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

and here i am with another of my weird requests lol

i have no longer use for the ATB Mode option in the standard menu system as i will control atb via a switch (battle_overhaul plugin), but i could use that slot for some other menu, hence the request, is there a way to make so that that command turns on a certain switch when used, just like it was made (by pepsiotaku I believe) with the quit and order commands? (there is also a ips patch that does it for the Save command, if i recall)

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

author=bugmenot
edit²
What I mean is, 'helmet' type equipment fits into Slot#5 as well. As there is currently no way to test for the ItemType (yet), there's no practical use for using both 'helmet' type accessories and 'accessory' type accessories. They are just effectively interpreted as the same (in all regards and types) by the game.

oh, so basically to unequip both accessories via event i have to unequip helmet and accessory?

edit:

doh!
Well... keep in mind that the <ChangeEquipment> command will de-equip Slot#4 on "unequip helmet" and de-equip Slot#5 on "unequip accessory". And put the item into Slot#4 on "equip Item" if the item is of the type 'helmet' and put the item into Slot#5 if the item type is "accessory"

you already pointed that out lol

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

author=bugmenot
edit
Well... hats are accessories, too. (in case someone notices...)


Good point... *lol*

thanks again :)

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

I don't remember if it's already been asked but... is there a way to make heroes equip a second Accessory by "sacrificing" the Helmet slot?

PepsiOtaku's DynRPG Plugin Emporium!

author=bugmenot
Someone asked if the division in the basic formula 1/2 Str - 1/4 Def could be omitted altogether, making it 2x Str - 1x Def for physical attacks and 2x Str xInfl + 1x Int xInfl - 1x Def xInfl - 0.5x Int xInfl for skills

[QuickPatches]
PlayerDmgRevamp=4B9847,D1E0,4B985F,909090
EnemyDmgRevamp=4C0B3E,D1E0,4C0B54,909090
SkillDmgRevamp=4C0DE4,#5,4C0DF8,#10,4C0E1A,#10,4C0E2F,#20

Str
Def
Int

A need for re-balancing (as well as a smaller influence of the EffectRating) results. Do not forget that the #influences are applied to the raw stats as a division...


That's good news... it would only be better if we could write our own damage formula for attack and skills... but i know that's not possibile v_v

*(not so) secretely hopes that bugmenot, cherry or pepsiotaku can do this*

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

author=bugmenot
download RowSwap
[QuickPatches]
RowSwapCommand(ID)=49606E,#1

Command_IDs can be found under Battle Layout -> Default Battle Commands -> [Set]


man, you always have an ace up your sleeve, do you?

thanks again :)

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

sorry to bother but i have another question (lately i'm not able to program my own project so i'm doing some dynrpg testing stuff...), i read on the german site that there is a patch who gets rid of the Row command in battle... i was wondering if there is a way to replace it with a different command, like Escape or another custom command from the list.

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

hey, seems to finally work with this new version :)

thanks man ;)

(anyway in dynpatches folder i had the usual divide by zero bug fix, reflect bug fix, pics in battle, no auto battle, better aep and custom save load, in addition to visugauge.. nothing special, so i was excluding incompatibility issue)

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

yeah i did keep the # sign before the number, also i have dynrpg 0.20 'tho when i tried using this dynloader you just posted the game crashed as soon as battle started.

i'm starting to think that i don't have the right version for dynrgp 0.20.. maybe a old bugged version? could it be?

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

author=bugmenot
author=GhostRider
any advice?
Where and what values are you changing specifically?


sorry my bad... i put everything under quickpatches and forgot to put the actual patch inside the dynpatch folder... my bad, i was distracted *facepalm*

however i'm still experiencing crashes when i try to change the X positon of elements such as the hp/mp bars or the hp/mp digits, here is the code and in blue the parts i'm modifying:

;// The distance in X from the left edge of the facesets and the beginning of the HP bar
HPB(Far-x)=496AF6,81C2,496AFC,8BC6
HPB(x)=496AF8,#50

;// The distance in X from the left edge of the facesets and the HP - digits
HPD(Far-x)=496B29,81C2,496B2F,8BC6,496B5C,81C2,496B62,8BC6,496B8C,81C2,496B92,8BC6,496BB7,81C2,496BBD,8BC6
HPD(x)=496B2B,#40,496B5E,#48,496B8E,#58,496BB9,#64

;// The distance in X from the left edge of the face sets and the beginning of the MP bar
MPB(Far-x)=496BEE,81C2,496BF4,8BC6,496C34,81C2,496C3A,8BC6
MPB(x)=496BF0,#48,496C36,#48

;// The distance in X from the left edge of the face sets and the MP - digits
MPD(Far-x)=496C67,81C2,496C6D,8BC6,496C99,81C2,496C9F,8BC6,496CC6,81C2,496CCC,8BC6
MPD(x)=496C69,#48,496C9B,#56,496CC8,#64

;// The distance in X from the left edge of the face sets and the beginning of the ATB gauge
ATB(Far-x)=496D0A,81C2,496D10,8BC6
ATB(x)=496D0C,#50


thing is whenever i put even just one of this lines, the game crashes with a Range Checking Error message