[RM2K(3)] PICPOINTERPATCH - SET PICTURE ID AND *FILENAME* USING VARIABLES! MAKE THING EASIER: NUMBER DISPLAY IN 15 LINES, ETC.

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Hello,

probably some of you already know this patch, but as I recently saw, many don't seem to have heard of it yet...

This is why I will introduce it to you again now - in a seperate thread.

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"), if you want to get the ID from a variable, use 10000+VarID als picture ID (e.g. "<> Change Variable {208}, 7 set; <> Show Picture 10208, cloud" ← same effect as "<> Show Picture 7, cloud"). 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, as well as the duration of 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...
1) as explained above, the real picture ID will be read out of variable {VarID}
2) 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! An 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.

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 example is attached as demo game (just look into the folder "Demo"). 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).

Number displays, item/skill/equip menus, etc. - with PicPointerPatch you can do all these things in very short time!

You can find detailed instructions how to install the patch in the included "readme" file.

Download: http://cherrytree.at/download/?did=19

Best regards,
Cherry
Well, this would have been tremendously helpful if I knew about it a long time ago. But now I will have to settle for just useful. Thanks, Cherry.
Extremely useful patch. EXTREMELY. The kind of patch you wish you had known about forever ago.
I don't care if the title's long if it gets this thing some more attention. In my experience, this is the single most useful patch to RM2K/3, (well, aside from the complete scripting language and DLL packages). Anyone considering making anything remotely complex in RM2K/3 should be using this.
author=Ben_Random
Long title. Very long title.


Sorry for sounding like Jericho.
Do people know the other patches like BetterAEP, the UnlockPics-Patch, the CharExpand-Patch, Hyper Patcher 2, the No-Row-/No-AutoBattle-Patches, etc.? If not, I will create threads for them too...
author=Cherry
Do people know the other patches like BetterAEP, the UnlockPics-Patch, the CharExpand-Patch, Hyper Patcher 2, the No-Row-/No-AutoBattle-Patches, etc.? If not, I will create threads for them too...

Yeah, they're all up in the Master RM Helpful Things topic. Those are more specific use patches though, not sure they deserve their own threads. This one's a very good general use one, and as it looks like some people weren't aware of it, this was a good idea.

Oh, but if you come out with (or find) something else interesting, definitely post about it.
Ok, RMN4 is definitely going to have an Engine Utility section, and people will be able to submit Utilities to an engine. (so that things like this don't get lost in a sea of help threads)
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
It took me 15 minutes to understand this (with me almost thinking "am I cut out for this RM business??") but now that I do I am squealing with delight. Thanks Cherry! You're a star.
Maybe I'm just retarded, but I've been trying to wrap my mind around just how to work this patch forever and I never could get it. So in the end, I stayed in my cave with my modulus and conditional branches sticks and stones.
Get this patch! I am using it in all my projects, its a real godsend.

Praise Cherry REWIND REPEAT
Holy crap. Do you know how many days I spent creating events that would break down a damage number and display the appropriate image for each digit? Probably over a thousand lines of event code that this reduces to about 8. That left me so traumatized that I eventually game up on finishing the ABS I was making. Bravo, Cherry
Thanks for all your nice words!

Because this forum swallows all text inside square brackets, my description got a bit difficult to understand. I now replaced these brackets by { }.
You can use [nobbcode][/nobbcode] tags
Didn't know that. Thanks.
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