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RM2k3 Screenshot Patch
XEvasionAgiDecouple
Seems like one of the other things (limit changer sounds like a possible culprit, but maybe you also have some QuickPatches or IPS patches in use) has modified the code at address 0x49B0CB already, so this plugin fails to patch the instruction there because it was already changed to something else that it can't cope with.
Fuck Pride, here's some gay
Status Menu Error
My psychic debugging hunch without knowing RMVXAce at all*: You had a backslash at the end of your description with nothing following it, like this:
Further psychic debugging hunches tell me that has happened because you have a keyboard layout that has the backslash key right above the enter key (such as English) and accidentally hit the wrong key once.
*: Other than having looked at how some UI looks so that I can adjust the official RM2k(3) to look alike...
I'm a description that crashes the engine, yay\
Further psychic debugging hunches tell me that has happened because you have a keyboard layout that has the backslash key right above the enter key (such as English) and accidentally hit the wrong key once.
*: Other than having looked at how some UI looks so that I can adjust the official RM2k(3) to look alike...
[RM2K3] [DynRPG] Plugin or Patch to remove Row command in battle?
[RM2K3] DynRPG AnimationInBattle
[RM2K3] DynRPG AnimationInBattle
Right, just a small optimization:
You already have a pointer to the actor/monster, no need to fetch it again.
(But I'm wondering why animData is not in the base class, is it really at two different memory offsets of actors and monsters...? @PepsiOtaku)
RPG::AnimationInBattle* animData = !battler->isMonster() ? ((RPG::Monster*) battler)->animData : ((RPG::Actor*) battler)->animData; currentFrame = animData->currentAnimationFrame
You already have a pointer to the actor/monster, no need to fetch it again.
(But I'm wondering why animData is not in the base class, is it really at two different memory offsets of actors and monsters...? @PepsiOtaku)
[RM2K3] Rpg Maker Maniacs Patch (for official version)
BingShan has said that in the past but I was also very confused about it because of the same thing you just said. I'm wondering if maybe he found a way to disassembled it entirely and with enough metadata to meaningfully reassemble it afterwards, so he didn't rewrite it but just "rewired" it. If that's the case I want to know how, because I've been trying something similar a few years ago and came to the conclusion that there are too many things that are not analyzed correctly and would need tremendous amounts of manual work to get fixed before it could be reassembled without breaking.
[RM2K3] DynRPG AnimationInBattle
Is this the actual code? You are declaring an uninitialized pointer and accessing it...
Check the "animData" member of the Actor and Monster classes, this is where this class is used, for example:
Check the "animData" member of the Actor and Monster classes, this is where this class is used, for example:
RPG::actors[1]->animData->currentAnimationId
+++ DynRPG - The RM2k3 Plugin SDK +++
Download page is finally updated with v0.20.
Plus, DynRPG is now open source! https://github.com/CherryDT/DynRPG
Plus, DynRPG is now open source! https://github.com/CherryDT/DynRPG














