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kaine87

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Posts posted by kaine87

  1. mwahahah pure io ho un nipotino da instradare verso il lato oscuro del making, ma aspetto ancora un pochino, al momento è nella fase ciò che tocco rompo, quindi il mio portatile resterà off limits per il momento.

  2. 6 hours ago, Guardian of Irael said:

    (Aspetta, stavo ovviamente scherzando per rimarcare la pessima memoria, sei stato allo scherzo e l'hai continuato? Perché certamente mi ricordo! XD)

    Ovviamente! Difficilmente sono serio nella vita di tutti i giorni figuriamoci sul web! XD

     

    5 hours ago, mty said:

    Che occhio, complimenti! In effetti aveva quel "tocco" da Lollo, ma non ho pensato di fare una ricerca così approfondita... grazie per il riscontro e per aver fornito la soluzione! 

    No problem! Quando ero più attivo anni or sono, mi salvavo gli screen che mi piacevano un sacco ed ho sviluppato diciamo "l'occhio" e bene o male ricordo ancora come mappavano alcuni dei maker sui vari forum XD

  3. 1 hour ago, Guardian of Irael said:

    Pessima, utente che non ho mai letto in vita mia! :sisi:

    Ecco cos'era! XD
    Io pure ho provato con la ricerca via Google immagini, ma non mi trovava nulla! D:

    Argh mai visto prima eh?
    Ok che negli ultimi anni lurko più che altro...
    Eppure ho un vago ricordo che un conigletto rosso a dispetto mi cambiò l'avatar che avevo con questo qua, perché lui aveva il potere di farlo! :sisi: :irael:

  4. Maniacs è un piccolo miracolo da parte di una one man army.
    Specialmente lato performance e QoL rispetto al passato.
    Non ho ben capito che sta combinando ora, ma mi è parso di capire che voglia portare il battlesystem del 2000 pure sul 2003, in modo da avere frontal e sideview in un solo tool come per MZ.

  5. Dopo EONI in cui loggavo inserendo il "nome utente" è password, è stato un trauma ricordare quale mail usai anni fa per registrarmi :senile:
    Ok adesso torno al mio angolino in attesa del dark theme! Troppa luce per i miei occhi stanchi >_<"

  6. Ho preso un nuovo computer e ho da subito riscontrato un problemino: in pratica se provo a mettere il gioco a schermo intero non mi funziona, ma funziona solo a schermo ridotto. Il fatto è che ho anche il plugin dynrpg installato. È per caso colpa della risoluzione?

     

    Nel caso non l'avessi notato ti quoto anche il mio vecchio messaggio:

    Se utilizzi dynrpg ti consiglio di utilizzare il Plugin System Opengl di PepsiOtaku.

    Il quale oltre ad aggirare questo problemino, aggiunge anche alcune opzioni di zoom in base a quelle supportate dal monitor.

    Con la scusa ne approfitto per linkarti anche questa patch di KotasuAkira(che in sostanza fa un qualcosa di simile al plugin su citato)

    https://www.mediafire.com/file/o1j9d0huuaphcuk/RPGMakerPatch_GameWindowSuperScale.7z/file

    Prendi la patch che corrisponde alla tua versione di rpgmaker ed applicala con LIPS(LunarIPS) all'exe di gioco o se utilizzi Dynrpg mettila direttamente nella cartella DynPatches.

     

  7. Dunque, avrei una domanda. In pratica ho messo un controllo tasti per aprire il mio menù custom, ma ci sono alcuni problemi. Ho impostato che lo switch che attiva l'evento comune per aprire il menu va off e la variabile del controllo tasti va a zero una volta che si apre, poi si attiva un altro Switch per premere il tasto X per tornare indietro, e fin qui va tutto bene. Il problema sono i sottomenu, in cui ho messo un altro controllo tasti ma non appena premo il tasto X esce subito anche dal menu principale. Ho provato in tutti i modi, disattivando lo Switch dell'evento comune per poi riattivarlo in seguito, mettendo la variabile uguale a 0 non appena spingi il tasto ma nulla, a mettere "end event processing" alla fine, ma non cambia nulla. Cosa dovrei fare? Grazie mille.

    Usa un ciclo in cui inserisci il secondo controllo tasti, fin quando sarai all'interno del ciclo il primo controllo tasti non verra letto, fino a che non soddisferai le condizioni del secondo uscendo dal ciclo premendo X.

    ottieni una cosa simile:

     

    Controllo tasti #1

    Se tasto su

    Se tasto giù

    ...

    Se tasto invio

    Se tasto X/esc

     

    Sicuramente avrai una variabile che tiene conto della posizione del cursore per aprire il sottomenu.

    Quindi ad un certo punto nel codice avrai qualcosa del genere:

     

    Se cursore==2 <- che sarebbe l'eventuale sottomenu che andrai ad aprire, qui dentro inserisci il ciclo

    Ciclo

    istruzioni varie per inizializzare il sottomenu.

    Controllo tasti#2

    Se tasto su

    Se tasto giù

    ...

    Se tasto invio

     

    Se tasto X/esc

    istruzioni per uscire dal sottomenu e tornare indietro al menu precedente

    ferma ciclo

    Fine ciclo

  8. Come scritto poco sopra per i chara più grandi la soluzione più semplice è quella di dividere le grafiche su più eventi e accostare questi ultimi.

    Ricorda che le picture stanno sopra a tutto, quindi se la parte superiore di un chara passa davanti ad una macchina viene coperta.

    Se hai bisogno di tanta grafica personalizzata su una certa mappa uno dei trucchi che si usa spesso è quello di usare lo sfondo al posto dei tileset. Quindi una immagine di sfondo premappata che importi, metti come sfondo e che poi devi gestire: passabilità, parti che stanno sopra l'eroe da mettere nei tileset, ecc.

    ^ ^

    Nella versione steam hai più opzioni di default per le picture, puoi anche posizionarle sopra degli eventi ma allo stesso tempo al di sotto dell'eroe che controlli.

     

    Sisi infatti la questione dei charset avevo già risolto. Il problema è che sono picture

    Cioè fatte su paint...volevo sapere se c'è il modo di fissare un immagine

    Su una mappa senza che essa si muova...come picture.

    Avevo pensato anche di incollarla su panorama ma ho bisogno che ogni tanto

    Venga "eliminata'. Non so se rendo...

    Come ha detto Test ci sta l'opzione apposita in show picture, se utilizzi quella non dovrebbe spostarsi.

  9. Se stai usando l'ultima versione rilasciata della Maniacs(211010), come dicevo sopra la flexiblewalker non funziona, per via degli indirizzi esadecimali differenti.

    Se invece ti riferisci al come applicare la maniacs al 2003 versione steam, il procedimento è il seguente:

     

     

     

    Installazione della patch:

    Nota: Prima di procedere fate una copia di backup della cartella in cui tenete rpgmaker per precauzione, non sia mai che qualcosa vada storto!

    Una volta che avete estratto l'archivio avviate utility.exe

    Selezionate il metodo di aggiornamento degli eventi della mappa

    Immediately(Default)

    Per Frame

    Nella nuova versione dovrebbe essere selezionato in automatico ed in lingua inglese.

    Selezionate la cartella in cui si trova il tool Source Folder(io per sicurezza ho usato una copia della cartella che tenevo sul desktop)

    c32cC6p.png

     

     

    Dopodiché selezionate la cartella di destinazione Destination Folder

    dS4ZXzS.png

     

    Una volta selezionati i due percorsi cliccate sul pulsantone immediatamente sotto Apply Patch

    IirB717.png

     

    Quando vi verrà chiesto il permesso per avviare patch.exe date l'ok

    Se l'applicazione della patch è andata a buon fine vi apparirà un piccolo box con una piccola scritta incomprensibile.(Se il messaggio dovesse essere differente chiudete e ripetete l'operazione)

    RiCd9cz.png

     

     

    Premete su OK.

    In automatico vi si aprirà la cartella in cui avete deciso di inserire il tool con la patch applicata.

    Adesso potete chiudere utility.exe

    La parte sul fondo in cui si vedono dei progetti, serve solamente nel caso in cui dobbiate convertire un progetto già in corso nella versione ufficiale del tool.

    Se dovete creare un nuovo progetto non vi serve.

     

     

     

     

    Per quanto riguarda i log avevo tradotto quanto segue con deepl

     

    Comandi modificati:

     

     

    @> Show Picture:.
    @> Show Picture:
    Added special effect: Angle.
    Blending modes (Multiply, Add, Overlay) added.
    Horizontal/vertical inversion function added.
    A variable number was added to the method of specifying ID, display position, magnification, and transparency.
    The origin specification of the display position was added.


    @> Move Picture:.
    @> Move Picture:
    Angle specification is added as a special effect.
    Blending mode (Multiply, Add, Overlay) is added.
    When the move time is specified as a negative value, the absolute value is now handled in frames (normally it is the value * 6 frames).
    (Normally, it is the specified value * 6 frames)
    Added a variable number to the way of specifying ID, position, magnification and transparency.
    The variable of the variable number was added to the specification method of the time spent on the movement.
    The origin specification of the display position was added.


    @> Erase Picture:.
    @> Erase Picture:
    The variable of the variable number was added to the ID specification.
    The range of the variable number was added to ID specification.
    All the pictures were added to the ID specification.



    @> Conditional Branch:.
    @> Conditional Branch:
    The method of specifying it by the variable reference was added to the switch.
    The method of specifying it by the variable of the variable number to the left side value of the variable is added.
    The method of specifying by the variable of the variable number to the right side value of the variable was added.
    Judgment of whether it is just after loading was added.
    Judgment of whether the joypad is active or not was added.
    Added judgement whether the window is active or not.


    @> Key Input Processing:.
    @> Key Input Processing:
    Added support for mouse input (left/right centre click, wheel up/down scroll).
    Wheel scroll is only valid under the condition of "wait until pressed" because there is no push down state.

     

    @> Control Variables:.
    @> Control Variables:
    A range of variable values has been added for manipulation.
    If a > b in a batch operation, it is now treated as b~a.
    Added new operations: OR, AND, EXCLUSIVE OR, and SHIFT (shl, shr).
    added ID and ATB gauge entries for each character in "operand" (hero and enemy)
    added items for current date, time and elapsed frame in "operand" section
    added a switch in "operand" which will be treated as 1 when ON and 0 when OFF
    added variables for each of "operand" items, hero, event, and enemy character
    added a party member to "operand". Same as the main character, except that they are specified by an index in the party.
    added a maths function to "operand".
    In the following explanation, argument 1 is a, argument 2 is b, and multiplier is c.

    Add, Sub, Mul, Div, Mod, Or, And, Xor, Shl, Shr:
    a (operator) b performs the same operation as in "Description".

    Pow: Calculates the b power of a.
    Sqrt: Calculates the square root of a * c. Decimal points are rounded down.
    Sin: Calculates the sine of (a / b) degrees * c. Decimal points are rounded down.
    Cos: Calculates the cosine * c in (a / b) degrees. Decimal points are truncated.
    Atan2: Calculates the inverse tangent * c of a(y-coordinates), b(x-coordinates). Decimal points are truncated.
    Min: Returns the smaller of a, b.
    Max: Returns the greater of a and b.
    Abs: Returns the absolute value of a.
    Random: returns a random number in the range a~b. Same as "random" in "operand".

    adds ternary operation to "operand".
    adds ternary operation to "operand
    adds a patch version to "operand" which can be used as a random number
    denotes date in lower 20 bits (YYMMDD)
    The most significant bit represents im/pf (im=0, pf).
    The rest is reserved space.
    This item was implemented in 190920, so all bits will be 0 in earlier versions.

    How to get the value of a date
    @> Manipulation of variables: [0001] Assignment, Maniacs version
    @> Variable manipulation: [0001] And, -1 >> 12

    How to get the im/pf value
    @> Manipulation of Variables: [0001] Assignment, Maniacs' Version
    @> Manipulation of Variables: [0001] Shr, 31

    Added expression-style specification for target and operand



    @> Call Event:.
    @> Call Event:
    Added way to specify by variable to common event.
    @> Call Event:
    Added method to specify common event by variable number variable.



    @> Iterate: @> Loop: Added a way to specify by variable to the common event.
    @> Loop:
    Added the ability to specify conditions. The switch is treated as a number with 1 for ON and 0 for OFF.
    The number of iterations and the index will not be set correctly if a label jump brings you inside the loop.

    ∞Infinity:
    Infinity:
    This is a conventional infinite loop.

    Specify the number of times
    X Times:
    Repeats for a specified number of times. You can optionally output an index starting from 0 to a variable.

    Count Up
    Count Up:
    Repeats from a to b, adding indices by 1.
    An example of 2~5 would be 2, 3, 4, 5, which is a 4 times loop.
    You can optionally output the current index to a variable.

    Count Down
    Count Down:
    Repeats from a to b, decrementing the index by 1.
    For example, 3~1 will result in a loop of 3, 2, 1.
    You can optionally output the current index to a variable.

    While:
    While:
    Repeats as long as the condition is true. Each loop is checked before execution.
    Comparisons can be specified in the same way as for variable conditionals.
    You can optionally print an index starting from 0 to the variable.

    Do While:
    Do While:
    Repeats as long as the condition is true. Each loop is evaluated after each execution.
    Comparisons can be specified in the same way as for variable conditionals.
    You can optionally output an index starting from 0 to the variable.

    @> Break Loop:.
    @> Break Loop:
    Fixes behaviour when executed inside a multiple loop.


    @> Battle Processing:.
    @> Battle Processing:
    Added option to disable flashing before the start of the battle.




    ----- Renewed version: -----

     

    @> Call Save Menu:
    @> Open Save Menu:
    You can now call system functions other than the save screen.

     

    @> Change Save Ban:
    @> Change Save Access:
    Allows you to control system functions other than the save screen.

     

    @> Scroll Screen:
    @> Scroll Screen:
    Added per-pixel controls

     

    @> Control Shared Save:
    @> Control Shared Save:
    Added support for string variables

     

    @> Show Picture:
    @> Show Picture:
    (Normal drawing only) Added the ability to specify the magnification ratio separately for height and width.
    Sprite sheets can now be used to animate a range of pictures.

     

    @> Move Picture:
    @> Move Picture:
    Relative mode for coordinates, magnification and transparency has been added.
    Variable values for rgbs have been added.
    Added option to leave certain items unchanged
    (Normal drawing only) Added the ability to specify the zoom factor separately for vertical and horizontal.

     

    @> Show String Picture:
    @> Show String Picture:
    Added the ability to specify a string variable
    (For normal drawing only) Added the ability to specify the magnification ratio separately for height and width.

     

    @> Repeating:
    @> Loop:
    Added the ability to specify an element to repeat.
    Added enumeration of map events.

     

    @> Wait:
    @> Wait:
    Added the ability to specify frame by frame.

     

    @> Get Save Info:
    @> Get Save Info:
    Now you can get the name of the first character.

    @> Set Text Options:
    @> Display Text Options:
    Added the ability to specify the size of the text window.
    @> Display Text Options:
    Added ability to specify font name and font size for text window.

    @> Break Repeating Process:
    @> Break:
    It is now possible to specify the number of blocks to break and exit the process.
    Added the ability to skip one loop

     

    @> Set Game Option:
    @> Set Game Option:
    Enable/disable mouse control of text window.
    It is now possible to specify the position of the default battle screen.

    @> Get Pic Info:
    @> Get Pic Info:
    It is now possible to get the pixel data of a picture.

    @> Conditional Branch:
    @> Conditional Branch:
    Added an entry for string variables
    Expressions are now supported.
    Added a field to check if the specified map event exists.
    Added a check if file output is possible.

    @> Shop Processing:
    @> Shop Processing:
    Added support for specifying variables for products

    @> Control Variables:
    @> Control Variables:
    adds "Lerp" as "operand
    adds "Sum" as "operand
    adds "Amin" as "operand
    adds "Amax" as "operand


    @> Manipulates variable arrays:
    @> Control Var Array:
    dereference operation added
    added option to specify array to be linked to sort operation


    @> Show battle animation:
    @> Show Animation:
    Added ability to select playback buffer
    Playback in reverse has been added
    Added picture following, coordinate and variable binding positioning options
    Cache retention is now disabled by default

    ----- renewal version, item ----- that supports variable specification

    @> Change system background music:
    File name, fade-in time, volume, tempo, balance

    @> Change system sound effects:
    File name, volume, tempo, balance.

    @> Show picture:
    File name, number of sprite divisions, colour tone

    @> Move picture:
    Colour tone

    @> Playing background music:
    File name, fade-in time, volume, tempo, balance

    @> Playing sound effects:
    File name, volume, tempo, balance

    @> Character movement:
    Target event, movement frequency

    @> Character flash:
    Target event, red, blue, green, strength

    @> Weights:
    Value

    @> Face graphic settings:
    Target, file name, index in file

    @> Battle Animation:
    Target, animation ID

    @> Change chipset:
    Chipset ID

    @> Set event position:
    Target

    @> Rename Protagonist:
    Target, name

    @> Change protagonist's title:
    Target, Title

    @> Fade out background music:
    Fade out time

    @> Change distant view:
    File name, scroll speed

    @> Change main character's walking graphic:
    Target, file name, index in file

    @> Change system graphics:
    File name

    @> Clear screen:
    Type

    @> Display screen:
    Type

     

     

     

    Nuovi comandi:

     

     

    @> Get Save Info:
    @> Get Save Info:.
    This command retrieves the same information that is displayed on the default load screen.
    Date, time, level and HP are stored in variables, and face graphics in pictures.
    Character names are not currently supported.

    If the save data does not exist, the date variable will be set to 0.

    The face graphic is treated as a 4*4 sprite sheet.
    So if you have a file with more than 16 patterns, it will not be displayed correctly.
    On the other hand, it doesn't matter if the file is out of the standard as long as it can be divided into 4 parts.

    The original picture settings are used, except for the file and sprite sheet related items.
    Please use the appropriate picture number to make the picture off-screen or transparent beforehand.

    The order of the date (YYMMDD) is the same in the English version.

    Code: 3001
    String arguments: None
    Numeric Arguments: None
    00: How to specify the save number (0: constant 1: variable)
    01: Save number
    02: Variable to receive the save date (YYMMDD)
    03: Variable to receive the save time (HHMMSS)
    04: Variable that receives the first character's level
    05: Variable that receives the first character's HP
    06: Reserved items (fixed at 0)
    07: How to specify the picture number (0: constant 1: variable)
    08: Picture number to receive the face graphic of member 1 (first character)
    09: Picture number to receive the face graphic of member 2.
    10: Picture number to receive the face graphic of member 3
    11: Picture number to receive the face graphic of member 4

    @> Save:
    @> Execute save:.
    This command is equivalent to the default save function.
    It is not possible to use a save number less than 0.

    You can optionally store the result of the execution in a variable.
    The value is 1 on success and 0 on failure.
    Note that the assignment to the variable is done after the save has been executed.


    Code: 3002
    String arguments: None
    Numeric arguments: None
    00: How to specify the save number (0: constant 1: variable)
    01: Save number
    02: Whether to receive the success or failure of the save (0: not received 1: received)
    03: Variable to receive success or failure



    @> Load:
    @> Execute load:.
    This command is equivalent to the default load function.
    Cannot be used for save numbers less than 0 (the operation is ignored).

    Optionally, it checks the file before executing, and aborts the load if the result is invalid.
    The check is equivalent to the "Get Save Information" command.
    If you are sure you have the right file, you can disable it, but it is not recommended.


    Code: 3003
    String arguments: None
    Numeric arguments: None
    00: How to specify the save number (0: constant 1: variable)
    01: Save number
    02: Whether to check before execution (0:Enable 1:Disable)

    @> End Load Process:
    @> End Load Process:.
    This command cancels the dark state after loading.
    This command is not available in New Game. This command is not available in New Game. The dark state will be released naturally after 1 frame.

    Note: This command has no effect at the moment.


    Code: 3004
    String arguments: None
    Numeric arguments: None

     

    @> Get Mouse Position:
    @> Get Mouse Position:.
    This command gets the relative position of the mouse in the window.
    It is based on the resolution of 320*240.

    The value is not handled correctly when the window is full screen and DirectDraw is specified as the rendering method.
    (This is probably not a problem, as few machines currently have this setting in effect.


    Code: 3005
    String arguments: None
    Numeric arguments: None
    00: Variable to receive X-coordinates
    01: Variable to receive Y-coordinates

     

    @> Set Mouse Position:
    @> Set Mouse Position:.
    This command sets the relative position of the mouse in the window.
    It is based on a resolution of 320*240.
    The x-coordinate is rounded to 0-319 and the y-coordinate is rounded to 0-239 to avoid inducing false clicks.

    The values are not correctly handled when the machine is in full screen and DirectDraw is specified as the rendering method.
    (This is probably not a problem as few machines currently have this setting enabled.


    Code: 3006
    String arguments: None
    Numeric arguments: None
    00: How to specify the coordinates (0:constant 1:variable)
    01: X coordinate
    02: Y coordinate


    @> Show String Picture:
    @> Show String Picture:.
    Generate a picture from a specified string.
    Once generated, it can be treated like a normal picture.
    Disabling the background, border, gradient and shadow will reduce the generation cost.


    Control characters
    There are several control characters available in the string.
    Some control characters are available in strings, e.g. the value in [] can be referenced by \V

    $a-zA-Z: Draws special characters.
    \\: Draws a single \.
    \C[n]: Change the character colour to the nth character.
    \D[n]: Set the variable value to at least n digits (zero filled).
    \N[n]: Draws the name of the nth character.
    \T[n]: Not implemented at the moment.
    \V[n]: Draws the value of the variable number n.


    Display position->Coordinates
    This specifies the meaning of the position value.
    (Conventional picture is fixed at the centre coordinate.


    Picture size
    The size of the picture to be generated is specified.
    If the value type is set to "Automatic" or the value is set to 0, the picture will be adjusted to the appropriate size.


    Font name.
    Specify the font to be used for drawing.
    If this field is left blank, the system settings in the database will be used.


    Font size.
    Specify the size of the font to be used for drawing.
    The valid values are 1-255 and the default is 12.


    Character spacing.
    This specifies the amount of space between each character.
    Valid values are 0-255, default is 0.


    Line spacing.
    Line spacing: The number of spaces per line.
    Valid values are 0-255, default is 4.


    Bold: Apply Bold to the font.
    Apply Bold to the font.


    System graphics.
    System graphics: Specifies the graphics used for drawing.
    <If you select <System Settings>, it will refer to the system settings in the database.


    Wallpaper.
    Specifies the background type of the window.


    Draw frame: Specifies whether the window has a frame or not.
    This specifies whether the window has a frame or not.
    If the size of the border is less than 8px, it will not be drawn regardless of the setting.


    Enable outside margins: - Enable outside margins
    This specifies whether or not the frame area is taken into account when calculating the picture size and text drawing position.
    If enabled, the area is 8px on the left and right and 10px on the top and bottom.


    Enable text gradient: - Enable text gradient
    Enable text gradients: This specifies whether to enable text gradients, such as those used in other features such as text display.
    If disabled, the text is drawn from the upper left corner (0, 0) of each colour of 16*16px.


    Enable text shadow
    Enable text shadow: Enable text shadow which is used in other functions such as text display.


    Limitations in the preview
    Position: Fixed at the top left coordinate (0, 0).
    Size: The size is calculated automatically unless you specify a constant.
    Magnification: fixed at 100% (the preview itself can be doubled).
    Transparency: Fixed at 0%.
    Effects: All effects are disabled.
    Font size: 12 unless specified as a constant.


    Code: 3007
    String arguments
    *1 String to display *1 File name *1 Font name
    *1...A prefix of type byte indicating the type of value to follow. Currently only 0x01 is valid.

    Numeric arguments
    00: Type of value
    00~03: How to specify the picture ID (constant=0, variable, variable number variable)
    04~07: How to specify the display position (constant=0, variable, variable number)
    08~11: How to specify the magnification ratio (Constant=0, Variable, Variable)
    12~15: How to set the transparency (Constant=0, Variable, Variable)
    16~19: How to specify the picture size (Constant=0, Variable, Variable)
    20~23: How to specify the font size (Constant=0, Variable, Variable)
    24~27: How to specify the coordinate type (center=0, top-left, bottom-left, top-right, bottom-right, top, bottom-left, left, right)

    01: Picture ID
    02: Position X
    03: Position Y
    04: Zoom factor
    05: Transparency
    06: Red hue
    07: Green tones
    08: Blue tones
    09: Saturation
    10: Types of special effects
    11: Levels of the special effect
    12: Additional effects
    00~03: Blend mode (None=0, Multiply, Add, Overlay)
    04 : Flip horizontally
    05 : Vertical flip

    13: Option 1
    00~07: Link to map scroll
    08~11: Background type (None=0, Zoom, Tile)
    12 : Border not drawn
    13 : Gradient disabled
    14 : Shadows disabled
    15 : Bold text
    16 : Margins disabled
    24~27: Type with value 1 (in case of angle)
    28-31: Type with value 2 (if angle is specified)

    14: Option 2
    00~07: Enable transparent colour
    08~15: Character spacing
    16~23: Line spacing

    15: Layers in the map
    16: Layers in battle
    17: Delete condition / Screen effect to apply
    18: Picture width
    19: Picture height
    20: Font size
    21: (if angle is specified) value 2

    @> Get Picture Info:
    @> Get Picture Info:.
    This command is used to get the position and size of the picture being displayed.
    Special effects such as rotation are not reflected.

    Code: 3008
    String arguments: None
    Numeric arguments: None
    00: How to specify the picture ID (constant=0, variable, variable number variable)
    01: Stage of the picture (Original image=0, During move, After move)
    02: Type of value (centre[xy]wh=0, xywh, ltrb)
    03: picture id
    04: Variable 1 to receive the value
    05: variable 2 to receive values
    06: variable 3 to receive values
    07: Variable 4 to receive values

    @> Control Battle:
    @> Control Battle Processing:.
    This command allows the user to control some of the defensive battle processes.
    This command can only be used during the battle, and will be deactivated (without all control) at the end of the battle.
    It should be used in conjunction with a common event that is conditional on the start of the battle.
    Also, weighted commands should not be used within a common event that is being processed.

    There are currently five different actions to choose from

    ATB Gauge Increase:
    This controls the natural increase in the ATB gauge of characters, including enemies, every frame.
    The following four variables can be used to get or set the value. 1.

    1. unit type (get): friendly=0, enemy=1
    2. unit number (get) : index (not ID) for both friendly and enemy
    3. current gauge(get) : over 300000 can act
    4. amount of gauge to be increased (get/set)

    Damage Pop:
    This controls the notation when some damage or recovery occurs.
    The default notation is not drawn when a common event is specified for this process.
    There are six variables that can be used to get or set the value

    1. type of unit (get) : friendly=0, enemy=1
    2. unit number (get): index (not ID) for both friend and foe
    3. display position X (get)
    4. display position Y (get)
    5. type of value (get) : damage=0, heal=1, evade=2
    6. value (get)

    Targeting:
    This is called just before a character's action to control the target of the action.
    The following 6 variables are used to get or set the value. 1.

    1. unit type (get): ally=0, enemy=1
    2. unit number (get): index (not ID) for both friend and foe
    3. type of action (get) : *1
    4. value of action (get) : *2
    5. type of target(get) : opponent=0, opponent=1, own=2, own=3
    6. target's number (get/set): index (not ID) for both friend and foe *3

    *1:
    0: Basic action
    1: Special skill
    2: Transformation
    3: Use item

    *2:
    For Basic Actions: Normal = 0, Continuous = 1, Defensive = 2, Watchful = 3, Forceful = 4, Self-Destruct = 5, Escape = 6, Do Nothing = 7
    For Special Skills: Special Skill ID
    For Transfiguration: Enemy Character ID
    For item use: Item ID

    *3:
    If the target is yourself or the whole group, the setting is invalid.

    When a character is granted a state
    This function is called when a character is granted a state.
    The following three variables are used to get or set the value. 1.

    1. unit type (get): friendly=0, enemy=1
    2. unit number (get): index (not ID) for both friend and foe
    3. state ID (get)

    The value other than damage is changed.
    This is called when a value other than HP changes.
    The arguments are aligned so that they can be handled in the same event as the damage pop.
    The following 6 variables are used to get or set the value. 1.

    1. unit type (get): friendly=0, enemy=1
    2. unit number (get): index (not ID) for both friend and foe
    3. display position X (get)
    4. display position Y (get)
    5. type of value (get) : MP=3, Attack=4, Defense=5, Mental=6, Agility=7
    6. value (get)


    Code: 3009
    String arguments: None
    Numeric arguments: None
    00: Type of process to control (ATB=0, pop, target)
    01: How to specify the Common Event ID (constant=0, variable, variable number variable)
    02: Common event ID to use for control
    03: Beginning of the variable used to get/set the value


    @> Control ATB Gauge:
    @> Control ATB Gauge:.
    This command is used to control the gauge of the character including friend and foe.
    The valid range for the gauge is 0~300000.


    Code: 3010
    String arguments: None
    Numeric Arguments: None
    00: Type of target (protagonist ID=0, member, party, enemy character, whole enemy)
    01: How to specify the target (constant=0, variable, variable number variable)
    02: Value of the target
    03: Operation (set=0, add, subtract)
    04: Type of gauge value (value=0, percentage)
    05: How to specify a gauge value (constant=0, variable, variable number)
    06: Gauge value


    @> Change Battle Commmadn EX:
    @> Change Battle Commmadn EX:.
    This command is used to enable/disable the Change Battle Commmadn item and to edit the party command.

    Battle Commands
    This command is only valid for use during combat and will be deactivated after the end of combat.
    It should be used in conjunction with the Common Event, which requires the start of combat.

    This command can be used to create a situation where there are no combat commands at all.
    In that case, the game will switch to AI action when you try to choose an action.

    (*Added 190220
    When there are no commands, selecting a transparent item will change the formation).

    Party Commands
    You can choose any 4 commands from "Fight", "Auto", "Run", "Win" and "Defeat".
    "Victory" and "Defeat" will literally force you to win or lose the battle.
    If you choose all five, the first four will be used, if you choose none, the default three will be used.
    If you select only one of them, the screen transition itself will disappear.


    Code: 3011
    String arguments: None
    Numeric arguments: None
    00: Whether or not to use the change formation command (enable=0, disable)
    01: Flag for party command
    00: "Fight" command
    01: "Auto" command
    02: "Run" command
    03: "Win" command
    04: "Defeat" command

    @> Get Battle Info:
    @> Get Battle Info:.
    Gets various values that appear during combat.
    It does not do anything when not in combat.

    The information is output in succession, starting with the specified variable number.
    Character ID/Member/Enemy Character
    Ability correction value
    Obtain the value of the ability correction that goes up and down during the battle in the order of attack power, defense power, mental power, and agility.

    State
    The total number of all conditions and the number of turns that have passed since the condition was inflicted.
    The turn is equal to 1 when the condition is inflicted, 0 when it is not.
    For example, if the database contains three states (1: dead, 2: poisoned, 3: dark), and you want to get the character's state immediately after being darkened
    v[specified variable] = 3
    v[variable+1] = 0
    v[variable+2] = 0
    v[variable+3] = 1
    The result is

    Attributes
    Get the total number of values for the current attribute resistance and the status of each resistance.
    If the resistance is increased, 2 is stored, if it is normal, 1 is stored, if it is decreased, 0 is stored.
    The value of each resistance may be omitted, in which case it is treated as the initial value (1).
    For example, if you have three attributes in the database (1: sword, 2: spear, 3: strike) and you want to get the character attributes for reduced sword resistance and increased strike resistance
    v[specified variable] = 3
    v[variable +1] = 0
    v[variable +2] = 1
    v[variable+3] = 2
    The result will be

    Other
    Obtains the following information about the specified character in order.
    Image centre coordinates X
    Image centre coordinate Y
    Actionable state (disabled=0, possible)
    Defensive state (None=0, Yes)
    charge state (none=0, yes)
    Appearance state (none=0, yes)


    Code: 3012
    String arguments: None
    Numerical arguments
    00: Type of target (Protagonist ID=0, Member, Party, Enemy character, Enemy as a whole)
    01: Type of information
    Protagonist ID/Member/Enemy Character: (Ability Correction=0, State, Attribute, Other)
    Party/Enemy: (Total=0, Survivors, Enemies)
    02: How to specify the target (constant=0, variable, variable number)
    03: value of target
    04: beginning of the variable to receive the value



    @> Control Var Array:
    @> Manipulation of variable arrays:.
    This function operates on an array of consecutively numbered variables.
    It is also possible to operate on a single variable by setting the length of the array to 1.

    Copy
    The value is copied from target 1 to target 2.

    Exchange
    The contents of target 1 and target 2 are exchanged.

    Sort (ascending order)
    Sort (descending order)
    Sort object 1 in ascending or descending order.

    Shuffle
    Subject 1 is sorted randomly.

    Enumeration
    The value for the size is stored in object 1 while adding it by 1 from an initial value.

    Addition ~Shr
    It is similar to the operation command of the variable. The difference is that "operand" is also an array.

    Code: 3013
    String arguments: None
    Numeric arguments: None
    00: Operation (Copy=0, Exchange, Sort Ascending, Sort Descending, Shuffle, Enumerate, Add, Subtract, Multiply, Divide, Surplus, Or, And, Xor, Shl, Shr)
    01: Type of each value
    00~03: Object 1 (variable=0, variable number)
    04~07: Size (constant=0, variable, variable number)
    08~11: Object 2
    For enumeration (constant=0, variable, variable number)
    Other (variable=0, variable number)
    02: Value of object 1
    03: Value of size
    04: Value of target 2



    @> Key Input Proc EX:
    @> Key Input Proc EX:
    This is an extended version of the "Process Key Input" command.
    This command does not wait for a key to be pressed.
    If you assign keys to joypad, you can get the status of the keyboard including the pad.

    Get keyboard status list
    The state of the key in the keyboard list of the form is acquired at once.

    Get keyboard status list (disabled)
    The state of the key in the keyboard list of the form is acquired at once.
    Get the status of all keys in the keyboard list of the form.

    Get status by key code (disabled)
    Get the status of a key by specifying the key code (0-255) directly.
    You can get the status of the key by specifying the key code (0-255) directly. Please use this function when you want to get the key outside the list.

    Get status of joypad
    Get the status of the buttons in the joypad list of the form.

    Get joypad assignment
    Get the current joypad assignment status.
    If the button is not assigned, -1 is returned.

    Set joypad assignment
    Assign a joypad button to one of the keys in the key list.


    Code: 3014
    String argument: None
    Numeric arguments: None
    00: Operation details (from 0 to 5 in the order listed above)
    01: Start of the variable array used to get or set the value
    02: (*only when key code is specified) How to specify the code
    (constant = 0, variable, variable number variable)
    03: (*only when keycode is specified) Code

    @> Rewrite Map:
    @> Rewrite Map:
    Rewrites the tiles on the map where the hero is.
    Changes made by this command will not be reflected in saves, and will be lost when moving the map.


    Code: 3015
    String arguments: None
    Numeric arguments: None
    00: Type of each value
    00~03: Tile ID
    When single (constant=0, variable, variable number variable)
    For a range (variable=0, variable number)
    04~07: Left end of change range (constant=0, variable, variable number)
    08~11: Top of change range (Constant=0, Variable, Variable)
    12~15: Width of change range (Constant=0, Variable, Variable)
    16~19: Changed range height (Constant=0, Variable, Variable)
    01: How to specify a tile (ID=0, Range ID)
    02: Layer (lower layer=0, upper layer)
    03: Value of tile ID or beginning of variable array
    04: Value of the left end of the change range
    05: Top value of the modified range
    06: Value of the width of the modified range
    07: Value of the height of the modified range
    08: Auto tile (Enable=0, Disable=1)

    @> Control Global Save:
    @> Control Shared Saves:
    This command deals with the common save data that can be read and written from each save data.
    Currently only switches and variables are supported.
    The file name is fixed to "Save.lgs".

    Open
    Load the shared save data from a file.
    This operation is ignored when the file is loaded.

    Close
    Release the loaded shared save data.
    This operation is ignored when the file is not loaded.
    Note that this operation does not save the changes.

    Save
    Saves the contents of the loaded shared save data to a file.
    Note that this operation does not save changes.

    Save and Close
    After "Save", "Close" will be executed.

    Copy from a shared save
    It loads the specified value from the loaded shared save data to its own save data.
    If this operation is not loaded, "Open" will be executed before processing.

    Copy to shared save
    Write the specified value to the loaded shared save data from your save data.
    If this operation is not loaded, "Open" will be executed before processing.


    Code: 3016
    String arguments: None
    Numerical arguments
    00: Operation details (from 0 to 5 in the above order)

    *The following are copy operations only
    01: Type of each value
    00~03: First number of the current save (constant=0, see variable)
    04~07: First number of shared save (constant=0, see variable)
    08~11: Size (constant=0, variable, variable number variable)
    02: Type of data (Switch=0, Variable)
    03: Value of current save
    04: Value of shared save
    05: Value of size


    @> Change Picture ID:
    @> Change Picture ID:
    As the name suggests, this command changes the ID of a picture.
    If you use the "Ignore out of range errors" setting
    If you use the "Ignore Out-of-Range Errors" setting, moving from/to an out-of-range ID will be replaced by a simple delete operation.


    Move
    It changes the picture ID of (size) from (target 1) to (target 2).
    If the number (2) is in use, it will be erased.

    Exchange
    The picture ID of (size) from (target 1) is replaced with (target 2).

    Slide
    The picture ID of (size) from (target1) is shifted by (distance).

    Code: 3017
    String arguments: None
    Numeric arguments: None
    00: Operation details (Move=0, Exchange, Slide)
    01: Type of each value
    00~03: Target 1 (constant=0, variable, variable number variable)
    04~07: Size (constant=0, variable, variable number)
    08~11: Object 2 (Constant=0, Variable, Variable number)
    02: Value of object 1
    03: Value of size
    04: Value of target 2 or distance
    05: Ignore out-of-range errors (enable=0, disable)



    @> Set Game Option:
    @> Set Game Option:
    This command allows you to set the overall behaviour of the game.

    Inactivity behaviour
    Specifies whether to pause the game when the window becomes inactive.
    The default is wait. This setting is reflected in the saved data.

    Fatal Mix
    This item is mainly for debugging.

    FPS
    The speed at which the game runs.
    This setting is not reflected in the saved data.

    Test Play
    This is the same as the "TestPlay" start-up option.
    This setting will be reflected in the saved data.

    Right Shift to skip messages
    While holding down the right shift key, all messages will be displayed momentarily and will close automatically.
    This setting is reflected in the save data.

    Maximum number of pictures
    This is the maximum number of pictures that can be displayed.
    This number has a big influence on the running speed of the game and the loading time of the saved data.
    This setting is reflected in the saved data.

    Frame skipping
    Changes the default drawing process from every frame to once every n frames.
    This setting is reflected in the save data.


    Code: 3018
    String arguments: None
    Numeric arguments: None
    00: Type of value for argument 02 (constant = 0, variable, variable number variable)
    01: Type (Inactive=0, Fatal, Picture, Frame skip)
    02:
    Inactive: Action (Weight=0, Run)
    Fatal: FPS value
    Picture: maximum value
    Skip: value (none=0, 1/5, 1/3, 1/2)

    03:
    Fatal:
    00~03: Test play (Do not change=0, Disable, Enable)
    04~04: Sentence skip

    @> Call Command:
    @> Call Command:
    This command is intended for advanced users. Please make sure you fully understand the command specifications before using it.

    Calls an arbitrary command (with exceptions) with arbitrary arguments.
    If a non-existent code is specified, the behaviour depends on the value
    (1) Do not execute anything
    Execute one of the existing commands.
    (2) Execute one of the existing commands.

    Commands that cannot be used
    "The command is called.

    Commands that do not work
    "Set labels

    Commands that do not work properly
    "Displaying options
    "Handling of battles *only when branching
    "Shop handling" *only when branching
    "Handling of innkeepers - Only when branching
    "Conditional branching
    "Conditional branching (in combat)"
    "Repetition".
    "Display of text" *from the second line onwards
    "Annotations" (from the second line onwards)


    Code: 3019
    String arguments: code dependent
    Numeric Arguments: Code dependent
    00: Type of each value
    00~03: Code (constant=0, variable, variable number variable)
    04~07: First numerical argument (constant=0, variable, variable number)
    08~11: Number of numerical arguments (constant=0, variable, variable number)

    01: Code
    02: Leading number of numerical arguments
    03: Number of numerical arguments


    ----- renewal version -----

    The following commands do not yet have a form provided by the editor
    You can use an external tool (TPC) to generate and edit them.
    The following sample is also based on TPC code

     

    @> Control String Variables:
    @> Control String Variables:
    Provides the same controls for string variables as for numeric variables


    [left side value].

    Single (constant) T[1].
    Range (constant) T[1..5].
    Single (variable) T[V[1]]
    Range (variable) T[V[1]. .V[5]]

    [Operation]

    Assignment .asg
    Concatenation .cat
    Numeric conversion .toNum
    Get length .getLen
    Search .inStr
    Split .split
    File output .toFile
    Extract one line .popLine
    Search (regular expression) .exInStr
    Extraction (regular expression) .exMatch

    [operand]
    The "operand" varies depending on the operation

    [operand for assignment/concatenation]

    String
    T[1].asg "qwe"
    T[1].asg T[2].

    numeric value
    T[1].asg 234
    T[1].asg V[234]

    Switch
    T[1].asg S[234] - Switch
    T[1].asg S[V[234]]]

    -Name
    Actor T[1].asg.actor[1].name
    Special skills T[1].asg.skill[1].name
    Item T[1].asg.item[1].name
    Enemy character T[1].asg.enemy[1].name
    Enemy group T[1].asg.troop[1].name
    Terrain T[1].asg.terrain[1].name
    Attribute T[1].asg.element[1].name
    State T[1].asg.state[1].name
    Battle animation T[1].asg.anim[1].name
    Chipset T[1].asg.tileset[1].name
    Switch T[1].asg.s[1].name
    Variable T[1].asg.v[1].name
    String variable T[1].asg.t[1].name
    Common event T[1].asg.cev[1].name
    Occupation T[1].asg.class[1].name
    Battle animation 2 T[1].asg.anim2[1].name
    Map T[1].asg.map[1].name
    Map event T[1].asg.mev[1].name
    Party member T[1].asg.member[1].name

    Connected
    T[1].asg.cat "qwe", "rty"
    T[1].asg.cat "qwe", "rty", "uio"
    T[1].asg.cat T[3], T[4], T[5]


    Insert
    T[1].asg.ins "qwe", 1, "|" //T[1] == q|we


    Replace
    T[1].asg.rep "qwe", "e", "|" //T[1] == qw|

    Substitution (regular expression)
    T[1].asg.exrep "0q1w2e3", "\d", "" //T[1] == qwe


    Partial deletion
    T[1].asg.rem "qwe", 0, 2 //T[1] == e


    Cut out
    T[1].asg.subs "qwe", 1, 2 //T[1] == we


    Array
    T[1].join "|", V[1], 3 //T[1] == (value of V[1])|(value of V[2])|(value of V[3])
    T[1].join ", ", T[5], 3 //T[1] == (value of T[5]), (value of T[6]), (value of T[7])


    File
    T[1].asg.file "qwe", .utf8 //T[1] == (Contents of Text\qwe.txt)

    [operand of quantification].
    T[1].toNum V[1] //V[1] == T[1] as numeric value (0 on failure)

    [operand to get length].
    T[1].getLen V[1] //V[1] == T[1] as number of characters


    [operand of "search"] T[1].
    T[1].inStr "qwe", V[1] //V[1] == position of qwe in T[1] (-1 on failure)

    [operand of split].
    T[1].split "|", T[5], V[1] //T[5]~ == content of T[1] split by|, V[1] == number of splits

    [operand for file output]
    T[1].toFile "qwe", .utf8 //Text\qwe.txt == (contents of T[1])

    operand] [operand with 1-line extraction
    T[1].popLine T[2] //T[2] == (the first line of T[1]), T[1] == (the contents of T[1] minus the first line)

    @> Get Game Info:
    @> Get Game Info:
    Get various game runtime values.

    [Map Size].
    Gets the size of the map the main character is on, in squares.

    @sys.getInfo.mapSize.dst V[1] //V[1] is the number of horizontal squares on the map, V[2] is the number of vertical squares

    [chipID].
    Get chip ID in any rectangle from the map where the protagonist is

    ・Upper layer
    @sys.getInfo.tiles 2, 3, 10, 10 .upper.dst V[1]
    //outputs 10*10 chip IDs from the position (2, 3) in the map to V[1]~.

    Lower layer
    @sys.getInfo.tiles 2, 3, 10, 10 .lower.dst V[1]
    //output 10*10 chip ID from position (2, 3) in map to V[1]~.

    [Window Size (Equal)].
    Get the size of the game screen

    @sys.getInfo.winSize.dst V[1] //Width of the window in V[1], height in V[2]

    [in-game screen pixels].
    Get pixel data from the game screen in an arbitrary rectangle

    @sys.getInfo.pixel 2, 3, 10, 10 .dst V[1].
    //output 10*10 pixel data from position (2, 3) in screen to V[1]~.

    [Number of simultaneous battle animations].
    @sys.gameOpt.animLimit 10
    //change the limit to 10

    @> Edit Picture:
    @> Edit Picture:
    Change the picture data of a picture directly.
    This can be done for both normal and string pictures
    Any changes made to the picture will be reflected in the saved data

    @pic[1].setPixel .xywh 2, 3, 10, 10 .src V[1].
    //rewrite the 10*10 pixel data from the position (2, 3) in the graphic of picture 1 to the value read from V[1]~.

     

    @> Output Image:
    @> Output Image:
    Output the game screen or picture image in 32bit PNG format


    [Output Game Screen].
    @img.save.screen.dst "qwe" //output game screen as qwe.png

    [output picture]
    @img.save.pic 1 .dst "qwe" //output picture 1 to qwe.png

    @> Add Character Move:
    @> Add Move Route:
    You can add a move route by following the command to specify the move route for your character
    This command is intended for readability in the editor and for variable values.
    Only one move can be specified per command.

    @ev.addAction
    .moveUp(a) move up
    .moveRight(a) move right
    .moveDown(a) move down
    .moveLeft(a) Move left
    .moveUpperRight(a) Move to upper right
    .moveLowerRight(a) Move lower right
    .moveUpperLeft(a) Move to upper left
    .moveLowerLeft(a) Move to lower left
    .moveRandom(a) Move randomly
    .moveToward(a) Move closer to the protagonist
    .moveAway(a) Move away from the protagonist
    .moveForward(a) Move forward one step
    .move(a, b) Move b steps to a
    .faceUp Look up
    .faceRight Look to the right
    .faceDown face down
    .faceLeft Turn left
    .turnRight Turn 90 degrees to the right
    .turnLeft Turn 90 degrees to the left
    .turnBack Turn 180 degrees
    .turnSide Turn 90 degrees to the right or left
    .turnRandom Randomly change direction
    .turnToward Turn towards the main character
    .turnAway Turn the other way
    .face(a) Face a
    .pause Pause
    .beginJump Start of jump
    .endJump End of jump
    .fixDir Fix direction
    .unfixDir Unfix direction

    .speed(a) Specify movement speed
    .freq(a) Frequency of movement
    .trans(a) Specify the transparency
    .switch(id, val) Switch operation
    .setBody(file, idx) Change graphics
    .se(file, vol, pitch, balance) Sound effect
    .beginThrough start of a pass-through
    .endThrough end of the animation
    .pauseAnim Stop animation
    .resumeAnim Resume animation

    @>Edit Picture(Tile):
    @>Edit Picture(Tile):
    Draws a map with the specified tip ID for the picture.
    Implemented from renewed version

    @pic[n].drawTile

    .xywh (x), (y), (w), (h) rectangle to set the pixel

    .lower Draws the lower layer
    .upper Draws the upper layer

    .single (n) Draws a single tile n
    .range (n) Reads the tile ID of the specified range from the variable n

    .disableAutoTile Disable auto-typing in lower level drawing
    .wipe Clear the specified range before drawing

    .tilesetId (n) tileset to use for drawing
    .pattern (n) Animation pattern

    The tile ID is the same as the "Rewrite Map" command.
    If 0 is specified for tilesetId, the current map is used.
    If pattern is -1, the pattern of the same state as the map is used.


    @> Load:
    @> Execute load:.
    Added option to disable darkening.
    Implemented since the renewal version.

     

     

     

  10. patch per versioni ufficiali non ne conosco, ma VAL ai tempi di Element of Chaos era riuscito a creare chara grandi mettendono 2 uno sopra all'altro, praticamente un chara da solo per la testa e quello sotto per il corpo.

     

    Il grosso problema era poi far muovere all'unisono l'hero e il chara sopra di esso facendo senza lag.

    Io ricordo che per la testa utilizzasse delle battle animation e non dei chara sovrapposti

  11. Grazie Guardian. Per caso sai se attraverso la maniacs patch per steam si possono inserire charset piu grandi?

    Comq ti ringrazio per la dritta, probabile agirò per eventi.

    Solo sino alla versione mp210414, quelle successive no! Il motivo è semplice, BingShan ha smontato il tool e l'ha ricostruito completamente per inserire roba nuova, di conseguenza son cambiati i vari indirizzi esadecimali utilizzati dalle varie patch esistenti.

     

    Comunque esiste la Flexiblewalker di KotatsuAkira:

    https://www.mediafire.com/file/rffi9w38mw2wrch/RPGMakerPatch_FlexibleWalker.7z/file

     

    Quindi se utilizzi una versione della maniacs patch che rientra nel range della compatibilità, il file IPS che devi applicare si chiama "FlexibleWalkerEX16bit_2003_109.ips"

    109 alla fine del nome sta per 1.09, la versione su cui si basano quelle ufficiali del 2003.

    Per applicarla come al solito vai di LunarIps e non dovresti aver problemi(per scaramanzia fai sempre un backup del rpg_rt prima di applicarla).

  12. La cosa che mi preoccupa è l'assenza del party... Temo che la strada sia più quella di un action RPG e non so quanto mi entusiasmi...

    C'è poco da temere a questo giro sarà un Action Rpg, se non sbaglio nel team ci sta qualcuno che ha lavorato come designer sia per Devil May Cry che Dragon's Dogma

  13. Mi sbagliero ma secondo me è una furbata per portare ad Mz quanti usano le precedenti versioni per motivi grafici.

     

    Saro tonto io ma più leggo quella cosa per disabilitare gli eventi e più non la capisco, prenderebbe il posto dello switch interno per disabilitare un evento automatico? Non saprei, testerò la cosa su un progetto vuoto e vi farò sapere

    Chi sta su i vecchi tool per lo più ha sempre richiesto di cambiare come si mappa tornando al vecchio metodo, se non cambi quello ci sta poco da saltare da un tool all'altro...

    Per quel che mi riguarda mi tengo ancora stretto il 2k3 che da quando è stata rilasciata la Maniacs Patch per la versione Steam (grazie all'eula che permette il loro utilizzo ufficialmente), sta diventando una vera bomba.

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