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Everlasting Journey

author=bulmabriefs144
How the hell are some ppl playing your game (demo or not)? I go to downloads and I see nothing.


I had a beta up of part 1 that was pre-DynRPG and took it down at some point over the past couple years because it has changed so much since then.

[RM2K3] How to hide resources and not trick RM3 game that they're gone

(Sigh, another one of these threads, with the same answers...)
I've researched this:

Molebox v2.2981 works with vanilla 2k3, but doesn't work with DynRPG. It's hard to find, and other versions are even less compatible.

Enigma Virtual Box is the only real answer to this issue that works with 2k3 (any version), including DynRPG patches games. It's pretty cool. You can choose what to pack and how to pack it, it's super flexible and just works. The only thing you can't pack I think is warp.dll and dynloader.dll (if you use DynRPG).

Can't vouch for the impact these packers would have with trigging false-positives in Anti-Virus software. It's definitely a valid concern, but as long as you don't actually include viruses/malware or something (which would be super scummy), then you can just deal with the questions you may or may not get after release.

[RM2K3] PACKAGE HELP!!

The simple way to put it: All of the files that are referenced in your game need to be in your game's folder, not the RTP folder. So if you have a "black.png" in RTP\Picture, it needs to be in YourGame\Picture. As long as this is done for every single resource (including sounds and music), you shouldn't have an issue.

This is something that has come up in every 2k/2k3 release at least once, so no need to worry. :)

Edit: Oh, and the FullPackageFlag thing, but it's better practice to put your resources in your game folder anyway. FullPackageFlag=1 is required before before running "Create Game Installer", but I think it's going to add ALL RTP resources into your game's folder, which is unnecessary.

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

Technically, anything's possible if you know how to do it. A lot of that would require experimenting with RPG::battleData, which can be pretty tiresome and finicky. You also have to work around internal 2k3 functions that get called upon victory/defeat that haven't been written for DynRPG yet (and might not since I don't have documentation for them).

Continue the battle screen after victory
You might be able to partially do this with RPG::battleData->battlePhase by keeping it valued at BPHASE_VICTORY and then setting it to BPHASE_END when you need to, but it could just loop the existing code for the rewards. RPG::battleData->battlEndTimer is another one to try experimenting with. Try setting that to a high value, although it might just be the timer between the last enemy being defeated and the rewards.

Stop experience/gold awards
Stop the battle
I think you can do this with:
if (RPG::battleData->battlePhase == RPG::BPHASE_VICTORY) RPG::battleData->battlePhase = RPG::BPHASE_END;
(onFrame)

BPHASE_END is essentially the start of the transition from the battle scene to the map scene I believe, although some stuff might break if the enemies in the monster group still exist... idk.

Record experience/gold etc if desired (for an out of battle awards system)
This is probably one of those function issues where the MonsterGroup gets sent to a function and 2k3 spits out whatever gets added to your inventory, and then draws it as an image in a window class. Whether those end values get stored temporarily somewhere that can be pulled from, I don't know.

Add a custom awards message if desired (either the narrow battle message or the standard text box)
You could try using the RPG::Window classes (or write your own with RPG::Image), but it gets really hairy.

[DynRPG] Battle: ATB Overhaul!

Hey all,

I finally updated this plugin. I started a new job recently and that kind of took priority among some other non-rm2k3 stuff I wanted to work on.

The readme should hopefully make more sense. Please read through it carefully, and assuming the directions are followed EXACTLY, you shouldn't have any issues, although I haven't gotten a chance to do a long-term playthrough with the latest version. Playing a single run of a game for hours tends to greatly increase the chance of seeing an unintended bug.

Grab the new version either from here or the github repo: https://github.com/PepsiOtaku/battle_atb_overhaul

[DynRPG] Battle: ATB Overhaul!

author=Boulon
By the way, it could be very useful if you make a simple plugin which allow to have "Wait" by default.


You're in luck because that's already been code in the next version of this plugin. Basically so you can have wait enabled by default in test battle. :P

[DynRPG] Battle: ATB Overhaul!

I'm working on an update but still testing for bugs at the moment. I might be able to have that out by some time this coming week. The documentation is probably confusing as well, so I'm also going to try to break it down a little easier.

Latest version is here if you guys aren't already using this one but there's still some broken stuff as others have mentioned. Use for experimentation for now. https://github.com/rewrking/battle_atb_overhaul

As far as the formula goes:

(ActiveSpeed or WaitSpeed) + ((AddValue * Agility) * SpeedVar)...

ActiveSpeed/WaitSpeed: % of the default speed (0-100) & are values set in the ini. WaitSpeed should be 0 in most cases. ActiveSpeed is basicshould be 75 or 50. What I forgot to explain in the readme I think is that this is the speed of the ATB bars when another hero is ready to act. Otherwise, it'll use the rest of the formula.

AddValue: It's like a base multiplier, so you want to keep that low (between 150 and 300 is usually pretty good). If you make this higher, it's a pretty good idea to make ActiveSpeed lower.

Agility: What I did for Agility was keep it between around 5 and 25 for each of my characters and make it the same value for all levels, and only use various equipment or seeds to raise/lower it. I set Monster's agility at about 5-20 as well. It's kind of a garbage stat in 2k3's engine to begin with, so having it set really high doesn't serve much of a purpose.

SpeedVar: The 12 variables (4 heroes, 8 monsters) that get defined based on the HeroSpeedMasterVar & MonsterSpeedMasterVar at the battle's start, but can be manipulated mid-battle. You generally want to keep it small (between 1 and 5 for instance). DefaultHeroSpeed & DefaultMonsterSpeed assign those variables a default value at startup. If this is 0, then AddValue will also be 0 because math. :-/

Bugfix for those who downloaded v1.31!!

author=Interceptor
i dont see a download anywhere

Yeah, the current version with all the Mode7 and tech stuff isn't out yet. This was for a previous version from like 4 years ago.

RM2k(3) Bugfix Patch/IPS: Consistent z-order of events which are on the same tile, finally!

Cool to see a fix for this! If I ever noticed it in the past, it was one of those "ugh wtf 2k3" type of things.

[RM2K3] [RM2K] MIDI Music Issue Windows 7

I sort of noticed this back when I made the move from XP to 7. For other people's games, I would just get used it, but if it's your game, there's definitely some stuff you can do. I was okay with the sound differences until I watched NicoB's playthrough of my game on youtube and the music sounded really bad. This prompted me to convert all the midi music to mp3 using Solmire.com. It took some work, but it guarantees that the music will sound the same on every system. Buuuuut it's been a couple years since then and I want to just hire a composer or something now, and replace all the music I did that crap with. :)