New account registration is temporarily disabled.

CORTI'S PROFILE

Search

Filter

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

Hey PepsiOtaku, i saw that you added your own values to the RPG::Scene enum.
How do you switch between scenes? Settings RPG::system->scene works but leads to little bugs like a black screen until i press a key when i entered the menu that way.
Any tipps for working with custom scenes?

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

DynRPG has RPG::getSelectedMonsterIndex(). It returns the index of the currently selected monster or -1.

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

Thanks a lot once more!

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

So there is this little window, that shows the mana points requirement as part pof the skill selection. It is only shown in tradition battle mode and it seems to be part of RPG::WindowMenuSkill. However, RPG::WindowMenuSkill does not have a reference to that special window.

A) How do i get a reference to that thing?
B) I don't like it anyway. A QuickPatch that sets its X value to 320 would be fine.

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

In may i created a plugin for GhostRider named "CortiItemProperties".

Here's an upgrade.
http://share.cherrytree.at/showfile-21422/cortiitempropertiesv03.zip

The commands to set conditions and attributes have been changed from a zeroBased condition and attribute id to a oneBased that fits the numbers shown in the database.

author=Example
Database:
0001:Dead ( Old ID:0 ; New ID 1 )
0002:Poison ( Old ID:1 ; New ID 2 )

@GhostRider: Using the right IDs should solve your problems. Send me a letter if something still bugs.

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

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

And thanks once again ^_^

[RM2K3] Is it possible to edit weapons, armors and such with events?

The database is readonly. All items you acquire in game are just saved as "item ID" and how many you own. If you change Firesword (ID20)'s Atk, all Firesword (ID20) would be changed, you can not change a single instance of an item, because there is no instance, theres only the number of items you own that are like the one in the database.

The stats can be changed with a DynRPG-Plugin, it allows to change the values of the database in RAM. However, changing the database-entries von never meant to be done, and that is why the database is not saved into and loaded from savegames.

If you, for example, change your sword to 30Atk, and quit the game and load again, the change will be gone and its back to default value. If you change a value and then load a different savegame, the value will still be the new value.

There are ways to handle that, for example you could manually set the values each time bevor a battle starts or the player opens the menu. You need to sync it with variables. Its a workaround, so its not the most comfortable solution.

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

Thanks again!

btw. that command Window, ( BattleData->winCommand ), since that is of class "Window" too, does that have an "Entries per row"-initialisation somewhere too?

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

Hey, thanks!

The row typo fixed it. item-rows was the same, increased it by one as well, now it works.

VM:SkillMenu(height)=4C902B,#80
VM:SkillMenu(y)=4C9032,#64

Those two work fine:

VM:SkillMenu(width)=4C9026,#320
This works from 320 to 256px. Dercreasing the value to 254 or below and the width gets:
#256 = 256px
#255 = 511px

255 = 011111111
511 = 111111111

This works:
VM:SkillMenu(width)=4C9026,C800
a little-endian hex-tippex, i guess O_o

author=Wise man once told me:
Die Art und Weise, wie der dynloader mittels Größenangabe % und # im RAM patcht is scheinbar anfällig gegen Updates / Sicherheitsupdates seitens Windows / OS.

Oh, that was you!

author=bugmenot
Might have spared me that all-nighter, too.

I appreciate your nights :-p