KOTATSUAKIRA'S PROFILE

- Full-time princess who does daily livestreams
- Nationally NON-certified professor cat for independent german video game text checking

One of several co-admins at MakerpendiumDE, where you can get information on Maker series, companies + key people, communities, developers + games, tools + patches, technical details and all the cool and not-so-cool cultic stuff.

Founder and maintainer of MPde's side-project MakerDev Library, which is meant to evolve into a new hub for old&new docs, technical stuff and RM-gamedevs' everyday-needs.

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[RM2K3] Big List of Plugins/IPS (Sticky This Please)

KillSwitch ported to 2000-1.62 and 2003-1.09~1.12
https://archive.org/details/RPGMakerPatch_KillSwitch

Prevents that the gameover-screen will appear on map as long as switch #999 is OFF. After setting it to ON, gameover will appear when the NEXT party-knockout-check to happen results positive (check can be enforced by some event-commands like HP-change).


VarTextWidthPatch ported to 2003-1.09~1.12
https://archive.org/details/RPGMakerPatch_VarTextWidth

Implements invididual width for all 256 characters of the ANSI-encoding in all default text-displays, you'll have to hack the correct values into RPG_RT after applying the patch, starting at address 0x25000. Half-space (the backslash-underscore command) is located at character 0x01 and is defaulted to width of 3 pixels, everything else to 6.

This is primarily made for usage in the message-text-window, it will look a bit broken in default menu-screens.


FontHeight14 ported to 2000-1.07, 2000-1.62 and 2003-1.09~1.12
https://archive.org/details/RPGMakerPatch_VarTextWidth (same item-page as VTWP)

Since the version for 2003-1.08 was originally bundled together with VTWP, the ports are together on one page too. This one can be used without VTWP and gives your text a little more space in height if the fonts you plan to use need it.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Direct Menu Patch for 2000-1.62
https://archive.org/details/RPGMakerPatch_DirectMenu

Almost exactly seven years (this wasn't on purpose) after the last fixed version of bugmenot's patch that can directly open the subscreens for inventory, skills and equipment (also status and order in RPG2003) without going through the default menu's mainscreen, the patch has now been ported over to 2000-1.62.

Variable #3326 still tells the engine which menu-screen to open and #3327 which party-actor (1~4) or database-actor (-1~-5000 or even more) to use (0 works same as 1, equal to party's leader-member).

~炬燵あ

[RMVX ACE] [RESOLVED] When is it safe to not include RTP data?

{...}really doesn't use anything from the RTP.

So what's the problem at all? And of course, everything you import stays in your game, the GameDisk creation-process doesn't care about what the filenames are, it just packs what is there.

If you want a game that uses absolutely nothing to start and work without any RTP, you can remove this dependency from Game.ini (make the "RTP=" entry empty) and everything should be fine. And since the game will not be able to address any RTP-file then, you can test it in that state on your own system without further steps needed. If it crashes because files are missing, it will tell you and then, you can copy the needed stuff manually, you just have to know where RTP is installed on your system to do that.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

FWEX-Addon: BushPointer
https://archive.org/details/RPGMakerPatch_FlexibleWalker (see folder "Addons")

This is an experimental addon-patch specifically for FlexibleWalker EX+α that lets you decide the height and opacity-factor of all terrains' bush-lines through variables (default: V #1001 and V #2001 for terrain #0001's line and factor respectively). Opacity ranges from 0 (invisible) to 255 (relative 100% of the engine's normal opacity-calculation's result (default half-transparency not included).

If a terrain is set to bush-setting "full", it will ignore variables and displays entire characters with half visibility like it normally would, all other settings use the variables (and are equal now).

With this it's also possible to animate the bush-height and opacity of individual terrains in parallel-events, e.g. to have a nice little effect on characters standing in moving water. And that's only one of many possibilities.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Update on DirectItemMenu
https://archive.org/details/RPGMakerPatch_DirectItemMenu

This nice thing by Cherry I've ported last year from 2003-1.08 to 2003-1.09~1.12 is now available for 2000-1.62 (based on version for 2000-1.07)!


A ton of ports of ColorShopper
https://archive.org/details/RPGMakerPatch_ColorShopper

Made in 2014 by bugmenot for RPG2003-1.08, it changes only a single byte. And nothing more than that is needed to prevent the party-actors in default shop-screen to display grayed-out when they can't use/equip an item. Useful for monochrome-colored games that are not using normal graytones.


FlexibleWalker EX+α
https://archive.org/details/RPGMakerPatch_FlexibleWalker

The patch for dynamic character-size calculation based on source's width and height I made in November 2020 is now completely re-revised, uses much less code-space, is available for 2000-1.62 and 2003-1.09~1.12 (Maniac Patch only up to mp210414 as always), replaces the ENTIRETY of RPG_RT's CharSet-drawing-function and finally supports bush-terrains on lowertiles without any glitches! Be sure to pick a version tagged "32bit" if you applied "Screen32" or a comparable patch beforehand.

You can also apply it to an EXE that already had the old FlexibleWalker, it shouldn't have side-effects.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

ModernEndScreen & RemoveQuitQuestion (2003-1.09~1.12 only yet)
https://archive.org/details/RPGMakerPatch_ModernEndScreen

With this patch you can make the end-screen in default menu look and work more like it does in RPG Maker XP, VX and Ace, means it adds a "Shutdown" option between "Yes"/"To Title" and "No"/"Cancel" that closes the game-application. The text used for "Shutdown" command is the same as the one used for "Shutdown" on title-screen.

If you wanna go all-in, you can additionally apply the "MES"-version of enclosed patch RemoveQuitQuestion afterwards. It removes the question-window and changes the text-source of "Shutdown" to the string that normally would be used for the now-unused question.

Or if you just want to remove the question-window and retain yes-no-choice, just pick the "Classic"-version of RQQ instead.

Example-screenshot of how MES and RQQ-MES in combination will look ingame is available on the page.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Today's topic is all about repositioning!
Both of these patches contain very dirty and ugly "optimizations" in order to create enough space for my code to fit in.


VarTimerPos (2000-1.62 only yet)
https://archive.org/details/RPGMakerPatch_VarTimerPos

This patch uses variables 3401 and 3402 to determine where to draw the timer, same for 3403 and 3404 in default battle-screen.

With this you can e.g. change the corner where the default timer is positioned midgame, let it shake intensely, position it on an enemy or make it constantly follow the player, an event or vehicle. Use it wisely and creative!

If you use Screen32 for 2000-1.62, use 32bit-version of this patch and only apply this AFTER Screen32, not before (see page).


MenuReversed (2000-1.62 only yet)
https://archive.org/details/RPGMakerPatch_MenuReversed

It swaps the layout of the main-screen in the default menu, so commands and gold go to the right side. This was done by other people for several versions before, but I'm sure 2000-1.62 wasn't one of them yet (and this one is made from scratch).

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Encounter Randomness Alert is now also available for 2000-1.62 and 2000-1.08.

EXtraFONT remade from scratch with 96 glyphs
https://archive.org/details/RPGMakerPatch_EXtraFONT

Patches available for 2000-1.07, 2000-1.50, 2000-1.51/1.52, 2000-1.61, 2000-1.62, 2003-1.08 and 2003-1.09 (which can be used up to 2003-1.12 and maybe with Maniac Patch up to mp210414, didn't test).

The new chartable (I had to remove the lowercase-letters due to how ANSI / codepage 1252 is built):

$+$,$-$.$/$0$1$2$3$4$5$6$7$8$9$:$;$<$=$>$?$@$A$B
$C$D$E$F$G$H$I$J$K$L$M$N$O$P$Q$R$S$T$U$V$W$X$Y$Z
$¿


Template-image and ingame-shot included in the item-page on IA.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Encounter Randomness Alert
https://archive.org/details/RPGMakerPatch_ERA

This fresh new little experiment removes the battle-start that would normally occur when a random-encounter comes to happen. Switch #1018 gets activated instead, also the ID of the troop that would have been in-battle picked by the game-system from map or area gets stored in variable #3355.

The "MEPR"-version also available on the page adds a forced map-event-pages-refresh afterwards. You only need this if you want to catch the switch and/or variable by using event-page-conditions. CE-conditions still can catch the switch without it (and event-code can always check for both without any problem).

Currently available for RPG2003-1.09~1.12, may add more later.

~炬燵あ

[RM2K3] Big List of Plugins/IPS (Sticky This Please)

SROA Switch for 2003-1.09 and above
https://archive.org/details/RPGMakerPatch_MenuSwitches

Originally created by bugmenot for 2003-1.08. It replaces the "Status", "Row", "Order" and "Wait OFF/ON" commands in menu with switches (they are still the same: 1009, 1007, 1010 and 1008 respectively) that get activated and then close the menu-screen. On the item-page I've also included a new variant that leaves "Status" untouched (named "ROA").

As always, it should be compatible with Maniac Patch, I didn't test. But if, only up to mp210414.

~炬燵あ