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

Sure, but you'll have to specify what you mean. This request, as phrased, is a little ambiguous. What do you mean by "a/the file"? Do you mean, like... the database file? Or do you mean the picture file that's being relocated? If you mean the latter, then it's going to be the same file before and after the change, it'll just have a different directory. In regards to your last bullet point there, 100% of the affected files will be .png files. I've got nearly 9,000 pictures in my pictures directory, and I will want to relocate several hundred of them into subfolders if possible. With the sheer multiplicity of files that I would like to rearrange, you can see why I would be loathe to redo all the picture display commands that point to those pictures in my code. I have about 1,600 common events, and many thousands of picture displays. The logistics of redoing all of those manually, one at a time, is simply staggering. So that's where I'm at. But, yeah, specify what exactly you mean in bullet points one and two, and I'll be happy to oblige.

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

Well... I'm glad, then, that I never got around to it. xD Thanks, Cherry.

MessageExtender2c

Firstly, thanks for the awesome plugin. I make very extensive use of it, and I love it.

That said, I've noticed something that the so-called "instability" may be referring to. If you press F12 to reset the game back to the title screen while a message is being displayed that uses a \n command (or the other special backslash commands added by this plugin to print strings in message displays), then, if you do this twice, from that moment on, every time that one of the backslash commands from this plugin gets used, it will display a space followed by the ID number of the pointer variable instead of the string it's pointing to. For example, let's say monster 0004 is "Slime", and we want to point to it with variable 0002, which is set to 4. Using \m{\v{0002}} will result in " 2" being printed instead of "Slime". This persists until you exit the game entirely and boot it back up (and it even persists through additional resets, whether or not a backslash string is being displayed when you reset again). It seems to take exactly two resets while backslash-related message strings are being displayed to make this start happening.

Is there any chance that maybe something can be done about this?

EDIT: I'm using curly brackets here instead of square brackets because the formatting on this forum has problems with square brackets.

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

Hmm... Well, I suppose that that's worth a try. I wouldn't have thought that such programs could open the relevant files, but I'll give it a shot. I'll report back soon-ish on how it goes (in the mean time, if anyone else knows of anything that's explicitly designed for this purpose that's specific to RM2K3, I'm still all ears).

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

context for what follows: If you're using Cherry's RPG Maker 2009 addon, you're able to put subfolders into the various RTP folders.

If you move a resource like a picture that's currently being used in your game from one folder to another — or if you rename it — then the game will crash when it tries to load that picture because it doesn't know that you've moved it unless you go through and manually adjust every instance of that resource throughout all of your code. This can be exceedingly tedious if the resource in question is one which is made use of many, many times throughout a project or if you feel a need to do this with many, many different resources.

Is there a program that can scan through all of a project's code to change every occurrence of one filename string to another, CTRL+H style? Like, for example, if I have a resource called "HP Bar 1" in the root directory of the "Pictures\" folder, but then I move it to a subfolder like "Pictures\Status Window\", then I would be able to tell this hypothetical program to scan through all of my code and look for any strings that read as "Pictures\HP Bar 1" and change them all to "Pictures\Status Window\HP bar 1".

Does something like this exist?

[DynRPG]Text Plugin

Yes, I mentioned all that. In other words, "No." lol. Thanks for getting back to me, at least. Painstaking manual course plotting it is. xD

[DynRPG]Text Plugin

So I came across something that's a bit of a problem for me. If I use a "move picture" command to move the picture layer that's associated with a text, the text does not move with the picture. Is there any way to make the text move with the associated picture? I know it has the "fixed" parameter to make the text move with the map, but what about moving with the picture? And I know it has the "change_position" command, but that doesn't have a parameter — at least not that's listed in the documentation — for determining a number of frames thru which to make the change; it always is just a single frame move.

EDIT: It's still not the end of the world, though, because I can math out the exact co-ordinates to manually reposition the text for every individual frame along the way of the move, but that is kind of a pain.

[RM2K3] Is there a plugin that will make alpha masking possible?

Yeah, I'm not looking for blending. I'm looking for the ability for parts of one picture to make parts of itself and other pictures transparent if they overlap. I'm aware of the Blending Modes patch, but that's not alpha masking. Thanks, though. It doesn't much matter anymore anyway, as I've just now finished making the 140 graphics that I'll need to do what I need to do without alpha masking. If I could have alpha masking, I could've done it with only one graphic, but... such as it is...

[RM2K3] Is there a plugin that will make alpha masking possible?

I'm looking for a DynRPG plugin for RPG Tsukuru 2003 that will make alpha masking with pictures possible. Specifically, I'd like to be able to define a picture as an alpha mask (probably through a comment command before the show picture command). Then, if any given non-transparent part of the alpha mask picture overlaps with any given non-transparent part of any OTHER picture, then the overlapping parts would become transparent for BOTH pictures. Does such a plugin exist? If not, is someone possibly willing to make one?

EDIT: Actually, even better would be any parts of the alpha mask picture that are colour 256 on the palette that are overlapping with any non-transparent pixels on OTHER pictures should become transparent for BOTH pictures. Yeah. That would be choice. I can still do what I need to do without this, so it's not the end of the world either way, but it would sure save me a lot of time and effort. Not to mention, I'm sure many other people could make good use of this besides.

[DynRPG]Text Plugin

When I was going to bed last night, I was actually wondering if you could offset it by using a @write_text command after every few @append_line commands. As you say, it does kind of defeat the purpose of @append_line, but hey, it works. And it's not a problem for me anyway, like I said. So it's all good. What's important is that it can still get the job done.