[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?

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?

[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.

[RM2K3] Is there a patch or plugin that allows one to redefine the expected pixel width of font characters?

As many of you probably know, there exist several different mods/patches/whatevers that will allow the user to, through various means, change the message font in RPG Tsukuru 2003. However, all of the means to do this of which I'm aware are not able to recognize when the font being used has different pixel width on any given character as compared to the original, pack-in fonts. Unfortunately, this results in characters overlapping each other if their width is greater than that of the original fonts.

So, for example, if the original font expects a certain character to be three pixels wide, but your font has that character as five pixels wide, then the last two columns of pixels that compose that character will be overlapped with the first two columns of pixels that compose the next character.

Is there any way to fix this? Is there a patch, or a plugin, or something of that sort that will allow you to specifically define the expected width of each individual character used by your font? It's still better than having no custom fonts at all, of course, but having to smush my font so that it will fit is certainly less than choice. If no such plugin or patch exists, would I possibly be able to trouble someone to make one? I don't care if it could potentially result in text that surpasses what would otherwise be the boundary of its printing space (like printing off the edge of the screen, or overlapping from one text window area to another). I can assume responsibility for manually ensuring that everything is tidy myself.

Edit, September 12, 2019: Cherry helped me out and created the plugin for me that I needed. So consider this matter solved. The plugin should be pending approval on the utilities section on this site as of the time of this writing. It's called VarTextWidthPatch, and it works beautifully. That man is truly an epic hero.

[RM2K3] Is there a patch or plugin that allows the determining of picture layer by variable value?

I know that this feature was recently added in the official version, but I'm about seven years too late into my work to be jumping ship now, so I'm stuck with RPG Advocate's RPG Tsukuru 2003. Is there any way to add this functionality of variable-determined picture ID/layer on the unofficial platform? I've been wishing for years that I could do this, and now that the official platform has this functionality, I know that it's at least possible. I would KILL for this function. Does anyone know of a patch or plugin anywhere that can make this happen? And if there isn't one, is there any way I could convince someone to make one?

[RM2K3] I need a plugin (or something) that will stop "shift" from autocompleting the printing of dialogue messages

I guess the title says it all. Can someone point me in the direction of a plugin (or something), perhaps for DynRPG, that will stop the "shift" key from autocompleting/intsacompleting dialogue messages in RPG Tsukuru 2003? And if it doesn't exist, could someone possibly make one?

inb4, "but why?" Because I've coded a voice beep system, and when you press shift to autocomplete the message, the beeps keep on going as though you didn't, and I can't seem to figure out anything that actually works to stop that from happening. I can get it to MOSTLY work, but it's inconsistent. But that's not the point. The point is... Well, see the title. lol.

Please and thank you.

[RM2K3] Extra ambitious: Changing the tile size from 16x16. What would it entail?

I have no doubt that it would be a lot of work, but what would one *actually* have to do to change the tile size to anything other than 16x16? I'm sure the editor itself will likely have to be modified, but has this ever been done, or has anyone ever recorded all of the things that would need to be altered? And what software might one use to do this? Specifically, I'd like to toy around with 20x20, 22x22, and 24x24 pixel tiles. I know that there are other editors out there that could probably accomplish this easier (like GameMaker), but I don't know C++, or java, or any of that. I've spent over half my life on RM2K3, and it's just what I know.

[RM2K3] Is there a plugin or patch that can change chara sprite dimensions?

I could swear that I'd found a patch of some sort a long time ago which allowed RM2K3 to use the same relative sprite dimension system as RMXP (so that there would only be one sprite per sprite sheet, and its dimensions are determined by dividing the width by 3 and the height by 4), but I can't find it now... Is my brain making stuff up, or can someone point me in its direction?

If it doesn't exist, and my brain is making stuff up, is there any kind of plugin or patch that can allow one to increase the size of sprites at all?

Thanks for any help and/or information.

[RM2K3] In 'Message' dialogues, how many characters are printed per frame at various speeds?

Does anyone know? When a 'Message' command is printing dialogue text onscreen, how many characters does it print per frame at text speeds 1 and 2 in RM2k3?

EDIT: Nevermind. I think I figured it out. The answer appears to be 4 and 1, respectively.

[RM2K3] Request: Plugin to toggle switch with slash command in Messages

Hello. I'm in need of a DynRPG plugin that will allow me to toggle the on/off status of a switch using a slash command in Show Message commands. I don't imagine that this should be too difficult to make, but I don't know how to write a plugin, or I'd do it myself. The way I imagine it working is to use "/f(xxxx)", where xxxx is equal to a switch number. So if I had "/f(237)" in a Show Message dialogue, it would turn switch 237 on if it was off, and off if it was on when the message being printed onscreen reaches that point where the slash command is (and, of course, it would not actually print the slash command itself onscreen, lol). I hope someone can help me out with this; I would really appreciate it. Credit will be duely given, of course.

EDIT NOTE: The "(x)" and "(237)" above were intended to have square brackets, but they weren't showing, so I had to edit them to parentheses instead.

EDIT, DEC 5 2017: Been two weeks, and I'm still looking for someone to write this plugin. It'll save me a ton of otherwise needless effort, so I really need this. It's also okay if, instead of using /f(xxxx) to toggle the status of a switch, it could be /f(xxxx) to turn a switch specifically off, and have /F(xxxx) to turn a switch specifically on. If that would be easier, then that's fine too. Please, help me, RMN, you're my only hope. <3
And, of course, whoever writes it can have an early look at the game, if they're interested.
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