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Patch: RM2k3 Bugfix for a naughty default BS error

Hello,

yesterday, in the German community there was a bug of the RM2k3 default battle system discovered:

When the player opened a skill/item menu in battle, exited it again and then selected a command of type "Link to Event", the last executed skill/item would be executed again or the game would crash when no item had ever been executed before.

I made a bugfix: http://share.cherrytree.at/showfile-7192/rpg_rt_2k3_108_battleactionlinktoeventbugfix.ips
Use the "Lunar IPS" tool to apply it. Only apply it to RPG_RT version 1.08! (Rightclick RPG_RT, choose Properties and Version and make sure it says "1.0.8.0" there.)

Best regards,
Cherry

Bugged out cancel key...

It doesn't permanently fix the problem, though - I do not know what actually CAUSES it yet. But it solves the problem without restarting Windows (once it happens).

So if it happens again, just use the tool again. :)

Bugged out cancel key...

List of great patches for RM2000/2003

The latest download link, including English instructions, is here: http://cherrytree.at/download/?did=9

Ideas for plugins in dynrpg

Currently, it's not possible to detect what is going on in the menu (which screen, which item selected, etc.). The only thing a developer can find out is whether the menu in general is active or not.

But I can tell you an undocumented way to find out which menu screen is shown.
int getMenuScreen() {
return (**reinterpret_cast<char ***>(0x4CDC60))[12];
}
0 = main screen
1 = item screen
2 = item target selection
3 = skill screen
4 = skill target selection
5 = teleport screen
6 = equipment screen
7 = end confirmation screen
8 = status screen
9 = party order screen

What's also possible is drawing a custom (maybe even animated) menu background, by handling the onSystemBackgroundDrawn callback.

Also, it's of course possible to draw something on top of the menu, using the normal onFrame callback.

By combining these things it would indeed be possible to add additional stuff to the menu, at least to the main menu screen. Other screens would still be difficult because additional information (which hero is selected, which item is selected, etc.) is not available yet.

[Rm2k3] Pics in battle

Did you test that with my project? This is very strange, since at my computer it is definitely working with that exact project. Could you maybe add me in Skype (cherry-dt), I would like to find out what's going on together with you, so I can fix it.

[Rm2k3] Pics in battle

I first set it using F9 during battle, just to directly see the effect. But using Variable Operations I get the same effect: http://share.cherrytree.at/showfile-6990/project0bilderimkampf2k3.rar

Disaster Has Struck, Yet Again.

author=Livewire
author=Ashes of Emerald
I haven't. What's it's features opposed to rm2k3?
It's basically the same program, but you can integrate DynRPG into it easier. Also, like I said, it seems to give me less hassle with delting my maps.


Sorry, this is wrong. RPG Maker 2009 Ultimate ( http://cherrytree.at/ultimate ) has nothing to do with DynRPG. Instead, it offers new features like colored event command highlighting, resource subfolders, no limits on graphic sizes, multiple instances, map search by name or ID, 125 instead of 25 sprites per animation sheet, longer comments and more.

Thanks for mentioning the program, though!

Best regards,
Cherry

[Rm2k3] Pics in battle

I tried it and it works. Setting variable #5000 to 3 disabled the pictures in battle for me.

[Rm2k3] Pics in battle

I am not sure 100% now, but try setting variable 5000 to 3 or -1 or something else outside the defined 0...2 range.