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RPG2K3 QUESTION ON LINK TO EVENT COMMAND

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I'm experiencing something weird. I made a link to event command that gives the character a condition. For example. One of them is called Lux which is beneficial for the character but that's not the problem, the problem is every time I click on the any link to event command the characters first have to do an attack animation then it goes to the condition. Is there anyway to just make the character stand still and inflict the condition with the link to event?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
What command are you linking the event to? How do you have it set up?
Are you using DynRPG? This might be a bug in DynRPG (the same bug which causes a punching sound to be played when a sleeping/paralyzed monster would normally make its turn) which is going to be fixed in the next version.
author=Cherry
Are you using DynRPG? This might be a bug in DynRPG (the same bug which causes a punching sound to be played when a sleeping/paralyzed monster would normally make its turn) which is going to be fixed in the next version.


Cherry I am using your DynRPG. I think you're right because now that you mention it, it wasn't like that before adding the DynRPG. When will the next version come out? I think your DynRPG is really useful. I'm using it for the game time plugin.

author=Trihan
What command are you linking the event to? How do you have it set up?


Trihan I'm linking it to a conditional state. Like in final fantasy 6 when you click on morph Terra turns into an Esper but in my game like before the condition gets inflicted the characters does an attack animation. I think Cherry is right though because it wasn't like that before.
I am actively working in the next version (which includes lots of bugfixes, also including the transparency bug), I think it will be ready in the next few weeks.

EDIT: As a quickfix you can replace your dynloader.dll with this new version: http://share.cherrytree.at/showfile-10117/dynloader.dll which enables the new "quickpatch" feature. Then open your DynRPG.ini, and add this at the bottom:

[QuickPatches]
LinkToEventBugfix=4BF29F,04

(For interested people: LinkToEventBugfix is an arbitrary name, the code after the equals sign instructs the loader to change the byte at 4BF29F in memory to 04.)
That quickpatch feature sounds really interesting. Hopefully it will be included with the next full release as well.
@MakoInfused: Yes. By the way, it also allows you to apply IPS patches "on-the-fly": Just copy IPS files into a folder named "DynPatches". This makes "unpatching" as easy as deleting the corresponding IPS file (or changing its extension to OLD or something the like).

Quickpatches have the form "ArbitraryName=Address,Data,Address,Data,..." The system also supports more complicated quickpatches for easy customization, e.g. changing the size/position of the message box in battle:

BattleMessageBoxPos=4C72A9,BA,4C72AA,#0,4C72AE,B9,4C72AF,#0
BattleMessageBoxSize=4C72A1,#320,4C72A6,%80

You need to change the bold numbers. Their meaning is (in this order): X pos, Y pos, width, height.

Hexdecimal numbers without prefix instruct DynRPG to overwrite memory with the given new values (can also be more than one byte, e.g. 4ABCDE,112233445566), % instructs it to overwrite one byte, treating the number as decimal (minus also allowed, as in %-100), # instructs it to overwrite 4 bytes, treating the number as decimal (minus also allowed). A quickpatch can include as many "Address,Data" sequences as you want.

The idea is that expert person A can create a quickpatch which uses # (DWord, 32 Bit) or % (Byte, 8 Bit) and person B can use it and customize it by changing the numbers which go after the # or % signs, without having to know anything about addresses, hexadecimal values, byte order or editing binary files.

In the above examples, with the default values the following bytes will be changed in memory:
4C72A9 => BA
4C72AA => 00 00 00 00
4C72AE => B9
4C72AF => 00 00 00 00

4C72A1 => 40 01 00 00
4C72A6 => 50
Speaking of Link to Event, I had this code:



What happens is that it casts a random "spell" on all monsters. But it likes to cast this several times in a row without letting you switch to attack or something. Would this quickpatch also fix this? (Seems to so far, but I'm gonna do a thorough test soon. Nope, I had to do it like 20 times, but it hung up on something and kept casting.)

...Why is it lower memory btw? New is 169KB, old is 181KB.
author=Cherry
I am actively working in the next version (which includes lots of bugfixes, also including the transparency bug), I think it will be ready in the next few weeks.

EDIT: As a quickfix you can replace your dynloader.dll with this new version: http://share.cherrytree.at/showfile-10117/dynloader.dll which enables the new "quickpatch" feature. Then open your DynRPG.ini, and add this at the bottom:

[QuickPatches]

LinkToEventBugfix=4BF29F,04


(For interested people: LinkToEventBugfix is an arbitrary name, the code after the equals sign instructs the loader to change the byte at 4BF29F in memory to 04.)


WOW THANK YOU CHERRY! It worked! You're so smart.
The memory is never static, the size you see is the current working set which depends on lots of factors.

I don't know what causes your casting issue, though. You could send me your project for investigations, if you want...
http://rpgmaker.net/games/1760/downloads/4028/

My main download. The Trigrams command is the source of the problem, unless of course something's conflicting with it, in that case that would be the problem.

Don't worry, if you can't find the solution. I may just switch it off to a skill subset, and make it so you can run it that way somehow. Though I would like to know the solution, out of curiosity.
author=Cherry
The memory is never static, the size you see is the current working set which depends on lots of factors.

I don't know what causes your casting issue, though. You could send me your project for investigations, if you want...


Hey Cherry I have a question. How do people add that extra system option on the menu screen like where it has items, equip, magic, etc?
Are you talking about the system_quit plugin, where you click on what was formerly Quit, and it gives you system options?

It was like on page... ummm page 22 of the plugins. Halfway down.

Here's a pre-built version of that plugin.
http://rpgmaker.net/engines/rm2k3/utilities/28/

You still have to build the actual System menu yourself though.
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