CHERRY'S PROFILE

Search

Filter

[RM2K3] Secondary input keys?

It was always like this, since 2000. The idea is that you can use the spacebar as decision key and any key above it as cancel key (except for M, probably because it's least likely to be used and every function can have only 8 keys assigned, which is already filled up by Esc, Num0, Ins, X, C, V ,B, N). You can also play the game with one hand using HJKL and space, moving up the thumb to B or N to cancel, or on the numpad using Num2/4/6/8, Enter and Num0 (even if NumLock is off, that's why Ins works as cancel too).

Try this QuickPatch to disable the keys you mentioned:


DisableHJKLCVBN=46CCF7,00,46CD0C,00,46CD21,00,46CD36,00,46CD86,00,46CD90,00,46CD9A,00,46CDA4,00

Actually, if you are already modifying keys (potentially reducing the number of ways the game can be controlled), I'd recommend also registering Y as a decision key, since Z is in an awkward unusable position on some keyboards like my German one while Y is right next to X (instead of Z). This can be done with this QuickPatch, which must go below the previous one:


SetYDecision=46CDA0,94,46CDA4,59

[RM2K3] Rpg Maker Maniacs Patch (for official version)

I never really tested the patch for myself, but if you can prepare a game for me that demonstrates this bug and I just need to do a few simple steps to reproduce it, I'll try to patch the patch for you and fix the bug.

[RM2K]How to make a stage music continue playing during battle encounters?

Yep exactly - just set both battle music and victory music to the same music that you use on the map. (You have to do that for every map music then.)

RM will not interrupt a song if it's "replaced" by the same song currently playing.

EDIT: Oh I see that's what Ven813 already did, see the last screenshot... Never mind ^^

[RM2K3] Timer ending battle

Here is a patch for anyone who may need it (for 1.09a or official 1.10+): http://share.cherrytree.at/showfile-33729/rpg_rt109plus_timers_dont_end_battle.ips

Here is a pre-patched EXE for you, Prinnyhero: http://share.cherrytree.at/showfile-33730/rpg_rtnorow_timers_dont_end_battle.exe

Enjoy.

[RM2K3] Timer ending battle

What were they thinking?

Probably that the timer has to end the battle because events that could react on it would work only outside of battle, and hence if you select to continue the timer in battle, it means you also count battle time so you have to end the battle in order to react on the timer running out.

To patch this behavior away, let me know which RPG_RT version you are using.

Where's the Phylomortis resource pack?

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

...ah I see.

Thank you!

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

You know what, I dug into the code and I looked at how it's done when you use the "show battle animation" battle event command. Try these functions:

void showBattleAnimationOnMonster(int animationId, int unknownArgument, int monsterIndex) {
	asm volatile(
		"pushl %7;"
		"call *%%esi"
		: "=a" (RPG::_eax), "=d" (RPG::_edx), "=c" (RPG::_ecx) : "S" (0x4BED9C), "a" (RPG::monsters), "d" (animationId), "c" (unknownArgument), "m" (monsterIndex) : "cc", "memory"
	);
}

void showBattleAnimationOnActor(int animationId, int unknownArgument, int actorId) {
	asm volatile(
		"pushl %7;"
		"call *%%esi"
		: "=a" (RPG::_eax), "=d" (RPG::_edx), "=c" (RPG::_ecx) : "S" (0x4B4D1C), "a" (RPG::actors), "d" (animationId), "c" (unknownArgument), "m" (actorId) : "cc", "memory"
	);
}

I am not sure what unknownArgument is, in case of the event command it's always 0, but in case of skills it can be something else. I would be interested, so maybe you can play with it and let me know.

The animationId can be 0 to stop the current animation.

Also, the monsterIndex/actorId can apparently be -1 or -2, I would guess it's for full-screen animations and/or animations on all monsters/actors or something like that but I'm not sure - again I'd be interested to hear what you found out about that in case you are going to play with it.

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

It sounds as if you may have to set "anim" to the ID (1) and not the animation pointer itself

EDIT: Ah, no, never mind.

[RM2K3] DynRPG installation / first compilation error

OK, I guess the GCC version is just not compatible then. ¯\_(ツ)_/¯