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[RM2K3] D-Input controller configuration plugin?

I know that there's already a spectacular X-input controller plugin by Pepsi Otaku for DynRPG, but is there a similar plugin for D-input controllers? I know that RM2K3 has native support for D-input controllers, but you can't redefine the function values of each key and, sometimes, one or more keys on a controller won't even register anything in RM2K3 at all. It would be nice to be able to customize the controller functions without expecting the user playing your game to fandangle with a program like Xpadder or Antimicro. Even better would be if you could have it and Pepsi Otaku's plugins installed at the same time, so the player could use either an X-input or a D-input controller, fully configured, without the user needing to replace .dll files themselves.

[RM2K3] Is there a 3rd party application that will scan code and replace string values en masse?

Right. I forgot about .xyz and .mid. However, I think that .xyz barely even counts as a proper file format. As far as I can tell, literally all it is is just an artificial renaming of the file. You can take an .xyz file and just rename it back to a .png again and it works just fine.

[RM2K3] Is there a 3rd party application that will scan code and replace string values en masse?

Interesting. I will try again later with RPG Maker closed. That might've been a good thing to mention before. :P I'll let you know how that goes.

Images (for any purpose, be they sprite sheets, tile sets, title screens, or whatever) are limited to 256 colour .png and .bmp only.

Music is limited to .mp3 or .wav only.

Sound effects are limited to .wav only.

Movies are limited to .avi and (I think?) .mpeg only.

You cannot use a .png tileset located in \Music because the list of files to choose from when selecting a tileset graphic can and will only include files in the ChipSet\ directory. And, if you put something incompatible into the ChipSet\ directory (like an .mp3 that would otherwise be compatible in the Music\ directory), it will not show up in the list of files to choose from at all when selecting a tileset graphic.

DynRPG Plugin Pathfeeder

It is a beautiful thing. <3 I've been coding a target acquisition algorithm with this all night, and I've finally got it working (I think). Tomorrow, threat processing for isolating a target decision and the actual movement. My old code was stupid inefficient. This is so much better. Thank you so much for all your hard work.

[RM2K3] Is there a 3rd party application that will scan code and replace string values en masse?

Welp, it seems to completely not work at all, in any capacity. I made a new project for the sake of testing this out. I slapped a couple of graphics into the CharSet folder and made a couple of sprites that use them as their graphics. I slapped a couple of graphics into the FaceSet folder and made my starting party use them. I also made the starting party use the CharSet graphics that I had slapped in there too. I slapped a couple of .mp3 files into the Music folder and made the map use one of them. And I slapped a few pictures into the Picture folder and made an event that shows them. I also made an event that swaps around the graphics of the sprites that I put on the map. I made an event that changes around the sprites of the starting party. I made an event that changes around the faces of the starting party. I made an event that changes the BGM to the other included BGM. I also made common events which are carbon copies of these events that I just mentioned, and I made other events on the map that call those common events. Then I rewrote the configuration .txt file, and I ran Relocate.exe, and it did absolutely nothing. Nothing had changed anywhere. The events were still the same, the database entries were still the same, and the common events were still the same. Then I figured, "Ok, maybe I need to create the new subfolders manually and move the files into them before this will work." So I did that, and then I ran the .exe again, and still, nothing changed at all (except for that, now, of course, the resource previews in the event and Database pages were all black because their physical resources had been moved). Everything still pointed to the same file locations. However, while I was in the process of looking around at the various relevant events and Database locations, I suddenly had about a half a dozen strange errors appear out of nowhere, and then the project closed itself, and now it is somehow corrupted and I am unable to re-open the project. lol. When I try to open the project, it gives the following error message four times in a row: "Assertion failure (D:\ha\02rpg2000\2003\RPG_RT\GR_ChipSet.pas, 489 Line)". Which is funny, because I didn't even do anything with the chip sets in this test. Then, after that, it gives me this error: "Loading project failed: ">insert project directory here<"."

Also, I'm not sure what you mean by, "in-game location". Do you mean the name of a map?

EDIT: Strangely, it seems to have also closed my main project that I had open as well. Although it doesn't seem to have done any harm to it. It just randomly closed it. I guess it crashed the entire process tree.
EDIT: Welp, actually, some harm does seem to have been done. As I'm working on this event script, changes that I've made keep on undoing themselves randomly, and new lines that I insert are sometimes randomly going to the wrong places. Due to the fact that the Relocate.exe was not used on my main project at all, and also due to the D:\ drive file location of the errors that I got when I did use Relocate.exe, I'm going out on a limb (and hoping) that it's just done something to corrupt my actual RM2K3 installation. So I'm going to try uninstalling and reinstalling RM2K3. If this doesn't work, and my main project is actually borked and I have to fall back to a backup, I will be rather miffed.
EDIT: Okay. Reinstalling RM2K3 did, in fact, fix that anomalous problem. So that's good, at least.

[RM2K3] Dynrpg Screen shot plugin?

While not the whole point of the plugin and only a secondary function, PepsiOtaku's OpenGL Renderer claims to have a screenshot button. Though I've never been able to get the screenshot button to work. However, I also haven't exactly tried very hard. lol

https://rpgmaker.net/engines/rt2k3/utilities/195/

[RM2K3] Is there a 3rd party application that will scan code and replace string values en masse?

Are they categories other than Tileset, Event or Common Event?
Oh. You mean you want before-and-after comparisons for everything else too? I had assumed that you would be able to figure out all the others with the information gleaned from just these three, but since you seem to be implying that this doesn't seem to be the case...

Yes, there sure ARE other categories besides tileset, event, or common event. I have done this over again. However, this time, I have included literally ALL the things. This took me just a little bit under twelve hours to put together, so I really do hope that this will be enough and that the effort will be appreciated and useful.

This package is nearly two gigabytes when unpacked. Amazing how much it was able to be compressed. Like, wow. It's under 100 megabytes compressed. In hindsight, I probably should've used a fresh, new project for this, but... Yeah... I didn't. lol. My database is almost 20 megabytes, and a bajillion copies of it sure adds up. Sorry about that.

I tried to be as thorough as I possibly could be, and I sure do hope that I didn't forget or overlook anything, but I'm PRETTY sure that this is literally every single capacity in which you can ever input a filename string within RM2K3 1.08. The download link is at the bottom of this post. Inside, you will find before-and-after comparison files for the following:

Common Events:
— Common Event Command — Change Face Association
— Common Event Command — Change Map Tileset (Unsure of necessity, but included anyway)
— Common Event Command — Change Parallax Background
— Common Event Command — Change Sprite Association
— Common Event Command — Change Vehicle Graphic — Airship
— Common Event Command — Change Vehicle Graphic — Ship
— Common Event Command — Change Vehicle Graphic — Skiff
— Common Event Command — Face Graphics
— Common Event Command — Move Event — Change Graphic
— Common Event Command — Play BGM
— Common Event Command — Play Memorized BGM (unsure of necessity, but included anyway)
— Common Event Command — Play Movie
— Common Event Command — Play Sound Effect
— Common Event Command — Show Picture
— Common Event Command — Change System BGM — Airship
— Common Event Command — Change System BGM — Battle
— Common Event Command — Change System BGM — Game Over
— Common Event Command — Change System BGM — Inn
— Common Event Command — Change System BGM — Ship
— Common Event Command — Change System BGM — Skiff
— Common Event Command — Change System BGM — Victory
— Common Event Command — Change System SFX — Ally Damage
— Common Event Command — Change System SFX — Begin Battle
— Common Event Command — Change System SFX — Buzzer
— Common Event Command — Change System SFX — Cancel
— Common Event Command — Change System SFX — Cursor
— Common Event Command — Change System SFX — Decision
— Common Event Command — Change System SFX — Enemy Attacks
— Common Event Command — Change System SFX — Enemy Damage
— Common Event Command — Change System SFX — Enemy Defeated
— Common Event Command — Change System SFX — Escape
— Common Event Command — Change System SFX — Evasion
— Common Event Command — Change System SFX — Use Item

Database:
— Database — Actor — Face
— Database — Actor — Sprite
— Database — Animations
— Database — Animations 2 — Poses
— Database — Animations 2 — Weapons
— Database — Animations Large
— Database — Battle Settings
— Database — Monster
— Database — Monster Groups — Background
— Database — System — Airship Graphic
— Database — System — Game Over Graphic
— Database — System — Ship Graphic
— Database — System — Skiff Graphic
— Database — System — System BGM — Airship
— Database — System — System BGM — Battle
— Database — System — System BGM — Game Over
— Database — System — System BGM — Inn
— Database — System — System BGM — Ship
— Database — System — System BGM — Skiff
— Database — System — System BGM — Title
— Database — System — System BGM — Victory
— Database — System — System Graphic
— Database — System — System SFX — Ally Damaged
— Database — System — System SFX — Battle Transition
— Database — System — System SFX — Buzzer
— Database — System — System SFX — Cancel
— Database — System — System SFX — Cursor
— Database — System — System SFX — Enemy Attacks
— Database — System — System SFX — Enemy Damaged
— Database — System — System SFX — Enemy Defeated
— Database — System — System SFX — Evade Attack
— Database — System — System SFX — Flee Battle
— Database — System — System SFX — Item Used
— Database — System — System SFX — Select Choice
— Database — System — Title Graphic
— Database — System 2 — Battle Graphic
— Database — System 2 — Frame Graphic
— Database — Terrain — Background
— Database — Tileset


Map Events:
— Map Event — Graphic
— Map Event Command — Change Face Association
— Map Event Command — Change Map Tileset (Unsure of necessity, but included anyway)
— Map Event Command — Change Parallax Background
— Map Event Command — Change Sprite Association
— Map Event Command — Change System BGM — Airship
— Map Event Command — Change System BGM — Battle
— Map Event Command — Change System BGM — Game Over
— Map Event Command — Change System BGM — Inn
— Map Event Command — Change System BGM — Ship
— Map Event Command — Change System BGM — Skiff
— Map Event Command — Change System BGM — Victory
— Map Event Command — Change System Graphic
— Map Event Command — Change System SFX — Ally Damage
— Map Event Command — Change System SFX — Begin Battle
— Map Event Command — Change System SFX — Buzzer
— Map Event Command — Change System SFX — Cancel
— Map Event Command — Change System SFX — Cursor
— Map Event Command — Change System SFX — Decision
— Map Event Command — Change System SFX — Enemy Attacks
— Map Event Command — Change System SFX — Enemy Damage
— Map Event Command — Change System SFX — Enemy Defeated
— Map Event Command — Change System SFX — Escape
— Map Event Command — Change System SFX — Evasion
— Map Event Command — Change System SFX — Use Item
— Map Event Command — Change Vehicle Graphic — Airship
— Map Event Command — Change Vehicle Graphic — Ship
— Map Event Command — Change Vehicle Graphic — Skiff
— Map Event Command — Face Graphics
— Map Event Command — Move Event — Change Graphic
— Map Event Command — Play BGM
— Map Event Command — Play Memorized BGM (Unsure of necessity, but included anyway)
— Map Event Command — Play Movie
— Map Event Command — Play Sound Effect
— Map Event Command — Show Picture

Map Properties:
— Map Properties — Battle Background
— Map Properties — BGM
— Map Properties — Parallax Background

https://www.dropbox.com/s/vh9htqqsa2yjmwm/Files%20for%20Irog%20%E2%80%94%20Frickin%27%20Everything.rar?dl=0

[RM2K3] Can someone make "Ignore Status Priority" Patch/Plugin?

I know this thread is a little bit old now, but I'm wondering... is there some sort of problem with it being a switch event instead? Like, what's the actual drawback to that?

[RM2K3] Is there a 3rd party application that will scan code and replace string values en masse?

Alright. Going on the assumption that my previously stated presumptions are correct, I went ahead and gathered the requested material. This .zip archive contains two folders: "Before Changes" and "After Changes". I imagine those are self explanatory. There is also a .txt file called "The Changes" in the root directory which details the exact nature of the changes made. I hope that what I've gathered here will be adequate. If you would like for me to provide any additional information or files, just let me know, and I would, again, be happy to oblige. Also, if you would like to add me on Discord so that we can discuss this in real time, then give the word, and I'll PM you my addy.
https://www.dropbox.com/s/9da0edpnmatzarr/Files%20for%20Irog.zip?dl=0

[RM2K3] Is there a 3rd party application that will scan code and replace string values en masse?

I presume, then, that you mean that you only need the database file before and after *one* location change? 'Cause if you need the database before any changes and then after *all* the changes, that would kind of defeat the whole purpose. I'm also guessing that the reason you need this information is so that you can see exactly how and where the string values change between the two database archives and the map files (if relevant)?