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[RM2k3] [Plugin] Local switches + turn-based battle

Unfortunately, there is a bug:

http://rpgmaker.net/forums/topics/12736/?post=445088#post445088

It sometimes causes teleports not to be executed, because you are returning "false" from "onEventCommand".

Documentation says:
false will prevent the event script line from being executed and other plugins from receiving this notification, use true otherwise

[RM2K3] Weird teleport behaviour

Found the issue.

It's the selfswitches.dll plugin, it has a bug. In particular, it's sometimes returning "false" from "onEventCommand" for teleports, which prevents the teleport from being executed.

Is it hard to translate RPG Maker 2003?

With RM2k9U only: Yes.

In general: It's possible, but only with a hex editor and a lot of care, as said. And even then, depending on the target language, the result might be not very pleasing if the translated words would be longer than the original ones (because you mostly can't increase the length of the internal strings).

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

Oh, I forgot that "Order" is grey by default if there is only one party member...

But we can patch this away so that "Order" is always enabled (that's much easier than the other way round - creating a way to control it by switch, etc.), so you can use it as "Save" item:

*reinterpret_cast<unsigned char *>(0x4A265A) = 0xEB;

*reinterpret_cast<unsigned char *>(0x4A0D64) = 0xEB;

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

Now I am confused - isn't "order" the menu item which you are currently using for your party menu?

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

Yes, we can draw on top, this would actually work. However I think the save menu solution is much easier (the whole "don't fade in" stuff and everything is already a giant hack, so don't worry about this trick^^) and also solves the buzzer issue.

I mean, you just need to swap the switches used for save/load and party, swap the order of the menu items in the system2 settings and swap their captions in the vocabulary, that's it. Then you can use "Enable save menu" to control if "Party" is enabled or disabled (= grey with buzzer sound).

Is it hard to translate RPG Maker 2003?

Well, there is a little misunderstanding: The language editor in RM2k9U helps you translating all the texts used by RM2k9U (new dialogs, the refactored menu, the tips & tricks, etc.), but it's not a full solution to translate the RPG Maker itself: You can actually translate parts of it (to be exact: Most of the things you can access through the "RCData" section in the resources), using the "UIMod" feature (language files can include UIMod content too), but this doesn't cover all the texts in the RPG Maker, as explained above.

[RM2K3] Weird teleport behaviour

I don't think this has anything to do with "the stack".
Instead, it looks like an awkward bug which I would yet have to analyze... Can you send me a demo project which can reproduze the error?

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

Yes, I missed it.

Sorry, that's too complicated. However, you could swap the internal menu items "save" and "order" in order to control the "party" disabling with "Enable Save Menu" - but this will only work if you never need to disable the "save/load" menu item, on the other hand... (But maybe you indeed never need to disable it, because "load" should probably always work, so disabling actual saving can be done in your custom menu, not in the main menu)

Is it hard to translate RPG Maker 2003?

No, actually it's quite hard to translate it completely. The reason is that not all strings can be found in the resources, many are actually hardcoded (including all string which appear in the event editor listbox). Therefore you need a hex editor to find and change the hardcoded strings, and you have to be careful not to change things which are used internally and shouldn't be changed (like "(OFF)" at sound/music selection) and also you cannot increase the length of these strings without reverse engineering and assembly knowledge (exception: Many can be increased by 1, 2 or 3 bytes if there is enough space at the end. If there is more than one NUL byte you can use the other ones, except for the last one, and then you need to update the length value which is 4 bytes before the start of the string).

Also, Resource Hacker has some bugs with string tables. Normally I'd suggest using XN Resource Editor instead, but in this case the best choice would actually be Resource Tuner (there is a 30 day evaluation version available) because it allows you to graphically edit the Delphi form data (including images, etc.) so you can also see if a new text wouldn't fit into the space on the dialog box and change the dialog box layout to fit the new texts.