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kaine87

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Posts posted by kaine87

  1. Nuova versione della patch che ho postato qualche post fa.

    Ho riscritto tutto il procedimento perché qualcosina è cambiata, i fix presenti per la vecchia versione sono già inclusi nella nuova.

    Questa patch è solo per la versione ufficiale di rpgmaker 2003(1.12a)

    Autore: BigShan

    Link Download:

    https://ux.getuploader.com/xingqier/download/136

    Qui trovate l'elenco delle funzionalità che apporta questa patch tradotte in inglese(tramite google translate):

    Comandi Modificati

     

    @> Picture display:
    @> Show Picture:
    Added blend mode (multiplication, addition, overlay) as a special effect.
    Added horizontal / vertical flipping function.



    @> Picture movement:
    @> Move Picture:
    Added blend mode (multiplication, addition, overlay) as a special effect.
    Added horizontal / vertical flipping function.
    When moving time is specified as a negative value, its absolute value is handled in frame unit.
    (Normally specified value * 6 frames)



    @> Conditional branch:
    @> Conditional Branch:
    Added a judgment on whether it is right after loading.



    @> Key input processing:
    @> Key Input Processing:
    Corresponds to input of mouse (left / right center click, wheel up / down scroll).
    Since the wheel scroll does not have a depression state, it is effective only under the condition of "wait until pressed".

    Added a method of specifying by variable reference to the switch.
    Added a method of specifying the lvalue of the variable with the variable of the variable number.
    Added a method of specifying variable side variable with variable number variable.



    @> Manipulate variables:
    @> Control Variables:
    Added range specifications with variable values to the operation target.
    When a> b in a batch operation it is treated as b ~ a.
    Logical sum (or), logical product (and), exclusive OR (xor), logical left and right shift (shl, shr) are added to the operation contents.
    ID and ATB gauge items were added to the main character and enemy character of the operand respectively.
    Items of the current date, time and progress frame were added to the other operands.
    A switch was added to the operand. ON is treated as 1, OFF is treated as 0.
    Added specification method with variable to each item of operand, main character, event, enemy character.
    A party member was added to the operand. It is the same as the main character except specifying it within the party index.
    A mathematical function function was added to the 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) Perform the same operation as "operation content" with b.

    Pow: Calculate the power of a to the power of b.
    Sqrt: Calculate the square root * c of a. Decimals are truncated.
    Sin: Calculate the sine * c of degree a. Decimals are truncated.
    Cos: Calculate the cosine * c of degree a. Decimals are truncated.
    Atan 2: Calculate the arc tangent * c of a (Y coordinate) and b (X coordinate). Decimals are truncated.
    Min: Returns the smaller of a and b.
    Max: Returns the larger of a and b.
    Abs: Returns the absolute value of a.
    Random: Returns a random number in the range of a to b. It is the same as the "random number" of the operand.



    @> Invoke event:
    @> Call Event:
    Added method of specifying by variable as common event.
    Added a method to specify common event as variable number of variable number.



    @> Iteration:
    @> Loop:
    We made it possible to specify conditions. The switch is treated as a numerical value with ON being 1 and OFF being 0.
    When entering the inside of the loop by label jump, the repeat count and index are not set correctly.

    ∞:
    Infinity:
    It is a conventional infinite loop.

    Number designation:
    X Times:
    Repeat for the specified number of times. You can optionally output an index starting at 0 to a variable.

    count up:
    Count Up:
    Repeat incrementing the index one by one in the range from a to b.
    In the case of 2 to 5 as an example, it becomes 4 loops of 2, 3, 4 and 5.
    You can optionally output the current index to a variable.

    Countdown:
    Count Down:
    Repeat decreasing the index one by one in the range from a to b.
    In the case of 3 to 1 as an example, it becomes 3 times loop of 3, 2, 1.
    You can optionally output the current index to a variable.

    While:
    While:
    I will repeat the condition while it is true. It is judged before each loop is executed.
    The comparison can be specified in the same way as conditional branching by variable.
    You can optionally output an index starting at 0 to a variable.

    Do While:
    Do While:
    I will repeat the condition while it is true. It is judged after every loop execution.
    The comparison can be specified in the same way as conditional branching by variable.
    You can optionally output an index starting at 0 to a variable.



    @> Interruption of iterative process:
    @> Break Loop:
    The same processing was added as the "iteration processing" command was changed.
    Fixed the behavior when executed inside multiple loops.

     

    Nuovi Comandi

     

    @> Get Save Info:
    @> Get save information:
    This command gets the same information as the content displayed on the default load screen.
    Store date, time, level, HP as a variable, and face graphics in a picture.
    Currently we do not correspond to the name of the character.

    If saved data does not exist, 0 is stored in the variable for the date.

    Face graphics are treated as 4 * 4 sprite sheets.
    Therefore, if you have files with more than 16 patterns arranged, the display will be misaligned.
    Conversely if it can be divided into 4, there is no problem even if it is out of the standard.

    Pictures are exactly the original settings except files and sprite sheet related items.
    Please use the target picture number before going out of the screen in advance or make it transparent.

    Even in the English version, the order of year, month, day (YYMMDD) is the same.

    Code: 3001
    String Arguments: None
    Numeric argument:
    00: How to specify save number (0: constant 1: variable)
    01: save number
    02: Variable to receive Save Year Month Date (YYMMDD)
    03: Variable to receive save time (HHMMSS)
    04: Variable that receives the level of the first character
    05: Variable to receive the HP of the first character
    06: Reserved item (fixed to 0)
    07: Picture number specification method (0: constant 1: variable)
    08: Picture number to receive face graphic of member 1 (first character)
    09: Picture number to receive member 2 face graphics
    10: Picture number to receive member 3 face graphics
    11: Picture number to receive member 4 face graphics

    @> Save:
    @> Execute Save:
    It is the same as the default save function.
    Save number 0 or less can not be used.

    Optionally you can store the execution result in a variable.
    The value is 1 for success, 0 for failure.
    Be careful as assignment to variables is done after saving is done.


    Code: 3002
    String Arguments: None
    Numeric argument:
    00: How to specify save number (0: constant 1: variable)
    01: save number
    02: Whether or not to accept success or failure of saving (0: not received 1: received)
    03: Variable to receive success / failure



    @> Load:
    @> Execute load:
    This command performs the same processing as the default load function.
    You can not use save number 0 or less (operation is ignored).

    There is a function to check the file before executing as an option and interrupt the load if the result is incorrect.
    Check processing is equivalent to "Get save information" command.
    If there is a correct file, you can disable it, but we do not recommend it.


    Code: 3003
    String Arguments: None
    Numeric argument:
    00: How to specify save number (0: constant 1: variable)
    01: save number
    02: Presence / absence of pre-execution check (0: valid 1: invalid)


    @> End Load Process:
    @> End of loading process:
    This is a command to release the dark state after loading.
    It is invalid in the new game. In addition, it will be released naturally after 1 frame has elapsed.

    ※ 18/12/07 additional note This command has no effect at present


    Code: 3004
    String Arguments: None
    Numeric argument: none

    @> Get Mouse Position:
    @> Get mouse coordinates:
    Command to get the relative position of the mouse in the window.
    Based on 320 * 240 resolution.

    * Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.
    (There is probably no problem as there are currently few machines on which this setting is valid.)


    Code: 3005
    String Arguments: None
    Numeric argument:
    00: Variable to receive X coordinate
    01: Variable to receive Y coordinate

    @> Set Mouse Position:
    @> Setting mouse coordinates:
    This command sets the relative position of the mouse in the window.
    Based on 320 * 240 resolution.
    To avoid incorrect click triggering, the X coordinate is rounded to 0 to 319, and the Y coordinate is rounded to 0 to 239.

    * Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.
    (There is probably no problem as there are currently few machines on which this setting is valid.)


    Code: 3006
    String Arguments: None
    Numeric argument:
    00: Coordinate specification method (0: constant 1: variable)
    01: X coordinate
    02: Y coordinate



    @> Show String Picture:
    @> Display character string picture:
    Generates a picture from the specified character string.
    After generation, it can be handled in the same way as ordinary picture.
    Invalidating the background, frame, gradation, shadow will reduce the cost of generating.


    · Control characters:
    Several control characters are available in strings.
    Variable reference with \ V is valid for the values in [].

    $ a - zA - Z: Draw special characters.
    Draw \ \: \ \ standalone.
    \ C [n]: Changes the text color to nth number.
    \ D [n]: Aligns the variable value with at least n digits (0 fill).
    \ N [n]: Draw the n-th main character name.
    \ T [n]: Not implemented at the moment.
    \ V [n]: Draws variable number n.


    - Display position -> Coordinate:
    Specify the meaning of the position value.
    (The conventional picture is fixed at the center coordinates)


    - Picture size:
    Specify the size of the picture to be generated.
    Set the value type to "Automatic", or set the value to 0 to adjust to the appropriate size.


    · Font name:
    Specify the font to use for drawing.
    If left blank, it refers to the system configuration of the database.


    ·font size:
    Specify the size of the font used for drawing.
    Valid values are from 1 to 255, default is 12.


    · Character spacing:
    Specify an empty space for each character.
    Valid values are 0 to 255, default is 0.


    · Line spacing:
    Specify an empty space for each line.
    Valid values are from 0 to 255, default is 4.


    · Make it bold:
    Apply bold to the font.


    · System graphic:
    Specify the graphic to use for drawing.
    If you select <System Settings> (<System Settings>), you will see the system configuration of the database.


    ·wallpaper:
    Specify the background type of the window.


    · Draw frame:
    Specify the presence or absence of a window frame.
    If either vertical or horizontal size is less than 8px, it will not be drawn regardless of the setting.


    · Enable outer margin:
    Specify whether to consider the area of the frame in calculating the picture size and drawing position of the character.
    When it is effective, 8px each on the left and right, 10px above and below.


    · Enable text gradation:
    Specify whether to enable gradation of letters like those used for other functions such as text display.
    Invalid When drawing in 16 * 16 px, the color is drawn from the upper left (0, 0) of each color.


    · Enable shadow of character:
    Specify whether to enable the shadow of characters such as text display and used for other functions.


    · Restriction on preview:
    Display position: Fixed at upper left coordinates (0, 0).
    Size: Calculated automatically except for constant specification.
    Magnification ratio: It is fixed at 100% (double display function is provided in the preview itself).
    Transparency: 0% fixed.
    Effect: All are ineffective.
    Font size: 12 for non-constant specification.

    Code: 3007
    String Argument:
    * 1 String to be displayed * 1 File name * 1 Font name
    * 1 ... a byte type prefix representing the type of value that follows. Currently only 0x01 is valid

    Numeric argument:
    00: Type of value
    00 to 03: Picture ID specification method (constant = 0, variable, variable number variable)
    04 to 07: Display position specification method (constant = 0, variable, variable number variable)
    08 to 11: Specification method of enlargement ratio (constant = 0, variable, variable number variable)
    12 to 15: Transparency specification method (constant = 0, variable, variable number variable)
    16 to 19: How to specify the picture size (constant = 0, variable, variable number variable)
    20 to 23: How to specify the font size (constant = 0, variable, variable number variable)
    24 to 27: How to specify the coordinate type (center = 0, upper left, lower left, upper right, lower right, upper, lower, left, right)

    01: Picture ID
    02: Position X
    03: Position Y
    04: Magnification ratio
    05: Transparency
    06: Red color tone
    07: Green color tone
    08: Blue color
    09: Saturation
    10: Types of special effects
    11: Level of special effects
    12: Additional effect
    00 to 04: Blend mode (none = 0, multiplication, addition, overlay)
    05: Horizontal inversion
    06: Vertical reversal

    13: Option 1
    00 to 07: Linked to map scroll
    08 to 11: background type (none = 0, enlargement, tile)
    12: Do not draw frame
    13: Invalid gradation
    14: Shadow invalid
    15: Make it bold
    16: Margin invalid

    14: Option 2
    00 to 07: Enable transparent color
    08 to 15: Character spacing
    16 to 23: Line spacing

    15: Layers on the map
    16: Layer in battle
    17: Erase condition / screen effect to be applied
    18: Width of the picture
    19: Height of picture
    20: Font size

     

    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 primo menu a tendina General Settings e selezionate English

    http://i67.tinypic.com/21l7vic.jpg

    Selezionate il metodo di aggiornamento degli eventi della mappa(l'ultimo da quanto vedo è incompatibile al momento) Immediately(Default)

    http://i66.tinypic.com/2d1adqf.jpg

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

    http://i64.tinypic.com/546kv5.jpg

    Dopodiché selezionate la cartella di destinazione Destination

    http://i64.tinypic.com/1j9084.jpg

    Una volta selezionati i due percorsi cliccate sul pulsantone immediatamente sotto Execute

    http://i66.tinypic.com/9iwbi1.jpg

    Vi apparirà un messaggio premete si per confermare ed una volta che ha concluso l'installazione confermate nuovamente, vi si aprirà la cartella con il tool aggiornato.

    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.

  2. Nuova versione della patch che ho postato qualche post fa.

    Ho riscritto tutto il procedimento perché qualcosina è cambiata, i fix presenti per la vecchia versione sono già inclusi nella nuova.

    Questa patch è solo per la versione ufficiale di rpgmaker 2003(1.12a)

    Autore: BigShan

    Link Download:

    https://ux.getuploader.com/xingqier/download/130

    Qui trovate l'elenco delle funzionalità che apporta questa patch tradotte in inglese(tramite google translate):

    Comandi Modificati

     

    @> Picture display:
    @> Show Picture:
    Added blend mode (multiplication, addition, overlay) as a special effect.
    Added horizontal / vertical flipping function.



    @> Picture movement:
    @> Move Picture:
    Added blend mode (multiplication, addition, overlay) as a special effect.
    Added horizontal / vertical flipping function.
    When moving time is specified as a negative value, its absolute value is handled in frame unit.
    (Normally specified value * 6 frames)



    @> Conditional branch:
    @> Conditional Branch:
    Added a judgment on whether it is right after loading.



    @> Key input processing:
    @> Key Input Processing:
    Corresponds to input of mouse (left / right center click, wheel up / down scroll).
    Since the wheel scroll does not have a depression state, it is effective only under the condition of "wait until pressed".

    Added a method of specifying by variable reference to the switch.
    Added a method of specifying the lvalue of the variable with the variable of the variable number.
    Added a method of specifying variable side variable with variable number variable.



    @> Manipulate variables:
    @> Control Variables:
    Added range specifications with variable values to the operation target.
    When a> b in a batch operation it is treated as b ~ a.
    Logical sum (or), logical product (and), exclusive OR (xor), logical left and right shift (shl, shr) are added to the operation contents.
    ID and ATB gauge items were added to the main character and enemy character of the operand respectively.
    Items of the current date, time and progress frame were added to the other operands.
    A switch was added to the operand. ON is treated as 1, OFF is treated as 0.
    Added specification method with variable to each item of operand, main character, event, enemy character.
    A party member was added to the operand. It is the same as the main character except specifying it within the party index.
    A mathematical function function was added to the 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) Perform the same operation as "operation content" with b.

    Pow: Calculate the power of a to the power of b.
    Sqrt: Calculate the square root * c of a. Decimals are truncated.
    Sin: Calculate the sine * c of degree a. Decimals are truncated.
    Cos: Calculate the cosine * c of degree a. Decimals are truncated.
    Atan 2: Calculate the arc tangent * c of a (Y coordinate) and b (X coordinate). Decimals are truncated.
    Min: Returns the smaller of a and b.
    Max: Returns the larger of a and b.
    Abs: Returns the absolute value of a.
    Random: Returns a random number in the range of a to b. It is the same as the "random number" of the operand.



    @> Invoke event:
    @> Call Event:
    Added method of specifying by variable as common event.
    Added a method to specify common event as variable number of variable number.



    @> Iteration:
    @> Loop:
    We made it possible to specify conditions. The switch is treated as a numerical value with ON being 1 and OFF being 0.
    When entering the inside of the loop by label jump, the repeat count and index are not set correctly.

    ∞:
    Infinity:
    It is a conventional infinite loop.

    Number designation:
    X Times:
    Repeat for the specified number of times. You can optionally output an index starting at 0 to a variable.

    count up:
    Count Up:
    Repeat incrementing the index one by one in the range from a to b.
    In the case of 2 to 5 as an example, it becomes 4 loops of 2, 3, 4 and 5.
    You can optionally output the current index to a variable.

    Countdown:
    Count Down:
    Repeat decreasing the index one by one in the range from a to b.
    In the case of 3 to 1 as an example, it becomes 3 times loop of 3, 2, 1.
    You can optionally output the current index to a variable.

    While:
    While:
    I will repeat the condition while it is true. It is judged before each loop is executed.
    The comparison can be specified in the same way as conditional branching by variable.
    You can optionally output an index starting at 0 to a variable.

    Do While:
    Do While:
    I will repeat the condition while it is true. It is judged after every loop execution.
    The comparison can be specified in the same way as conditional branching by variable.
    You can optionally output an index starting at 0 to a variable.



    @> Interruption of iterative process:
    @> Break Loop:
    The same processing was added as the "iteration processing" command was changed.
    Fixed the behavior when executed inside multiple loops.

     

    Nuovi Comandi

     

    @> Get Save Info:
    @> Get save information:
    This command gets the same information as the content displayed on the default load screen.
    Store date, time, level, HP as a variable, and face graphics in a picture.
    Currently we do not correspond to the name of the character.

    If saved data does not exist, 0 is stored in the variable for the date.

    Face graphics are treated as 4 * 4 sprite sheets.
    Therefore, if you have files with more than 16 patterns arranged, the display will be misaligned.
    Conversely if it can be divided into 4, there is no problem even if it is out of the standard.

    Pictures are exactly the original settings except files and sprite sheet related items.
    Please use the target picture number before going out of the screen in advance or make it transparent.

    Even in the English version, the order of year, month, day (YYMMDD) is the same.

    Code: 3001
    String Arguments: None
    Numeric argument:
    00: How to specify save number (0: constant 1: variable)
    01: save number
    02: Variable to receive Save Year Month Date (YYMMDD)
    03: Variable to receive save time (HHMMSS)
    04: Variable that receives the level of the first character
    05: Variable to receive the HP of the first character
    06: Reserved item (fixed to 0)
    07: Picture number specification method (0: constant 1: variable)
    08: Picture number to receive face graphic of member 1 (first character)
    09: Picture number to receive member 2 face graphics
    10: Picture number to receive member 3 face graphics
    11: Picture number to receive member 4 face graphics

    @> Save:
    @> Execute Save:
    It is the same as the default save function.
    Save number 0 or less can not be used.

    Optionally you can store the execution result in a variable.
    The value is 1 for success, 0 for failure.
    Be careful as assignment to variables is done after saving is done.


    Code: 3002
    String Arguments: None
    Numeric argument:
    00: How to specify save number (0: constant 1: variable)
    01: save number
    02: Whether or not to accept success or failure of saving (0: not received 1: received)
    03: Variable to receive success / failure



    @> Load:
    @> Execute load:
    This command performs the same processing as the default load function.
    You can not use save number 0 or less (operation is ignored).

    There is a function to check the file before executing as an option and interrupt the load if the result is incorrect.
    Check processing is equivalent to "Get save information" command.
    If there is a correct file, you can disable it, but we do not recommend it.


    Code: 3003
    String Arguments: None
    Numeric argument:
    00: How to specify save number (0: constant 1: variable)
    01: save number
    02: Presence / absence of pre-execution check (0: valid 1: invalid)


    @> End Load Process:
    @> End of loading process:
    This is a command to release the dark state after loading.
    It is invalid in the new game. In addition, it will be released naturally after 1 frame has elapsed.

    ※ 18/12/07 additional note This command has no effect at present


    Code: 3004
    String Arguments: None
    Numeric argument: none

    @> Get Mouse Position:
    @> Get mouse coordinates:
    Command to get the relative position of the mouse in the window.
    Based on 320 * 240 resolution.

    * Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.
    (There is probably no problem as there are currently few machines on which this setting is valid.)


    Code: 3005
    String Arguments: None
    Numeric argument:
    00: Variable to receive X coordinate
    01: Variable to receive Y coordinate

    @> Set Mouse Position:
    @> Setting mouse coordinates:
    This command sets the relative position of the mouse in the window.
    Based on 320 * 240 resolution.
    To avoid incorrect click triggering, the X coordinate is rounded to 0 to 319, and the Y coordinate is rounded to 0 to 239.

    * Values can not be handled correctly when DirectDraw is specified in the full screen state and rendering method.
    (There is probably no problem as there are currently few machines on which this setting is valid.)


    Code: 3006
    String Arguments: None
    Numeric argument:
    00: Coordinate specification method (0: constant 1: variable)
    01: X coordinate
    02: Y coordinate



    @> Show String Picture:
    @> Display character string picture:
    Generates a picture from the specified character string.
    After generation, it can be handled in the same way as ordinary picture.
    Invalidating the background, frame, gradation, shadow will reduce the cost of generating.


    · Control characters:
    Several control characters are available in strings.
    Variable reference with \ V is valid for the values in [].

    $ a - zA - Z: Draw special characters.
    Draw \ \: \ \ standalone.
    \ C [n]: Changes the text color to nth number.
    \ D [n]: Aligns the variable value with at least n digits (0 fill).
    \ N [n]: Draw the n-th main character name.
    \ T [n]: Not implemented at the moment.
    \ V [n]: Draws variable number n.


    - Display position -> Coordinate:
    Specify the meaning of the position value.
    (The conventional picture is fixed at the center coordinates)


    - Picture size:
    Specify the size of the picture to be generated.
    Set the value type to "Automatic", or set the value to 0 to adjust to the appropriate size.


    · Font name:
    Specify the font to use for drawing.
    If left blank, it refers to the system configuration of the database.


    ·font size:
    Specify the size of the font used for drawing.
    Valid values are from 1 to 255, default is 12.


    · Character spacing:
    Specify an empty space for each character.
    Valid values are 0 to 255, default is 0.


    · Line spacing:
    Specify an empty space for each line.
    Valid values are from 0 to 255, default is 4.


    · Make it bold:
    Apply bold to the font.


    · System graphic:
    Specify the graphic to use for drawing.
    If you select <System Settings> (<System Settings>), you will see the system configuration of the database.


    ·wallpaper:
    Specify the background type of the window.


    · Draw frame:
    Specify the presence or absence of a window frame.
    If either vertical or horizontal size is less than 8px, it will not be drawn regardless of the setting.


    · Enable outer margin:
    Specify whether to consider the area of the frame in calculating the picture size and drawing position of the character.
    When it is effective, 8px each on the left and right, 10px above and below.


    · Enable text gradation:
    Specify whether to enable gradation of letters like those used for other functions such as text display.
    Invalid When drawing in 16 * 16 px, the color is drawn from the upper left (0, 0) of each color.


    · Enable shadow of character:
    Specify whether to enable the shadow of characters such as text display and used for other functions.


    · Restriction on preview:
    Display position: Fixed at upper left coordinates (0, 0).
    Size: Calculated automatically except for constant specification.
    Magnification ratio: It is fixed at 100% (double display function is provided in the preview itself).
    Transparency: 0% fixed.
    Effect: All are ineffective.
    Font size: 12 for non-constant specification.

    Code: 3007
    String Argument:
    * 1 String to be displayed * 1 File name * 1 Font name
    * 1 ... a byte type prefix representing the type of value that follows. Currently only 0x01 is valid

    Numeric argument:
    00: Type of value
    00 to 03: Picture ID specification method (constant = 0, variable, variable number variable)
    04 to 07: Display position specification method (constant = 0, variable, variable number variable)
    08 to 11: Specification method of enlargement ratio (constant = 0, variable, variable number variable)
    12 to 15: Transparency specification method (constant = 0, variable, variable number variable)
    16 to 19: How to specify the picture size (constant = 0, variable, variable number variable)
    20 to 23: How to specify the font size (constant = 0, variable, variable number variable)
    24 to 27: How to specify the coordinate type (center = 0, upper left, lower left, upper right, lower right, upper, lower, left, right)

    01: Picture ID
    02: Position X
    03: Position Y
    04: Magnification ratio
    05: Transparency
    06: Red color tone
    07: Green color tone
    08: Blue color
    09: Saturation
    10: Types of special effects
    11: Level of special effects
    12: Additional effect
    00 to 04: Blend mode (none = 0, multiplication, addition, overlay)
    05: Horizontal inversion
    06: Vertical reversal

    13: Option 1
    00 to 07: Linked to map scroll
    08 to 11: background type (none = 0, enlargement, tile)
    12: Do not draw frame
    13: Invalid gradation
    14: Shadow invalid
    15: Make it bold
    16: Margin invalid

    14: Option 2
    00 to 07: Enable transparent color
    08 to 15: Character spacing
    16 to 23: Line spacing

    15: Layers on the map
    16: Layer in battle
    17: Erase condition / screen effect to be applied
    18: Width of the picture
    19: Height of picture
    20: Font size

     

    Installazione della patch:

    Nota2: 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 primo menu a tendina General Settings e selezionate English

    http://i67.tinypic.com/21l7vic.jpg

    Selezionate il metodo di aggiornamento degli eventi della mappa(l'ultimo da quanto vedo è incompatibile al momento) Immediately(Default)

    http://i66.tinypic.com/2d1adqf.jpg

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

    http://i64.tinypic.com/546kv5.jpg

    Dopodiché selezionate la cartella di destinazione Destination

    http://i64.tinypic.com/1j9084.jpg

    Una volta selezionati i due percorsi cliccate sul pulsantone immediatamente sotto Execute

    http://i66.tinypic.com/9iwbi1.jpg

    Vi apparirà un messaggio premete si per confermare ed una volta che ha concluso l'installazione confermate nuovamente, vi si aprirà la cartella con il tool aggiornato.

    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.

  3. The StrangeTale - Rpg Comedy Novel link non più funzionanti!

    Peccato ero sicuro di averlo salvato sul mio mediafire invece oggi ho notato che non ci stava, faccio un salto sul topic e tac amara constatazione, nemmeno i mirror sono rimasti attivi.

    Ps non fatevi fregare dal link a mediafire i singoli file presenti nella cartella non sono downlodabili nonostante siano visibili.

  4. Alcuni pensieri che mi girano nella testa da ieri nulla più.

    Sai cosa ritengo "strano" in tutto il discorso?

    La parte in cui dici più o meno "vado via perché tutto ciò non ricada sul resto del team".

    Magari mi sbaglio io, ma Guardian non è parte del team?

     

    Nell'eventualità che questa persona(poniamo che sia una, dato che è più probabile che sia così) abbia qualcosa contro di te, non credi che continuerebbe ugualmente a metterti i bastoni tra le ruote, venendo ciò che posta Guardian sul forum?

    Poi comunque a sto punto tra social e roba varia, nulla gli impedirebbe di interferire in futuro.

    Cosa che ritengo poco probabile, visto che difficilmente dopo quanto accaduto, ripeschereste un vecchio concept di gioco postato in passato, e dargli l'occasione di colpire ancora.

     

    Ultimissima cosa chi ti da la certezza che l'attacco fosse mirato alla tua persona, e non agli altri membri del team(escluso "forse" quello che da qualche o più utenti fu tacciato di essere nabbo)?

  5. Non sapevo dell'accaduto, bella vigliaccata che vi hanno fatto, e comprendo le motivazioni che ti hanno portato all'allontanamento.

    Si la sensazione che ci sia sempre qualcuno alle spalle, pronto a riprovarci è difficile da scrollarla di dosso, specialmente quando non si sa chi sia/siano questa/queste persona/persone.

     

    Mi dispiace tanto, ma comprendo che quando la fiducia viene a mancare difficilmente si può tornare indietro.

    Spero che un giorno non troppo lontano tutto torni a sistemarsi e rivedere in giro qualche tuo wall of text(che per quanto da ragazzetto ai tempi delle scuole odiavo, oggi invece apprezzo)

     

    Ps:

     

    Io qualche anno fa mi ero visto i tuoi fumetti e mi piacquero parecchio, quindi se mai cambiassi idea sarei uno dei pochi che lo seguirebbe tranquillamente.

    Piccolo aneddoto riguardante i tuoi fumetti che mi è tornato in mente scrivendo, ricordo che ti scrissi che avevo iniziato a leggerli inserendo una faccina tipo o_O ed avevo concluso con questa faccina T_T

    Il problema è che ai tempi non sapevo che quella faccina volesse rappresentare una persona che piange, solo a posteri capisco il perché non avevi capito il senso del mio post. :sisi:

     

    Ps2:

    Mi mancheranno pure i post in cui ti riferisci sia a te come persona che come folletto, intervallando al femminile il maschile. :sad:

  6. Vi giuro che su questa questione mi sono informato già tempo a dietro, quando saltò fuori il discorso in una discussione in cui partecipava pure Flame.

    Ad oggi ancora non ho trovato una risposta concreta su cosa possa essere ritenuto un edit e cosa invece ispirato a un certo stile.

     

    Spesso in giro ho trovato pack con roba che a vederla io l'avrei ritenuta un edit, per quanto somigliante alla fonte da cui prendeva ispirazione.

    Mentre altre volte robe che ricordavano leggermente qualcosa essere tacciate di essere degli edit.

    La questione è alquanto fumosa!

  7. Da quel che ho letto qua e la dovrebbe rientrare nei termini dell'eula.

    Nel readme della patch è pure linkata sia l'eula che altri link vari che rimandano al forum ufficiale.

    Sfortunatamente non posso tradurlo perché il mio pc ha modificato tutto ciò che non è lettere e numeri con simboli e robe a caso.

    Comunque qui Ghabry afferma che è legalmente utilizzabile con la versione steam del 2k3.

    https://www.multimediaxis.de/threads/145279-RPG-Maker-2003-Maniac-Patch

  8. Questa patch è solo per la versione ufficiale di rpgmaker 2003(1.12a)


    Purtroppo(al momento) è solo in lingua giapponese, quindi inserirò il procedimento su come applicarla di sotto.



    Qui trovate l'elenco delle funzionalità che apporta questa patch tradotte in inglese:


    https://github.com/EasyRPG/Player/issues/1424



    Autore: BigShan



    Link Download:


    https://ux.getuploader.com/xingqier/download/115



    Nota: I seguenti fix vanno applicati all'exe del gioco e non al tool, tramite Lunar Ips


    Link Download Lunar Ips:


    http://www.makerando.com/lips102.zip


    Link Download fix #1:


    http://share.cherrytree.at/showfile-31862/unpatch_rpg_rt_maniac_without_eventpage_thing.ips


    Link Download fix #2:


    https://ux.getuploader.com/xingqier/download/121



    Installazione della patch:


    Nota2: 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


    http://oi68.tinypic.com/o0xzbn.jpg



    Aprite il menu a tendina e selezionate l'ultima opzione.


    http://oi64.tinypic.com/io18v7.jpg



    Adesso dovete selezionare la cartella in cui si trova il tool (io per sicurezza ho patchato una copia della cartella che tenevo sul desktop)


    http://oi65.tinypic.com/vdlgnt.jpg



    Dopodiché selezionate la cartella di destinazione( io ho scelto la stessa in quanto era una copia come detto sopra)


    http://oi67.tinypic.com/ru3art.jpg



    Una volta selezionati i due percorsi cliccate sul pulsantone immediatamente sotto


    http://oi65.tinypic.com/jh52du.jpg



    Vi apparirà un messaggio premete si per confermare ed una volta che ha concluso l'installazione confermate nuovamente, vi si aprirà la cartella con il tool aggiornato.


    Adesso potete chiudere utility.exe


    http://oi66.tinypic.com/2m5x7k5.jpg



    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.



    Adesso non vi resta che applicare all'exe del progetto che avete appena creato o convertito i due Fix con Lunar Ips



    Aprite Lunar Ips e cliccate su "Apply IPS Patch"


    Selezionate il file ips della patch e premete apri.


    In automatico si aprirà una seconda finestra di ricerca per selezionare l'exe del vostro progetto.


    Nel menu a tendina noterete la dicitura "Most Common Rom File", cambiatela con la dicitura "All Files(.)".


    Selezionate l'exe del vostro progetto e selezionate apri.


    Ripetete l'operazione per il secondo fix.


    Fine!


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