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Cherry

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Everything posted by Cherry

  1. Maybe I am the stupidest person on earth... Well, I couldn't test it yet, but I have an idea: Open DList.h and swap the member definitions of "int count" and "T *items" in the class "DList" so that "items" comes first (i.e. swap lines 10 and 11). You may notice that "RPG::monsters->count()" doesn't even compile... So open Catalog.h and replace "list.count" with "list.list->count" in line 34. About the second problem: I don't think you are using these, but I mean check their values. Maybe the action is already starting or something like that...
  2. Oh, I now searched my mailbox for your address and found it. Strange that I didn't notice. Anyway, both problems seem a little bit strange. I cannot say what's the problem without actually debugging it, and I don't have time for DynRPG development (including debugging) at the moment. The only idea I have for the second problem is that maybe you are somehow messing up the internal action processing... Pay attention to the actionStatus and longAction fields of RPG::Battler. You can also take precaution by setting action->skillId = 0, maybe it helps (skill #0 is ignored, unlike item #0 which crashes)... I am not sure.
  3. Hello everybody. @ProGM, where did you contact me? I cannot remember getting any message from you. @All: Did you check the internet for plugins? There are already very useful plugins out there, most of them created by Kazesui and dragonheartman (can be found at rpgmaker.net), many can be downloaded on my website too. Plugins include date and time, pathfinding (see ), particle effects (see ), rotating pictures, drawing text (see ), better variable pointers, an external variable storage with arrays and matrices, picture effects with better blending modes like and/or/add/sub/... (see ), faster ATB in battle, animated monsters in battle, etc. A "no ATB" plugin is in the works by "Corti" from the German community. dragonheartman is using lots of custom plugins in his game, check his YouTube channel (search for "Starless Umbra" - check the battle system out: http://www.youtube.com/watch?v=MUvhna9qKsU ). He hasn't released any of them, though - except for the animated monsters - but you could ask him (he is at rpgmaker.net in the forums). He created plugins for minimap (see ), a "threat" system in battle, custom damage popups and HP bars for monsters (see ) and much more.
  4. You probably mean RMEventFactory: http://cherrytree.at/download/?did=11 However, be careful when replacing variable IDs, because it replaces all values (also invisible ones, like settings of the variable operation type), not only variable IDs.
  5. There is no lag unless you are displaying images in a loop - but that happens also with an unpatched RPG Maker :)
  6. To avoid problems and errors at converting from RM2k to RM2k3, you can use the following method: - Create a new project with RM2k3. - Go to the database and the tileset tab. Click "Array Size" and change the number to the maximum. (If you forget this step, you might get an endless loop of error messages during the next steps!) - Close RM2k3. - Copy all files with the extensions LMU and LMT from your old project to the new one. Overwrite existing files. - Copy the content of c:\Program Files\ASCII\RPG2000\RTP into your new project (otherwise the resources from the RM2k RTP won't be found - note: copying is enough, importing is not necessary). - Download my extension RPG Maker 2009 Ultimate, because one of its features is opening the RPG Maker up to 100 times. - Open your old and your new project at the same time using RM2k9U. (Your maps will appear completely black, that's normal at this point.) - Open the database in both projects. - Go to the heroes tab in your old project. - Right-click the first hero entry. Choose "Mass Copy" and enter 99999 (it'll revert to the max. number of heroes you have automatically). Click OK. - Go to the heroes tab in your new project. - Click "Array Size" and change it to the same value you had in your old project. - Right-click the first hero entry. Choose "Paste". - Click "Apply" - if there is an error at the next copy, you won't lose your work this way. - Repeat these steps for the other database tabs (skills, items, ...). - Then, fix the remaining stuff (hero stats - they probably will be lost, system settings, vocabulary, some settings in monster groups) by hand. You are done.
  7. Hyper Patcher 2 allows you to increase the picture limit to 9999 for RM2k v1.07 and to 126 for RM2k3 and all other versions of RM2k. Please read the English instructions on the website!
  8. It won't work - normally. But if you use the PicsInBattle-Patch, you can just call a common event with show/move/erase picture commands in it!
  9. If you use AutoFontInstall, the player doesn't have to install anything and it doesn't replace anything which is already installed.
  10. Since RPG Maker 2009 Ultimate doesn't modify your project (it doesn't even modify your RPG Maker on disk, just in memory), there is no problem.
  11. The RM2k Font Changer is outdated. There is a newer tool, which works with more files too: http://cherrytree.at/download/?did=10 Although it's German, there is an English manual on my webpage. If you are looking for nice fonts: http://brasington.celestialbridge.net/gamefonts.png 1.) Advantasy (Various games for GBA and DS, ©2004-Present by Square Enix) 2.) Bryon (Live-A-Live, ©2008 Square/Aeon Genesis) 3.) Cerl (Breath of Fire, ©1994 Capcom/Square) 4.) Cricket Pie (Super Mario RPG, ©1996 Nintendo/Square) 5.) Forest of Doubt (Arcana, ©1992 HAL) 6.) Gebara (Breath of Fire 2, ©1995 Capcom) 7.) Kefkaesque (Various RPGs and fan translations) 8.) Lost Woods (Legend of Zelda: A Link to the Past, ©1992 Nintendo) 9.) Magic Cake (Earthbound, ©1995 Nintendo/HAL) 10.) New Alefgard (Dragon Warrior 1-4, ©1989-1992 Enix/Nintendo) 11.) Nobunaga (Various SNES games from Koei) 12.) Nothing But Demons (Live-A-Live, ©2008 Square/Aeon Genesis) 13.) Purpbird (Paladin's Quest, ©1993 Asmik/Enix) 14.) Quintenix (Various SNES games from Quintet/Enix) 15.) Red Turnip (SaGa Frontier, ©1998 Square) 16.) Shinra Sans Serif (Final Fantasy 7, ©1997 Square) 17.) Sunset Kid (Live-A-Live, ©2008 Square/Aeon Genesis) 18.) Tetujin (7th Saga and Brain Lord, ©1993-1994 Produce/Enix) Download: http://brasington.celestialbridge.net/gamefonts.zip
  12. Cherry

    Rimozione Patch

    I'd suggest to use the BetterAEP instead (this will also remove the Mega Patch). It has several advantages: For example, startup is faster, and you can call the load menu without stopping the music, and you can also use ESCAPE to exit to the map (instead of restarting).
  13. Thank you for posting my tool here. However, you should not use 1 and 2 as "magic values" in your examples. As noted in the manual, and also in the main window, you shouldn't use values below 15, and you should use uncommon values like 777 or 8765 (but not 100 or 50), because otherwise some things could be replaced you don't want to replace (like the KIND of a change variable command, this means, the option box you tick). By the way, RMEventFactory can also be used for creating events with 10 or 100 pages, etc. quickly, because the images in a charset can be enumerated. See the included examples. Best regards, Cherry
  14. Hmm, that's too much for now. A small change like the "^2" you said before would be possible easily, but that's too much work for me at the moment. When I have a lazy day, I will get back to you, okay? I have no team. I am just one 17-year-old from Austria, nothing more ;) I am using OllyDbg - but this information won't help you much, because it's not a "magical feature adder tool", but just a debugger. No, because RM2k9U doesn't change the game engine (rpg_rt.exe), it only modifies the editor. Some features don't require changes in the game engine (like the resources in subfolders), so they are possible. RM2k9U doesn't change the rpg_rt.exe, so it is no problem. Best regards, Cherry
  15. In RM2k9U you can't do that, but I can patch the RPG_RT.exe. Tell me what formula you want, I'll try it. Which RPG_RT.exe version do you use? (By the way: @Gianmark: Right, I am from Austria.)
  16. That's part of the RM2k3 Revolution Patch I am currently developing.
  17. Of course it's Freeware! It's not a new maker, just an extension to RM2k(3).
  18. [sorry, I want to have control over the opening post, so I create a new thread for it.] Introduction Patches of the RPG Maker 2000/2003 editor have always been the greatest problem, because they all changed the resource section in the executable. So there were two ways of distrubuting such a modification: Either the users had to change their RPG2000/3.exe by themselves using the famous “Resource Hacker” or replace it by a new one, which was often a big problem because modifications made in the past, and even localizations were overridden. The aim of my project is to make things easier. RPG Maker 2009 Ultimate neither changes the executable file nor replaces it. It’s compatible with all versions and this way very flexible. When started, it will load any RPG Maker 200x editor and inject itself into it. From the inside, it is able to modify the RPG Maker then. Already implemented features * Interface modification: new, compact toolbar, seperated (”floating”) map tree and chip selector, project’s name in title bar * User-defined interface modification or localization through INI files (UIMod). This replaces the old way, where you had to use Resource Hacker. * Support for multiple instances (up to 100) without conflicts * Opening project by entering the path * Replacement of fonts (this way eliminating the bug where RM2k3 would display a yen sign instead of a backslash) * “User tools” menu where you can put tools you want to call quickly * Support for resources in subfolders * File info for resources (image size, title/copyright information for MIDIs and MP3s, …) * “Undo” button for many event commands * New charset animation type “No steps when moving” * New hotkeys, F11 can now be used in every window to open the music selector, F9 also works in the database * Event command highlighting * Size of event listboxes can be increased * “Secret”, password-protected events * Support for lower layer tiles in upper layer (with one important restriction, read ultimate.txt for details) * Go to a map by entering its ID or a part of its name * Support for comments up to 128 lines * No size check at importing images * Support for 125 (5×25) sprites instead of 25 (5×25) in one animation file * Useful tips and tricks * Language files included: German, French, Spanish and Polish * Language file editor ...and more Planned features * Integration of CGSS * Minimap of current map for better overview * Better sound player with music download feature * Debugger * Event template feature (with parameters) for often used types of events (e.g. “chest”, “teleport”, …) ...and more Screenshots Loader Main window with floating tool panel Go to Map window Secret event password change dialog Secret event password enter dialog Database menu Tools menu with user-defined tools Tips & Tricks window Database with vertical tabs and event command highlighting Maximized event listbox Resource manager with file info Move/rename function Subfolder combobox Listing of files in all subfolders Big comment New event animation style Language file editor Use of an animation file with 125 sprites About window Download of version 0.15 Alpha http://cherrytree.at/download/?did=1 Changelog: http://cherrytree.at/ultimate-changelog Please read the text files carefully before testing, especially ultimate.txt and faq.txt! Best regards, Cherry
  19. Thanks for posting my patches. There are many missing, of course. The most important you forgot: CharExpand Patch for RM2k Download: http://cherrytree.at/downloads/cep.rar Screen: http://cherrytree.at/downloads/cep_screen.png PicPointerPatch for RM2k and RM2k3 Download: http://cherrytree.at/downloads/ppp.rar Best regards, Cherry
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