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Posts posted by Cherry
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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.
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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. -
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.
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There is no lag unless you are displaying images in a loop - but that happens also with an unpatched RPG Maker :)
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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.
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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!
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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!
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If you use AutoFontInstall, the player doesn't have to install anything and it doesn't replace anything which is already installed.
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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.
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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
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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).
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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
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if is too much difficult don't worry... is not a problem....
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'm so interested in implementation of new features in this underrated version of rpgmaker.Which program did you and your team (if there's one) used to modify RPG_RT.exe?
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.
another question: a future version of Rpg Maker 2009 will manage more than 2 level of chipset?I've seen your screenshot called No-ATB test...did you're creating new standard battle systems for rpgmaker 2003?
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.
Great Work. I have used already a patch in my project that change the RPG_RT.exe, harmony.dll and other very important files. This rm2k9 ultimate may be compatibile with my patch?RM2k9U doesn't change the rpg_rt.exe, so it is no problem.
Best regards,
Cherry
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thanks for simultaneous translation,i'm completely denied in English....
then I would like to ask you something...
I just need a simple way to customize the algorithms that govern the damage received and inflicted in battle...
Let me explain...
the standard algorithm should be this
damage = (attack-defense)* (attribute/100);
iif someone wants to change it with this (just an example)
damage = (attack-defense)^2 * (attribute/100);
in your implementation there is a way??!?!?!?
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.)
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That's part of the RM2k3 Revolution Patch I am currently developing.
http://share.cherrytree.at/showfile-1916/screenshot_295_no_atb_test.png
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Of course it's Freeware!
It's not a new maker, just an extension to RM2k(3).
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[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
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_302_RPG-Maker-2009-Ultimate.png
Main window with floating tool panel
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_304_Tool-Panel.png
Go to Map window
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_305_.png
Secret event password change dialog
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_306_Event-Editor-ID_0174.png
Secret event password enter dialog
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_307_Enter-Password.png
Database menu
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_310_Wario_-Master-of-Fart-RPG-Maker-2009-Ultimate.png
Tools menu with user-defined tools
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_312_Wario_-Master-of-Fart-RPG-Maker-2009-Ultimate.png
Tips & Tricks window
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_313_Tips-Tricks.png
Database with vertical tabs and event command highlighting
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_314_Database.png
Maximized event listbox
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_315_Database.png
Resource manager with file info
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_317_Resource-Manager.png
Move/rename function
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_318_Ordner-suchen.png
Subfolder combobox
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_320_Select-Event-Graphic.png
Listing of files in all subfolders
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_321_Select-Event-Graphic.png
Big comment
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_322_Insert-Comment.png
New event animation style
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_323_Event-Editor-ID_0006.png
Language file editor
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_324_D__My-Dropbox_ultimate_language_spanish.ini-Language-File-Editor.png
Use of an animation file with 125 sprites
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_325_Cel-Properties.png
About window
http://cherrytree.at/cms/wp-content/uploads/ScreenShot_326_About-RPG-Maker-2009-Ultimate.png
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
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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
The CharExpand Patch lets you use bigger charsets in RPG Maker 2000. A charsets now may be up to 1024x768 pixels. It may contain a standard charset (8 chars, with all face directions and all steps, total size: 288x256), 1 bigger char with all face directions (up to 256x256 per sprite) and steps or 1 sprite (up to 1024x768; so you can use charsets like pictures). For exapmles, look in the charset folder of the demo game.To install the patch, execute the file "Patcher.exe", open a RPG_RT.EXE (version 1.07) and click "Patch".
To tell the patch, how big a sprite actually is, a filename prefix is used.
%XXYYMy_Char.png
XX and YY are width and height of one sprite, divided by 4.
%0812People.png -> One sprite has a size of (8*4)x(12*4) = 32x48 pixels, if the file contains one full char, the total size is 96x192 pixels.
Other chars than numbers are treated like "0". So "%A41B" will be treated like "%0410": 16x40.
In RPG Maker you should always use the first char of the charset if you use expanded chars. If you want to use a charset containing only one sprite like a picture, use "Fixed Graphic" mode with face direction "up" and step status "left" (see also the demon event in the demo).
I'm sorry, but the patch has some restrictions too.
1. Half-transparent terrains don't work with expanded chars. Graphical waste will be displayed (standard chars can step through as usual).
2. Because of the bigger charsets, some problems with priorities (espicially with the upper layer tiles) arise. You can avoid this either by tricky mapping or by using standard chars for uncontrolled moving events (like the hero or events with random movement).
3. You can (as usual) "speak" with the tile, where the event stands on, only (for example: if you have a big monster, the hero will not be able to interact with its feet by pressing ENTER.)
4. If you use my patch, your game will need a bit more power.
5. Please do NEVER use charsets with a "%" as first char in filename, but a filename lenght less than 5 (like "%OPA")!! This will let your game crash!
I hope, I have helped some people with this (I think, espicially the possibility of using charsets like pictures is interesting)!
PicPointerPatch for RM2k and RM2k3
Download: http://cherrytree.at/downloads/ppp.rar
The PicPointerPatch, as the name says, lets you use pointers at picture IDs (this means, the destination ID of a Show, Move or Erase Picture command can be choosen at runtime, using a variable). It's very easy to use, if you want to use a fix ID, enter it normally (e.g. Show Picture [7], cloud.png), if you want to get the ID from a variable, use 10000+VarID als picture ID (e.g. Change Variable [208], 7; Show Picture [10208], cloud.png <<< same effect as Show Picture [7], cloud.png). If the variable contains an illegal value, you will get an error.This also works with transparecy and magnification of pictures at Show and Move Picture commands!
The second important feature (new in version 2) is - you can also make the FILENAME of the picture be choosen through a variable.
If you use 50000+VarID as picture ID...
a) as explained above, the real picture ID will be read out of variable [VarID]
B) a file number will be read out of variable [VarID+1] - the last 4 chars of the picture filename will be replaced with that number
Some useful examples:
<> Show Picture 2, (160, 120), Item_0000
This command shows, as usual, the image "Item_0000" as picture no. 2.
<> Change Variable [0208], 9 set
<> Show Picture 10208, (160, 120), Item_0000
This will show the image "Item_0000" as picture no. 9.
Now look:
<> Change Variable [0208], 14 set
<> Change Variable [0209], 83 set
<> Show Picture 50208, (160, 120), Item_0000
This will show the image "Item_0083" (!) as picture no. 14!
IMPORTANT: The filename should have space for this number! A example how it should NOT be: If you would the example above using a picture "Blue Dragon", the RPG Maker would try to load a file called "Blue Dr0083"! You would get a "File not found" error then.
Another thing: Everything, the patch can not process, it will hand over to the RPG Maker. So - for exmaple - if you use 10500 as picture ID though this variable is unused, the patch hands this over to the RPG Maker, which would try to show a picture with ID 10500 - this would result in an error.
A practical expamle is attached as demo game (just look into the folder "Demospiel"). It's a number display with 6 digits - this only needs 15 event commands! Just open it in your RPG Maker and look at the event (the comments are in german, just ignore them).
The use of this patch? If you didn't understand it until now, I feel sorry for you. But I'll help you: number displays, item/skill/equip menus, etc. - with PicPointerPatch Version 2 you can do all these things in very short time!
At all, who are angry now, because their item menu took them months: SORRY! ;-)
>>>>> HOW TO INSTALL THE PATCH <<<<<<
1. open Lips.exe
2. click at "Apply IPS Patch"
3. choose version (RM2k or RM2k3)
4. choose the target RPG_RT.EXE (choose "All files" at the bottom right to see it)
But - the RPG Maker doesn't allow you to use that high picture IDs! So we have to patch the RPG2000.EXE/RPG2003.EXE too.
1. create a backup of your RPG Maker, so you can restore it, if you destroy it.
2. start Resource Hacker (available here: http://www.angusj.com/resourcehacker/) and open your RPG2000.EXE/RPG2003.EXE file.
3. go to RCDATA\TFORMEVCMD11110\0.
4. look for the line "MaxValue = 20" (RM2k) or "MaxValue = 50" (RM2k3) and replace the 20/50 with 100000. Do the same with the two lines "MaxValue = 100" below. Then click at "Compile Script" and save the file (File>Save).
5. Do the same with RCDATA\TFORMEVCMD11120\0.
6. Do the same with RCDATA\TFORMEVCMD11130\0 too, but here you have to change the line "MaxValue = 20"/"MaxValue = 50" only.
7. Save and close.
At the end a little tip:
Transparency values above 100% can cause very interesting effects. For example - with 400% transparency the image will be displayed with inverted colors (as I could see)!
Best regards,
Cherry

[RPG Maker 2003] Personalizzare il proprio progetto in c++ con DynRPG
in Tutorial vari
Posted · Edited by Cherry
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...