New account registration is temporarily disabled.

IS THIS POSSIBLE? ITEM MENU RPG MAKER 2003

Posts

Pages: 1
Alright, so I'm working on a custom menu system for a game of mine in RPG Maker 2003 and I'm not sure how I would be able to display the amount of an item I hold for many items.
Example (excuse quick crappy design):


Concept:


There is no way that I know of to tell it to display a specific picture (the number) based off a variable value, as there is no way to assign pictures number values. Every idea I can think to do this requires me to write massive amounts of code over and over for each item. Also, is there any way of telling a picture number to be a variable? Any ideas?
You use pointers to avoid a mountain of event code. Further specifics is described here
Although I am not entirely comfortable with pointers, as I've only used them a couple of times on bigger projects, I'm not sure how that solves the referencing problem. Or are you saying that it won't, but that it will save me a lot of code?
Also, would you say that Cherry's PicPointerPatch would help my situation? It looks like it could. Anyone have an opinion on this patch?
author=JacobPerry
Also, would you say that Cherry's PicPointerPatch would help my situation? It looks like it could. Anyone have an opinion on this patch?


The PicPointerPatch is basically mandatory for such a thing as item menus, without having a giant pile of code.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Your basic method, without using patches, is going to be to have ten conditional branches for the ones-digit and ten more conditional brances for the tens-digit for each item, and display a picture (which is a single digit) inside each conditional branch.

Using pointers will let you potentially do that just ten times, once for each of the ten items on screen, instead of having to do it once for every single item in the database. You can make a few hundred variables which contain the numbers held of every single item, keep those updated in a parallel process or something, and then make ten more variables which contain the IDs of the variables holding the amounts of the ten items on screen. Then the ten amounts listed on screen can always be referenced via those ten pointer variables - "amount stored in variable ItemPointer1" will be the number held of the first thing at the top of the screen. The value of the pointer variable (not the variable it's pointing at) will also tell you which item name to display.

The PicPointerPatch will let you do it in a different way which may or may not be easier. You don't actually need it, but it'll give you fewer restrictions and can't possibly hurt. If you're making a whole custom menu system, it'll surely make your life easier at some point.
To save on variables, you might also use the Item Database to hold the item quantity data.
Alright, so this is kind unrelated to the original topic, but I've been receiving some terrible effects from trying to install the PicPointerPatch on my PRG Maker 2003. When I try to install it, it seems to erase everything that is on my desktop and do other things to my favorites folder, has this happened to anyone else?

I've absolutely never seen anything like this before and I've been working with computers for a long time. I reverted my system state and tried it again, and it still did it.
are you sure you are installing a patch and not deleting your desktop
Haha, yeah, I'm simply applying the patch to the RPG2003.EXE file. I have no idea what could have potentially caused this issue outside of the patch's installation.
Today we learned that applying a patch onto the wrong file will delete your desktop...

The PicPointerPatch.ips goes onto your RPG_RT.exe in the game's folder, not the RPG2003.exe (I guess RPG_RT.exe.dat would be viable, too.)

Concerning your item menu:
It looks simple... too simple. Why not use the default item menu?
Cherry had a DirectItemMenu Patch if you never want to see the other menus again. Details at the end of the readme.

"But my items have distinct functions when used." - ItemType = Switch. Or just keep the item using interface for healing items. That default menu is reliable, simple, fast. And it's already there. Give it a thought.
Doesn't the installation readme file implicitly state that the patch has to be applied the RPG2003.EXE? Stating that the standard program doesn't allow that many pictures.
The .ips goes onto the RPG_RT.exe (allows picture ID's to be interpreted differently)

The other stuff has to be done manually and allows the editor itself to input higher picture ID's:

author=PPP readme
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 line "MaxValue = 100" (this line exists twice for RM2k3!) and the line "MaxValue = 1000" below (in RM2k3, there are two of them). Then click at "Compile Script" and save the file (File>Save).
5. do the same with RCDATA\TFORMEVCMD11120\0. Here is an additional line with "MaxValue = 1000" which also needs to be changed to "MaxValue = 100000".
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.

edit:
Cherry's RM2k9 has the picture limit (in the editor) removed already. Don't forget to patch the PPP.ips over the game's RPG_RT.exe and everything should work fine.
Am I the only one that doesn't care much for RPG Maker 2009? I suppose it's just because I'm so used to the original layout.
Alright, I finally got my computer back and running properly after that whole picpointerpatch problem... alliteration. Anyway, when I edit the RPG2003.EXE with resource hacker, I cannot seem to find the MaxValue=1000 the readme describes.
Every time I display more than 50 pictures, it says that there is an assertion failure.
Yeah, the numbers are somewhat misleading. PicPointerPatch does not change that picture limit of 50 (even when using the 10xxx or 50xxx pointers).

Your options are:
DynRPG 0.20 (+ Dynloader 0.20)
(It has a picture limit of 2000, and everything above 1000 won't be erased when changing maps.)

or...
download 1kPicPatch
(Just sets the picture limit to 1000 (or 9999). Incompatible with any version of DynRPG. Loading up the game with a picture limit of 9999 takes a little while longer than with the 1000 picture patch.)
Pages: 1