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Needing a specific script for DynRPG. Kinda simple.
The key assignment can be changed using http://rpg-maker.cherrytree.at/dynrpg/class_r_p_g_1_1_input.html
(By the way, before anybody thinks there are jokes involved or something: The keys F13-F24 do exist. Just not on normal keyboards (well, you get F13-F15 by connecting a Mac keyboard). But they have logical key codes.)
(By the way, before anybody thinks there are jokes involved or something: The keys F13-F24 do exist. Just not on normal keyboards (well, you get F13-F15 by connecting a Mac keyboard). But they have logical key codes.)
Windows 8 and RM2K3
I am going to develop a new, more performant and less buggy version of AnotherFullscreenMode soon, and I'm glad I found thread as I didn't know about DXGL before ;) So my goal needs to be being better than DXGL for RM2k(3).
Anyway, I just wanted to point out that the RPG Maker is running at 60 FPS normally, not 30.
Anyway, I just wanted to point out that the RPG Maker is running at 60 FPS normally, not 30.
[Rm2k/3] Discovering savegame data
Your link is broken.
If I see which chunks are unknown, I could look their meaning up in their definitions inside RPG_RT.exe.
If I see which chunks are unknown, I could look their meaning up in their definitions inside RPG_RT.exe.
Help with Pic pointer patch
Very quick explanation for your specific example:
Name your bar images HealthBar0000 to HealthBar0010 if you have 11 different images (0-10). Then do (variable IDs 401-402 are an example):
(Create a value 0-10 for the hero's health in var 0402:HealthValue)
<> Change Variable: 0402:HealthValue = Hero's HP
<> Change Variable: 0402:HealthValue *= 10
<> Change Variable: 0402:HealthValue /= Hero's MaxHP
(Set the picture ID to 20 - as an example.)
<> Change Variable: 0401:HealthPicID = 20
(Show the picture. The patch will see picture ID 50401, subtract 50000 and use variable 0401 as picture ID and the next variable, 0402, as the last 4 characters of the picture name.)
<> Show Picture #50401, HealthBar0000
Let's say the value of variable 0402 was 7, then picture "HealthBar0007" would be loaded to picture ID 20.
Name your bar images HealthBar0000 to HealthBar0010 if you have 11 different images (0-10). Then do (variable IDs 401-402 are an example):
(Create a value 0-10 for the hero's health in var 0402:HealthValue)
<> Change Variable: 0402:HealthValue = Hero's HP
<> Change Variable: 0402:HealthValue *= 10
<> Change Variable: 0402:HealthValue /= Hero's MaxHP
(Set the picture ID to 20 - as an example.)
<> Change Variable: 0401:HealthPicID = 20
(Show the picture. The patch will see picture ID 50401, subtract 50000 and use variable 0401 as picture ID and the next variable, 0402, as the last 4 characters of the picture name.)
<> Show Picture #50401, HealthBar0000
Let's say the value of variable 0402 was 7, then picture "HealthBar0007" would be loaded to picture ID 20.
[2k3] Variable value in item's name/description
Possible yes, if you know the right memory addresses (which I don't, but I can look them up later). "Officially" supported by DynRPG, i.e. with a proper encapsulation and documentation, no.
RPGMaker 2009 in Windows 8
It runs just fine on my Win8 x64 PC. But I would be very curious in what is happening on your PC. Please add me at Skype (cherry-dt) so I can do some debugging with you. Thanks!
RMSaveAnywhere - save & heal anywhere in any game [RM2k(3)]
RMSaveAnywhere - save & heal anywhere in any game [RM2k(3)]
Update: New features! You can now use Alt+F11 to open the game menu even whn it's disabled (again, press Shift+F11 if you have a black screen), and you can do a full healing by pressing Ctrl+F11!
By the way: To use a different F key instead of F11, start it with parameter /F1, /F2, ...
@moderators: Could somebody change the thread title from "Save..." to "Save & heal..."? I think I can't do that myself.
By the way: To use a different F key instead of F11, start it with parameter /F1, /F2, ...
@moderators: Could somebody change the thread title from "Save..." to "Save & heal..."? I think I can't do that myself.
PepsiOtaku's DynRPG Plugin Emporium!
@PepsiOtaku: Cool! I was planning to add the window classes to DynRPG too (allowing you to use the system windows just the same way the RPG Maker does - and manipulate the existing ones), but until then, your solution sounds like a great way to show windows.
Because I have no idea when I will finally be adding more stuff again...
Because I have no idea when I will finally be adding more stuff again...














