[RM2K3] CASTING TIME | QUESTION ABOUT DYNRPG
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Hello,
-Casting Time
I doubt there's is a patch for this and making a CBS is just a ludicrous idea for me, considering how much work there's to be done already in making a game. So, DynRPG looked like a great deal of hope.
I do not know C++, so I could only use plugins made by others. And I wanted to know if currently there's a way to have casting time for combats, for attacks, skills, magic etc. with of course different sprites while the characters are casting. Or maybe to remove entirely the Time/bar system and rely only on the (currently) useless agility stat to automatically manage the order of everyone's turn.
-Switching to DynRPG
In any way, I'd like to know also if it's easy to switch to Dyn. Right now I'm using a french version of 2k3 (Version 1.09b francaise) which have, among other things, a functional "Enter Hero Name" which I use, for example. It was lightly patched to have custom intro image (when it says Enterbrain) , custom symbols (when using $a , $b etc) and a No Flash Patch to not have that flash when a combat starts (A million thanks to Cherry).
I hope it's easy to export a project to it, because mine is big and it would be tedious, not impossible, but very tedious to copy/paste stuff one by one in a fresh install of rm2k3. Maybe It's not a problem and I'm just being a big newb.. hehe.
Thanks in advance!
-Casting Time
I doubt there's is a patch for this and making a CBS is just a ludicrous idea for me, considering how much work there's to be done already in making a game. So, DynRPG looked like a great deal of hope.
I do not know C++, so I could only use plugins made by others. And I wanted to know if currently there's a way to have casting time for combats, for attacks, skills, magic etc. with of course different sprites while the characters are casting. Or maybe to remove entirely the Time/bar system and rely only on the (currently) useless agility stat to automatically manage the order of everyone's turn.
-Switching to DynRPG
In any way, I'd like to know also if it's easy to switch to Dyn. Right now I'm using a french version of 2k3 (Version 1.09b francaise) which have, among other things, a functional "Enter Hero Name" which I use, for example. It was lightly patched to have custom intro image (when it says Enterbrain) , custom symbols (when using $a , $b etc) and a No Flash Patch to not have that flash when a combat starts (A million thanks to Cherry).
I hope it's easy to export a project to it, because mine is big and it would be tedious, not impossible, but very tedious to copy/paste stuff one by one in a fresh install of rm2k3. Maybe It's not a problem and I'm just being a big newb.. hehe.
Thanks in advance!
I'll start by answering your second question first.
Switching to DynRPG is easy. The patcher will patch your rm2k3 version and keep any mods that you already had installed on it.Additional patches can even still be installed on top of it. As far as I'm aware, the language of your rm2k3 will not matter in this. I also know from experience that the patch for custom glyphs and custom splash screens works fine.
As for your other question. PepsiOtaku has a nice plugin to change the behavior of the default battle system. Using his custom speed formulas, you can make the ATB move backwards to zero. You could use this as a makeshift cast timer. when you complete a turn it sets your speed to a negative value, and makes your full ATB bar go backwards towards zero. I'm not real sure what to do with it at that point, mind you, but it's a start at least.
Switching to DynRPG is easy. The patcher will patch your rm2k3 version and keep any mods that you already had installed on it.Additional patches can even still be installed on top of it. As far as I'm aware, the language of your rm2k3 will not matter in this. I also know from experience that the patch for custom glyphs and custom splash screens works fine.
As for your other question. PepsiOtaku has a nice plugin to change the behavior of the default battle system. Using his custom speed formulas, you can make the ATB move backwards to zero. You could use this as a makeshift cast timer. when you complete a turn it sets your speed to a negative value, and makes your full ATB bar go backwards towards zero. I'm not real sure what to do with it at that point, mind you, but it's a start at least.
Ahhh, thank you very much! You've actually answered both of my questions.
I'm happy it's easy to switch to it. Now that I think about it, I vaguely remember something about the Fonts... that if one were to mess around with them with a patch, it would chance the version (my version) of
"1.09a francaise" to "1.09b francaise". In which, at this point, you had to re-install a fresh version.
I'm happy it's easy to switch to it. Now that I think about it, I vaguely remember something about the Fonts... that if one were to mess around with them with a patch, it would chance the version (my version) of
"1.09a francaise" to "1.09b francaise". In which, at this point, you had to re-install a fresh version.
I'll be honest, I have no idea about the font changing the version number.
I've just now read the documentation, and it looks like you need a v1.08 RPG_RT for the patch to work. I was pretty sure that 1.08 was the last version to come out, so your french version may just have an artificial version number attached to it.
Either way, it's worth trying, the worst that will happen is it doesn't work and you can easily revert the change if necessary.
I've just now read the documentation, and it looks like you need a v1.08 RPG_RT for the patch to work. I was pretty sure that 1.08 was the last version to come out, so your french version may just have an artificial version number attached to it.
Either way, it's worth trying, the worst that will happen is it doesn't work and you can easily revert the change if necessary.
No, 1.09 is indeed newer, and has actually a few bugs fixed which 1.08 suffers from: http://cherry1.ch.funpic.de/rm2k3changelog.htm
However, for historical reasons, most patches, including DynRPG, need 1.08. The reason is somewhat stupid: When I started looking into the guts of the RM2k3, back in 2007, I just took an RPG_RT.exe from the RM2k3 I had installed. This was the version most people in the German community had, which happened to be 1.08. Quite a large database of internal info evolved over the years (a lot of work went into it), and now it's hard to change to another version because all memory addresses are different and it would be very hard to port everything and get all the internal info for the new version again. So we are stuck with 1.08. Had I known that someday I would create a cool DynRPG software and that there was a newer version around (I didn't even know that back then), I would certainly have chosen 1.09 over 1.08.
However, for historical reasons, most patches, including DynRPG, need 1.08. The reason is somewhat stupid: When I started looking into the guts of the RM2k3, back in 2007, I just took an RPG_RT.exe from the RM2k3 I had installed. This was the version most people in the German community had, which happened to be 1.08. Quite a large database of internal info evolved over the years (a lot of work went into it), and now it's hard to change to another version because all memory addresses are different and it would be very hard to port everything and get all the internal info for the new version again. So we are stuck with 1.08. Had I known that someday I would create a cool DynRPG software and that there was a newer version around (I didn't even know that back then), I would certainly have chosen 1.09 over 1.08.
Mhm... I see. Oh well, I'm pretty sure everyone is still extremely grateful and happy to have a champion in the 2k3 community such as yourself, Cherry.
So in any way, does this mean I have to copy paste everything back in a fresh 1.08 version + DynRPG? I could just check it out for myself, but to be honest, it's a big project and I'm afraid to mess things up (I do not have another computer or device to use as a sandbox).
So in any way, does this mean I have to copy paste everything back in a fresh 1.08 version + DynRPG? I could just check it out for myself, but to be honest, it's a big project and I'm afraid to mess things up (I do not have another computer or device to use as a sandbox).
First of all, your sandbox is your project folder. You can just create a backup of your project folder and that's it.
All you need to do is running the DynRPG patcher - it will automatically detect that your RPG_RT.exe version is not compatible and ask you to replace it with a fresh 1.08 version. This will remove all previous modifications, of course. Since it's all about the RPG_RT.exe, this has no effect on your RPG Maker (the "About" window will still show 1.09), nor on any of your project's data files (maps, database, etc.). Also, the patcher automatically creates a backup of your old RPG_RT.exe, named RPG_RT.exe.bak, so it should be easy to switch back even if you forgot to back up your project folder.
All you need to do is running the DynRPG patcher - it will automatically detect that your RPG_RT.exe version is not compatible and ask you to replace it with a fresh 1.08 version. This will remove all previous modifications, of course. Since it's all about the RPG_RT.exe, this has no effect on your RPG Maker (the "About" window will still show 1.09), nor on any of your project's data files (maps, database, etc.). Also, the patcher automatically creates a backup of your old RPG_RT.exe, named RPG_RT.exe.bak, so it should be easy to switch back even if you forgot to back up your project folder.
And afterward, can I add the same patch I had in .09 to 1.08+DynRPG ? Say, the NoFlash patch for 2k3, a very important one to me that you made a while ago.
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