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Rm2k3 Reflect bug/crash?

I think it should work because these are just arbitary limits set by Enterbrain in the rpg2003.exe (which were raised by the David/Goliath patch). The only change which affects the rpg_rt.exe is the number of pictures (>50), but you can use Hyper Patcher 2 to change the limit to 126 or 9999 any time you want. (Yes, 9999 pics are now possible with RM2k3 too, at least with version 1.08 - 126 with the other versions)

=== SEMI-OFF-TOPIC ===

By the way, the reason why this bug exists is the "quick-and-dirty" attitude of the RM2k3 developers. Obviously, the RM2k3 was made (actually, updated) by different people than the ones who made RM2k (especially Lucifer, the "main character" behind the RM2k engine, seems not to have participated). This is clearly obvious, because things just don't "fit" and the "new" developers didn't really dig into the old codebase as it seems. For example, they didn't bother to try to understand the logic behind the event command IDs (you can see them if you edit the FORMEVCMDxxxxx resources with Resource Hacker), they just used new numbers starting with 1000 for all the new event commands. Or, another example, they stumbled upon the "arrow up" and "arrow down" icons in rpg2003.exe and didn't find any use for them (because they didn't look closely enough, otherwise they would have found out that they are used when you right-click battle animation images, at the bottom of the context menu), thus, they just deleted them and put some other icons (the "find event" icon and the "dungeon generator" icon) at their place, resulting in wrong icons in the context menu I mentioned before. Or, a last example, they obviously got the order to introduce a way to call common events from battle events because users demanded that, so they just threw in a "call common event" command... But they didn't think about the consequences: That we can now crash the game by calling "Enemy encounter" again in battle, or that we still can't use commands like "Change Enemy HP" in Common Events (Lucifer had a reason for not allowing that: Because the list of enemies in the event command window depends on the monster group! And a common event is in no monster group.) I could continue this list for very long, I have found enough of their "let's get that done quickly and call it a day" stuff, very much to my annoyance while developing patches (drop me a line if you want to hear more stories^^).

In the reflect bug case, it seemed to be another "quick" addition... so they ended up confusing heroes from the database and party members! So what happens is, the attack originating from hero XYZ (i.e. the hero with ID XYZ in the database) is reflected to the XYZth party member! They obviously only used the default party members (database IDs 1, 2, 3 and 4), so they never noticed their mistake. This also explains why it crashes with hero #5, because there is never a 5th hero in the party.

I hate those people.

[RM2K] Text cut off

RM2k9 does change things in the UI (not the game engine, right, but this is part of the UI, not the game engine), but not this one (yet).

[RM2K] Text cut off

Yes, RPG Maker 2009 Ultimate uses your existing RPG Maker as basis, including some of its problems.

Open your rpg2000.exe in Resource Hacker (google it), navigate to RCDATA->FORMEVCMD10110->0 and replace the content with this:

inherited FormEvCmd10110: TFormEvCmd10110

Caption = 'Message'
ClientHeight = 116
ClientWidth = 425
OldCreateOrder = True
OnCreate = FormCreate
OnShow = FormShow
PixelsPerInch = 96
TextHeight = 12
object TabControl1: TTabControl
Left = 8
Top = 8
Width = 409
Height = 69
TabOrder = 0
TabStop = False
object FixedMemo1: TFixedMemo
Left = 8
Top = 10
Width = 392
Height = 50
Cursor = crIBeam
Font.Charset = EASTEUROPE_CHARSET
Font.Color = clWindowText
Font.Height = -10
Font.Name = 'Lucida Console'
Font.Style = []
ParentFont = False
TabOrder = 0
OnChange = FixedMemo1Change
OnExit = FixedMemo1Exit
OnKeyDown = FixedMemo1KeyDown
OnMouseMove = FixedMemo1MouseMove
OnCancel = FixedMemo1Cancel
OnCtrlReturn = FixedMemo1CtrlReturn
end
object Line1: TOpaquePaintBox
Left = 238
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clAppWorkSpace
TabOrder = 1
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
object Line2: TOpaquePaintBox
Left = 310
Top = 12
Width = 1
Height = 50
Cursor = crIBeam
Opaque = True
Color = clBtnShadow
TabOrder = 2
OnMouseDown = LineMouseDown
OnPaint = LinePaint
end
end
object ButtonOk: TButton
Left = 136
Top = 84
Width = 89
Height = 25
Caption = 'OK'
Default = True
ModalResult = 1
TabOrder = 1
OnClick = ButtonOkClick
end
object ButtonCancel: TButton
Left = 232
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Cancel'
ModalResult = 2
TabOrder = 2
end
object ButtonHelp: TButton
Left = 328
Top = 84
Width = 89
Height = 25
Cancel = True
Caption = 'Help'
TabOrder = 3
OnClick = ButtonHelpClick
end
end


Then click "Compile Script" and save.

The Master RPG Maker Helpful Things Topic

Hyper Patcher 2 can now set the picture limit to 9999 also for RM2k3 1.08. All you have to do is download it again, or if you already have it, just replace the "upics.hpa" file in the "data" folder with this one: http://share.cherrytree.at/showfile-4795/upics.hpa

[RM2K3] DBS without battlers.

Just for the records: The intention of the patch is not to put the 2k battle system into 2k3, but just to modify the 2k3 battle system and make it turn-based.

[RM2K3] Manually track the order of party members

Oh, I see, I missed that part. Sorry.

Well, I wouldn't use two parallel processes, but only one, looking like that:

{Let's assume, the variable "First member" is set to 1 at the beginning.}
<> Key Input Proc, Shift, wait for key press (variable doesn't matter)
<> Change variable {First member} += 1
<> Branch if var{First member} == 5
....<> Change variable {First member} = 1
: End If
<> Remove hero #1
<> Remove hero #2
<> Remove hero #3
<> Remove hero #4
<> Branch if var{First member} == 1
....<> Add hero #1
....<> Add hero #2
....<> Add hero #3
....<> Add hero #4
: End If
<> Branch if var{First member} == 2
....<> Add hero #2
....<> Add hero #3
....<> Add hero #4
....<> Add hero #1
: End If
<> Branch if var{First member} == 3
....<> Add hero #3
....<> Add hero #4
....<> Add hero #1
....<> Add hero #2
: End If
<> Branch if var{First member} == 4
....<> Add hero #4
....<> Add hero #1
....<> Add hero #2
....<> Add hero #3
: End If
<> Wait 0.0

(You don't need the patch then, unless you want a turn-based battle system^^)

Best regards,
Cherry

[RM2K3] Manually track the order of party members

Well, if you want it more like 2k's system, then what I offer you might come in handy anyway.

Take a look at this: http://share.cherrytree.at/showfile-1900/tbbpatch_demo.rar
Makes the battle system turn-based and also adds other features, including finding out the party members and their order. To use this thing, replace your rpg_rt.exe with the one in the archive.

The reason why I asked you whether you used the default battle system was that in case you did not want it to be turn-based, I could create a special version which just includes the party-member-thing and nothing else.

[RM2K3] Manually track the order of party members

I have a way to store the IDs of the party members in variables for you. :-)
Tell me whether you use the default battle system or not, and which RM2k3 version and which patches you use.

RM2k3 Battle System?

Or, as already mentioned, use Version 1.51, which has native MP3 support.

RPG2009

Yes, it works. However if they try to EDIT something "special" in the normal RM2k3, it won't work.

Example:

If you use a resource in a subfolder, e.g. "MySubfolder\Image", and then somebody tries to edit it in the normal RM2k3, it won't show this image in the list, so he won't be able to select the image. But if he doesn't edit it at all, everything works fine.