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Ideas for plugins in dynrpg

author=gadesx
author=GhostRider
And using pictures?
That shadows looks possible using the DynBlendingPlugin with the subtractive blend


yeah but the shadow needs to slowly disappear while the hero walks in new tile (sort of like that old SEGA game, Dragon Crystal or Fatal Labyrinth). it's a bit messy to do with pictures ('tho not impossible).

Ideas for plugins in dynrpg

author=SpellcraftQuill
Actually I want to change the word "Title" to "Affinity." Sorry for the trouble.


you should be able to that with exescope, reshack and similar programs, even without using plugins and patches

Ideas for plugins in dynrpg

hi, i have a request, it's actually for a friend, he could use a plugin that creates some sort of "fog of war" effect (basically the map becomes visibile while it is explored) sort of like this:



or this



if it's even possibile, of course.

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

thanks man :3

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

i actually do have that plugin; i turned the quit command into some sort of option menu, but of course being originally the quit command it sticks to the last position, i wanted to put it second to last position, instead.

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

author=bugmenot
download MenuManipulator
[QuickPatches]
MenuSize(Var_ID)=4A10AC,#3341
MenuOption(Var_ID)=4B4D31,#3342

MenuSize is taken from Var[3341] (if 0, it takes the size from the database or from the last game session / save file).
max. 8, min. 1, crashes if below 0 (blame me if you want).

MenuOption is taken from Var[3342]+ (3342 is Option#1, 3343 is Option#2, ... , 3349 is Option#8 )
The menu option can be assigned for each position / Option#:
0 = default (taken from database)
1 = Item
2 = Skill
3 = Equip
4 = Save
5 = Status
6 = Row
7 = Order
8 = ATB
-1 = empty

Last option is always Quit. MenuSize does not go below 2. (blame me if you want)

This is for... unlocking menu options. Especially when some of those menu options activate a switch that enables new menus or statistics or other things.


Is there no way at all to move the "Quit" option from the last spot?

Don’t Throw Away That 2k3 Just Yet

we could argue about which tool is better for a whole lifetime, and in the end everyone will still use the tool that he/she sees better fit for himself. at least smart people will, i know a lot of guys who switch to vxa because someone told him he "had to", and now spends every minute of their time telling people that they have to switch to vxa, because for every person they manage to convince, they convince themselves that they made the right choice.

i'm a 2k3 guy.. always been and always will be, i will do something with vxa somewhere along the line, but i still will prefer 2k3 above others.

fact is (at least in italy where i'm from, even 'tho the rpg maker world is not as big as it was back in 2008/2009, there are still some of us who use rm) greatest games are always been made and still are made with 2k/3, while if you look at vxa games, with very few exceptions, they all have the same crappy rtp graphics, same third-part scripts recicled over and over... sometimes it seems to play the same game.

and my point is?
most likely the problem is with the people who use rpg maker, not with the tool himself.

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

yeah it's that save_switch linked by pepsi otaku,
quickpatch worked, there was no need to convert in hexdecimal :)

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

Awesome.

Is there a quickpatch like that for the Save command as well? i'm asking just because for some reason the "switch changer" i used untill now, doesn't work anymore.

Basically i had a ips patch that turned the save command into activating switch #1005, since that switch is used for another event, too deep radicated into the game now to just change it, i had used a small program called "switch changer" to change that switch into another free switch (#999), now that switch changer does not recognize my rpg_rt file anymore... so i figured maybe there was a quickpatch for that too.

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

author=bugmenot
@GhostRiderdownload A Switch
[QuickPatches]
ATBSwitch_ID=4A26B7,#1008

The game will crash if a plugin relies on the menu option "active/wait" being pressed (not the change of the active/wait mode, just the interaction in the menu)
If the #numbers are not working again, you would have to convert the decimal number to a HexValue: HexConverter
Put the number into the rightmost box next to the 'big-endian' and take the left box next to the 'little-endian' and put that number behind the #

P.S.
It may help knowing which menu options you are not using as well. I've got, like, 3 Patches affiliated with menu options, just lying around.


thanks again, man. it worked first shot :3

anyway i don't use the Save option, because save is customized and happens when you hit a save-point during the game, i turned it into an ability chart (some sort of levelup/learning skills, i used the save option because it can be disabled, since i wanted the ability chart to be unavaliable early in the game); also i have turned the Quit Game command in the option menu with a plugin, and the Order command i turned into some sort of game statistics menu, and now the atb switch i think i'll turn it into some other custom menu yet TBD, since the atb mode will be determined by a switch.