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HELP!RM2K3 error!
I just wanted to suggest that. Also you should check your RAM and your Harddisk with diagnostic tools.
Code C0000006 means "in page error". This means that Windows was unable to load a "memory page" (which has been swapped out) from the harddisk back into your RAM, so maybe it was a hardware fault!
Code C0000006 means "in page error". This means that Windows was unable to load a "memory page" (which has been swapped out) from the harddisk back into your RAM, so maybe it was a hardware fault!
List of great patches for RM2000/2003
Yeah, I should, but you see - I didn't even find time yet to add proper download pages to all of my patches on MY OWN WEBSITE... :-/
Happy birthday kentona!
RPG maker 2000 Help?
2k3 - BGM questions
Loop points: Disharmony by derula
Two BGMs: Second Sound System by me, but usage with RM2k3 is rather complicated, you would need Ineluki's key patch and maybe Force Harmony...
Two BGMs: Second Sound System by me, but usage with RM2k3 is rather complicated, you would need Ineluki's key patch and maybe Force Harmony...
Quick event question
Yes, use "Change System BGM" to set the battle music (and the battle victory and/or game over music) to the same music which is currently playing.
Don't forget to change the music back after the battle.
Don't forget to change the music back after the battle.
(RM2K3) How do you store a character as a variable?
(RM2K3) How do you store a character as a variable?
Well, I didn't mean that YOU should bother with creating a plugin. :-)
About the conditional branch:
METHOD 1: ONE SWITCH PER HERO
<> Switch {0101-0199} = OFF (you don't need 99 switches actually, just as much switches as heroes)
<> Conditional branch: If hero #1 is in party
...<> Switch {0101:Hero1} = ON
: End
<> Conditional branch: If hero #2 is in party
...<> Switch {0102:Hero2} = ON
: End
<> Conditional branch: If hero #3 is in party
...<> Switch {0103:Hero3} = ON
: End
... and so on. (You could even use RMEventFactory to create all branches at once in case you have many heroes.)
Result would be switches beginning with 0101 being set to ON if the hero is in the party (e.g. 0101=OFF, 0102=ON, 0103=ON, 0104=OFF, 0105=OFF, 0106=ON, 0107=OFF, etc. would mean heroes #2, #3 and #6 are in the party).
METHOD 2: ONE VARIABLE PER PARTY MEMBER SLOT (doesn't preserve the order either, unfortunately)
<> Variable {0100:Counter} = 101
<> Variable {0101-0104} = 0
<> Conditional branch: If hero #1 is in party
...<> Variable {V{0100:Counter}} = 1
...<> Variable {0100:Counter} += 1
: End
<> Conditional branch: If hero #2 is in party
...<> Variable {V{0100:Counter}} = 2
...<> Variable {0100:Counter} += 1
: End
<> Conditional branch: If hero #3 is in party
...<> Variable {V{0100:Counter}} = 3
...<> Variable {0100:Counter} += 1
: End
...and so on.
Result would be variables 0101 to 0104 being filled with values corresponding to the party members (e.g. 0101=3, 0102=6, 0103=7, 0104=0 would mean heroes #3, #6 and #7 are in the party)
About the conditional branch:
METHOD 1: ONE SWITCH PER HERO
<> Switch {0101-0199} = OFF (you don't need 99 switches actually, just as much switches as heroes)
<> Conditional branch: If hero #1 is in party
...<> Switch {0101:Hero1} = ON
: End
<> Conditional branch: If hero #2 is in party
...<> Switch {0102:Hero2} = ON
: End
<> Conditional branch: If hero #3 is in party
...<> Switch {0103:Hero3} = ON
: End
... and so on. (You could even use RMEventFactory to create all branches at once in case you have many heroes.)
Result would be switches beginning with 0101 being set to ON if the hero is in the party (e.g. 0101=OFF, 0102=ON, 0103=ON, 0104=OFF, 0105=OFF, 0106=ON, 0107=OFF, etc. would mean heroes #2, #3 and #6 are in the party).
METHOD 2: ONE VARIABLE PER PARTY MEMBER SLOT (doesn't preserve the order either, unfortunately)
<> Variable {0100:Counter} = 101
<> Variable {0101-0104} = 0
<> Conditional branch: If hero #1 is in party
...<> Variable {V{0100:Counter}} = 1
...<> Variable {0100:Counter} += 1
: End
<> Conditional branch: If hero #2 is in party
...<> Variable {V{0100:Counter}} = 2
...<> Variable {0100:Counter} += 1
: End
<> Conditional branch: If hero #3 is in party
...<> Variable {V{0100:Counter}} = 3
...<> Variable {0100:Counter} += 1
: End
...and so on.
Result would be variables 0101 to 0104 being filled with values corresponding to the party members (e.g. 0101=3, 0102=6, 0103=7, 0104=0 would mean heroes #3, #6 and #7 are in the party)
(RM2K3) How do you store a character as a variable?
By using several "Conditional Branch"es checking whether hero XX is in the party and setting a variable/switch accordingly.
You cannot store the ORDER of the party members this way, though. (It would be possible to create a DynRPG plugin for that, however.)
You cannot store the ORDER of the party members this way, though. (It would be possible to create a DynRPG plugin for that, however.)
[RM2k3 - DynRPG] - DynVarStorage (by-name variables, arrays and more).
well, for saving both data streams, you would just save an int (binary) with the length of the first block, followed by the first block, followed by the length (binary) of the second block, followed by the second block.
http://stackoverflow.com/questions/4863790/how-do-i-copy-binary-data-to-a-stringstream
http://stackoverflow.com/questions/11076384/how-to-extract-binary-data-from-stringstream-variable-in-c
http://stackoverflow.com/questions/4863790/how-do-i-copy-binary-data-to-a-stringstream
http://stackoverflow.com/questions/11076384/how-to-extract-binary-data-from-stringstream-variable-in-c














