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[2K3] Setting default size to Window size when running RPG_RT

This IPS patch does exactly what you want (use Lunar IPS to apply it and make sure your RPG_RT.exe is version 1.08): http://share.cherrytree.at/showfile-9276/rpg_rt_2k3_v108_alwayswindowed.ips

+++ DynRPG - The RM2k3 Plugin SDK +++

In addition, if I don't give anyone the RPG_RT that's using DynRPG, would anyone be able to use what it's using? And if I were to use the RPG_RT that isn't using DynRPG, would I be able to still access anything used by it at all?


Sorry, I lost you there.

[2K3] Teleporting events from one spot to above hero

Just store the hero's coordinates in variables, subtract 1 from the Y coordinate and then use Set Event Place to move your event to this location.

Latency (also known as lag)

If it's okay that the events are not processed completely every frame, but may take multiple frames to run, then you could put several Wait 0.0 commands in the middle of the long events.

Latency (also known as lag)

Don't forget to check common events 119, 191, 303, 66, they are also using a lot of processing time.

[RM2K3] Unable to get party fully healed above level 1 with...

There are some bugs with the class system in RM2k3 v1.08, they are fixed in v1.09a, but unfortunately most patches (including DynRPG) only work with v1.08, but if you don't use any patches, you could download a RPG_RT.exe v1.09a from here: http://cherrytree.at/downloads/RPG_RT-Sammlung/RM2003/v1.09a%20Englisch/RPG_RT.exe

I don't know if any of the bugs interfere with your system or not, though, but it may be worth a try.

Changelog: http://cherry1.ch.funpic.de/rm2k3changelog.htm
I was especially talking about this entry:
- The problem where repeatedly changing class would cause the character's stats to drop regardless of class settings was fixed.

Latency (also known as lag)

author=bulmabriefs144
Okay, (btw it also lags when running through the debug addon Cherry mentioned)

The debug addon is slowing down the game a lot during tracing because it has to write all the data to the log :)

In log 2: 2151 event commands have been processed during 3 frames. 3 frames are supposed to be 0.05 seconds. Here, it took 13 seconds, but that's mostly due to tracing, I think.
Most of the event commands come from an event with lots of stuff like "<> Fork Condition: If Hero #4 has learned skill #446 then ...", "<> Change Skill: Hero #4, Learn skill #640", "<> Fork Condition: If Hero #1 has item #392 equipped then ..." - the debug addon didn't find out the event ID for this one, but this event has over 1500 lines - and common events 119, 191, 303, 66

@PepsiOtaku: Drawing the picture on screen is not the problem, the problem is loading the picture from disk (and decoding the PNG data). Unlike charsets, chipsets and facesets, pictures are not cached in memory.

Latency (also known as lag)

AEP stands for "Auto Enter Patch".

Many years ago, the first "custom title" patch emerged, and it was named "Auto Enter Patch". It basically simulated pressing Enter while in the title screen and there was a very complicated way to load a game and exit the game (involving other patches and external tools). It had several drawbacks, like not being able to leave the "load game" menu other than actually loading a game or pressing F12, having the actual title screen shown for a second (you had to put a black titlescreen and systemset), etc.

Since this patch was commonly known as "AEP", I named my new patch "BetterAEP" because it's basically providing the same features as the original AEP, just "better".

[rm2k3] Gameover Wait

You can.

author=Cherry
(of course, no Game Over is triggered if the command - even though it's in the list - is reviving a party member)

However, if you do anything with one of these commands which does not revive at least on of the party members, it will trigger the Game Over (so be careful even with reviving, because attempting to revive a hero which is NOT in your party can also trigger the Game Over!).

The reason is that the RM designers didn't complete their thoughts on this one. They have a "check if everybody is dead and trigger Game Over in this case" check after any of these event commands has been processed. Normally, this would make perfect sense (well, not for all of the commands - why could changing EXP ever cause a Game Over? - but the reason is that most of them are handled by the same internal function and this function does the check at the end) if a dead party would be disallowed - but it seems like they didn't unambiguously specify that: On one hand, a dead party is considered disallowed becausing killing the last party member (e.g. using the Change HP command) or removing a party member and leaving only dead heroes in the party will trigger a Game Over (that's why this check is there). On the other hand, ending a battle with a dead party is allowed (and that's a good decision, otherwise event battles with a "defeat" handler wouldn't work).

This is why it's such a mess.


EDIT: In your case, just make sure "Change EXP" is done AFTER reviving somebody... because from what you said, this sounds like a potential culprit.

[rm2k3] Gameover Wait

The RPG Maker doesn't trigger a Game Over on the map, even if all characters are dead, unless one of the following event commands is executed:

- Change Party
- Change EXP
- Change Level
- Change Ability
- Change Skill
- Change Equipment
- Change HP
- Change MP
- Change Condition
- Full Recovery
- Take Damage

So, make sure none of these commands are executed (check parallel process events!) before at least one hero has been revived (of course, no Game Over is triggered if the command - even though it's in the list - is reviving a party member), then everything should work fine.

If you are not sure which event is "guilty" for triggering the Game Over, you can trace the executed event commands using the RM2k3 Debug Addon: http://rpgmaker.net/forums/topics/8658/ - Press F3 right before the battle ends (when it shows the message that you lost) and let it trace all events. When the Game Over was triggered, press F3 again to stop tracing and then check the trace.log file for the last event commands executed.

But please ONLY use the debug addon for debugging, because it has a few bugs itself, so don't patch/replace your RPG_RT.exe but create a "RPG_RT_debug.exe" or something like that.