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Music Education student, composer, and likely alcoholic.

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

Any word on if dynrpg will be updated to work with the new official English translation? After switching over I noticed that if you try to open a project that has been updated with a 1.08 rpg_rt it errors and force closes so that means that the current patcher can't work.

EDIT: I guess going to Cherry's site would have helped explain my question - apparently there's a gray area on whether patches are okay. Nevermind, then.

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

Sweet, works perfectly. Thanks!

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

I've looked around for a few hours now and so I'd thought I'd just post this question. I'd like to get rid of the Row command in the DBS, and I've found a HPA patch for it by Cherry, but I'm not sure how to go about using with Dynrpg. I was hoping to just find a plug-in, but nothing seemed to be what I was looking for.

I'm assuming that I'll have to back up my game, add the hpa patch, then re-add dynrpg?

Thanks.

[DynRPG] CMS Tools: Advanced Faster ATB

So I added this patch, and set the default speed to 300. I can't figure out why, but the enemy is getting three attacks with no wait between (could be more but hp is so low that it kos the hero) in before I can even attack once. It takes a little for the bar to fill up, but then there is no wait between enemy attacks.

Enemy Agility: 2
Hero Agility: 4

Is there something I can do to fix this? Are my stats too low its causing an issue, or is it another stat being used by the ATB's that could be causing this as well? I'll keep experimenting, but I was thrown for a loop there.

EDIT: I bumped my agility up to 12 and I almost got an attack it, but the enemy did three attacks in succession again.

Patches and Plugins I have:

Patches
Betteraep-custsaveload
messagedisplayhack
noautobattle
reflect_bugfixplus
SaveSwitch

Plugins
faster atb advanced
game hero rename


EDIT:
I'll just send a message.

Custom Item Menu in rm2k3

I know this topic's pretty old, but I'm hoping someone can help here. I'm trying to keep the played from moving the cursor to empty spots in the menu. So far I'm successful, but I'd like to make it so if you are changing pages it will automatically go to the closest filled item slot.
I'm using 6 item slots per page and the pages move down and up versus left and right, so if the cursor is currently in position 6, but there is no item in position 3 it will check position 2 and then position 1. Right now it only checks position 3 and I can't seem to figure out how to get it to check the other positions without lots of unnecessary code.

The way it works right now, the game first does all the work to move the cursor without moving the cursor image and then performs all the functions it would to normally select that item. If the variables return there is no item present then it returns all the variables to the last cursor position.

<>Variable Oper: [3034:itemListPtr] +, 6
<>Variable Oper: [3026:Current Page]+, 1
<>Variable Oper: [3030:Cursor]-, 3
<>Variable Oper: [3030:Cursor (y)]-, 46
<>Variable Oper: [3038:Ptr A] Set, Var [3034]'s Value
<>Variable Oper: [3038:Ptr A] +, Var [3030]'s Value
<>Variable Oper: [3039:Ptr B] Set, Var [V3038]] Value
<>Branch if Var [3039:Ptr B] is 0
<>Variable Oper: [3032:Cursor(y)]+, 46
<>Variable Oper: [3030:Cursor]+, 3
<>Variable Oper: [3034:itemListPtr]-, 6
<>Variable Oper: [3026:Current Page]-, 1
<>Jump to Label: 1
:End

And that works, but I can't think of a good way to check the slots next to it. I may end up just having it default to the first slot no matter what to make things simple.
Pages: 1