Aubrey.the.Bard@gmail.com</a>
</p>
</section>
<section><a name="change_log" />
<h4>Change Log</h4>
<p>
v1.1 (10/23/2018):
<ul>
<li>Added contribution by DJC containing these comment commands:</li>
<ul>
<li>Actor (AKA hero) data commands</li>
<ul>
<li>@dyndataaccess_get_party_member_id <variable number>, <party member number (1-4)></li>
<li>@dyndataaccess_get_party_member_all_ids <variable number></li>
<li>@dyndataaccess_set_party_member_critical_rate <number>, <party member number (1-4)></li>
<li>@dyndataaccess_set_party_member_guard_type <number>, <party member number (1-4)></li>
<li>@dyndataaccess_get_party_member_database_attribute_resistance <variable number>, <party member number (1-4)>, <attribute number></li>
<li>@dyndataaccess_set_party_member_database_attribute_resistance <number>, <party member number (1-4)>, <attribute number></li>
<li>@dyndataaccess_get_party_member_current_attribute_resistance <variable number>, <party member number (1-4)>, <attribute number></li>
<li>@dyndataaccess_set_party_member_current_attribute_resistance <variable number>, <party member number (1-4)>, <attribute number></li>
<li>@dyndataaccess_get_party_member_condition_turns <variable number>, <party member number (1-4)>, <condition number></li>
<li>@dyndataaccess_get_party_member_condition_turns_total <variable number>, <party member number (1-4)>, <priority number></li>
<li>@dyndataaccess_get_party_member_condition_total <variable number>, <party member number (1-4)>, <priority number></li>
<li>@dyndataaccess_get_party_member_database_condition_resistance <variable number>, <party member number (1-4)>, <condition number></li>
<li>@dyndataaccess_set_party_member_database_condition_resistance <number>, <party member number (1-4)>, <condition number></li>
<li>@dyndataaccess_set_party_member_combo <command number>, <party member number (1-4)>, <repetition number></li>
<li>@dyndataaccess_get_party_member_animation2 <variable number>, <party member number (1-4)></li>
<li>@dyndataaccess_set_party_member_animation2 <animation2 number>, <party member number (1-4)></li>
<li>@dyndataaccess_get_party_member_defeated_count <variable number></li>
</ul>
<li>Battle data commands</li>
<ul>
<li>@dyndataaccess_set_battle_bg <filename></li>
</ul>
<li>Database Troop (AKA monster group) data commands</li>
<ul>
<li>@dyndataaccess_get_troop_initial_size <variable number></li>
</ul>
<li>Item data commands</li>
<ul>
<li>@dyndataaccess_get_item_attribute <variable number>, <item number>, <attribute number></li>
</ul>
<li>Enemy (AKA monster) data commands</li>
<ul>
<li>@dyndataaccess_get_enemy_database_stats <variable number>, <enemy number (1-8)></li>
<li>@dyndataaccess_set_enemy_attack <number>, <enemy number (1-8)></li>
<li>@dyndataaccess_set_enemy_defense <number>, <enemy number (1-8)></li>
<li>@dyndataaccess_set_enemy_intelligence <number>, <enemy number (1-8)></li>
<li>@dyndataaccess_set_enemy_agility <number>, <enemy number (1-8)></li>
<li>@dyndataaccess_get_enemy_attribute_resistance <variable number>, <enemy number (1-8)>, <attribute number></li>
<li>@dyndataaccess_get_enemy_condition_resistance <variable number>, <enemy number (1-8)>, <condition number></li>
<li>@dyndataaccess_get_enemy_atb <variable number>, <enemy number (1-8)></li>
<li>@dyndataaccess_set_enemy_atb <number>, <enemy number (1-8)></li>
<li>@dyndataaccess_enemy_text_popup <text>, <enemy number (1-8)></li>
<li>@dyndataaccess_enemy_number_popup <number>, <enemy number (1-8)></li>
<li>@dyndataaccess_enemy_flash <enemy number (1-8)>, <red number>, <green number>, <blue number>, <intensity number>, <frame number></li>
<li>@dyndataaccess_set_enemy_sprite <filename>, <enemy number (1-8)></li>
<li>@dyndataaccess_get_enemy_defeated_count <variable number></li>
<li>@dyndataaccess_get_enemy_undefeated_count <variable number></li>
</ul>
<li>Map data commands</li>
<ul>
<li>@dyndataaccess_get_encounter_rate_current <variable number></li>
<li>@dyndataaccess_set_encounter_rate_current <number></li>
<li>@dyndataaccess_get_database_encounter_rate <variable number></li>
</ul>
<li>Skill data commands</li>
<ul>
<li>@dyndataaccess_get_skill_cost <variable number>, <skill number></li>
<li>@dyndataaccess_set_skill_cost <number>, <skill number></li>
<li>@dyndataaccess_set_skill_attack_influence <number>, <skill number></li>
<li>@dyndataaccess_set_skill_effect_rating <number>, <skill number></li>
</ul>
<li>Terrain data commands</li>
<ul>
<li>@dyndataaccess_set_terrain_initiative_rate <number>, <terrain number></li>
</ul>
</ul>
</ul>
</p>
<p>
v1.0 (02/10/2018):
<ul>
<li>First public release.</li>
<li>Added contribution by Aubrey the Bard containing these comment commands:</li>
<ul>
<li>Enemy (AKA monster) data commands</li>
<ul>
<li>@dyndataaccess_get_enemy_database_id <variable number>, <enemy number></li>
<li>@dyndataaccess_get_enemy_current_hp <variable number>, <enemy number></li>
<li>@dyndataaccess_set_enemy_current_hp <data value>, <enemy number></li>
<li>@dyndataaccess_get_enemy_current_mp <variable number>, <enemy number></li>
<li>@dyndataaccess_set_enemy_current_mp <data value>, <enemy number></li>
<li>@dyndataaccess_get_enemy_max_hp <variable number>, <enemy number></li>
<li>@dyndataaccess_get_enemy_max_mp <variable number>, <enemy number></li>
<li>@dyndataaccess_get_enemy_attack <variable number>, <enemy number></li>
<li>@dyndataaccess_get_enemy_defense <variable number>, <enemy number></li>
<li>@dyndataaccess_get_enemy_intelligence <variable number>, <enemy number></li>
<li>@dyndataaccess_get_enemy_agility <variable number>, <enemy number></li>
<li>@dyndataaccess_get_enemy_all_stats <first variable number>, <enemy number></li>
</ul>
</ul>
</ul>
</p>
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