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

author=dnasman2
Do you have any other patches/plugins
Here's my ever-growing (more or less) directory of patches:
stuff

All the readmes should be translated now and... there... somewhere.

edit
VisuGauge explanation


author=dnasman2
Display the specific Picture ID stored in variable to be appear in the same layer as hero
This coincides with LizardKing's request. Just needs a few callbacks between all 10 graphic layers... to do stuff like drawing a picture on the panorama before drawing the rest of the map. Will take a while

author=dnasman2
Battle Animation Pointer
@PepsiOtaku
Is that possible already with a plugin? (setting the Animation_ID and target / Event_ID / Battler)

I would like to be working on other stuff first... getting sidetracked all the time.

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

If it's the SaveSwitch from here, try:
[QuickPatches]
SaveSwitch_ID=4A261D,#999

...or if the #number is not recognised (seems to be a Windows thing... either the # / % functions are broken / needs to be converted to hexdecimal internally / before applying it... or # / % is swapped again):
[QuickPatches]
SaveSwitch_ID=4A261D,E7030000

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

Nevermind then.

In case someone else needs one of those:
download SA Switch
[QuickPatches]
StatusSwitch_ID=4A26A2,#1009
ATBSwitch_ID=4A26B7,#1008


download SOA Switch
[QuickPatches]
StatusSwitch_ID=4A26A2,#1009
OrderSwitch_ID=4A26B0,#1010
ATBSwitch_ID=4A26B7,#1008


download SROA Switch
[QuickPatches]
StatusSwitch_ID=4A26A2,#1009
RowSwitch_ID=4A26A9,#1007
OrderSwitch_ID=4A26B0,#1010
ATBSwitch_ID=4A26B7,#1008


download RowVar
[QuickPatches]
RowVar(ID)=4A2843,#3340

Not compatible with the SROA Switch.
Outputs the Hero_ID of a selected hero into a variable when using the [Row] menu option and closes the menu. Useful for creating sub menus for party members.


download RowVar[2+]
[QuickPatches]
RowSwitch_ID=4A282E,#1007
RowVar_ID=4A2834,#3340
OrderSwitch_ID=4A283C,#1008
OrderVar_ID=4A2842,#3337

Not compatible with the SROA Switch and SOA Switch.
Optional for RowVar[2+] (no switches set on Row/Order):
[QuickPatches]
ROSwitches=4A2873,EB03


download MenuManipulator
[QuickPatches]
MenuSize(Var_ID)=4A10AC,#3341
MenuOption(Var_ID)=4B4D31,#3342

MenuSize is taken from Var[3341] (if 0, it takes the size from the database or from the last game session / save file).
max. 8, min. 1, crashes if below 0 (blame me if you want).

MenuOption is taken from Var[3342]+ (3342 is Option#1, 3343 is Option#2, ... , 3349 is Option#8 )
The menu option can be assigned for each position / Option#:
0 = default (taken from database)
1 = Item
2 = Skill
3 = Equip
4 = Save
5 = Status
6 = Row
7 = Order
8 = ATB
-1 = empty

Last option is always Quit. MenuSize does not go below 2. (blame me if you want)

This is for... unlocking menu options. Especially when some of those menu options activate a switch that enables new menus or statistics or other things.

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

@GhostRider
download A Switch
[QuickPatches]
ATBSwitch_ID=4A26B7,#1008

The game will crash if a plugin relies on the menu option "active/wait" being pressed (not the change of the active/wait mode, just the interaction in the menu)
If the #numbers are not working again, you would have to convert the decimal number to a HexValue: HexConverter
Put the number into the rightmost box next to the 'big-endian' and take the left box next to the 'little-endian' and put that number behind the #

P.S.
It may help knowing which menu options you are not using as well. I've got, like, 3 Patches affiliated with menu options, just lying around.


@LizardKing
Might take a while. Request noted.


@dnasman2
download MoveEventPointer

author=bugmenot(05/18/2014)
Put the MoveEventPointer.ips into the DynPatches folder. The used variable can be changed by pasting the following under the [QuickPatches] section in the DynRPG.ini and changing the number after the #
MEPVar=4AFC06,#3330

So what does this thing do? The patch allows you to assign the Event_ID for a <MoveEvent> command by putting the to-be-moved Event_ID into Var[3330].
1 to 1000 are the events, 10001 = Hero, 10002 = boat, 10003 = ship, 10004 = airship, 10005 = this event

If Var[3330] has a value of zero or below, the event that was assigned by the <MoveEvent> command will be moved instead.

author=dnasman2
could easily be done if you understand programming
Meh, I don't understand programming and still got things to work.
Of course it would be advantageous if someone makes a plugin that does the same thing and more.

Anybody know how critical hits work in RM2000?

EnemyCrit% = 1 / Enemy_CritChance
HeroCrit% = 1 / Hero_CritChance + **WeaponCrit%

**in 2k it's the highest CritRate of two weapons if two are equipped, in 2k3 it's the CritRate of the current attack (current weapon's Atk goes into the phys.damage formula as well... ignoring the off-hand weapon's Atk)

I guess this might help:

download Crit%

(only compatible with 2k's RPG_RT version v1.07 or any DynRPG-patched 2k3 RT)

This gets rid of that "1/50 is 2% and 1/100 is 1%, so anything in-between is relatively the same thing in the end" and makes it:

EnemyCrit% = Enemy_CritChance in %
HeroCrit% = Hero_CritChance in % + **WeaponCrit%


get LunarIPS at:
LIPS

First step: make a backup of your RPG_RT.exe (just in case)
open Lunar IPS -> apply IPS patch -> select the .ips file (this patch) -> file type: all types -> select the RPG_RT.exe

PepsiOtaku's DynRPG Plugin Emporium!

author=bulmabriefs144
Urgh, too many quick patches.
Love that quote. Here's about 500 more:

download VisuMenu(fix)

This makes it possible to change the positions and sizes of every window in the default [Esc]Menu. Also, the positions and colors of every bit of text in those windows.


Last but not least: Cherry made a patch that allows for the map to be shown behind the windows in the default menu:

download MapInMenu
edit: (09/05/2014)
Fixed an issue with crashing battles.

PepsiOtaku's DynRPG Plugin Emporium!

author=SpellcraftQuill
Do you think there should be a compilation for the Quick Patches?

QuickPatch Compilation(1)
QuickPatch Compilation(2)

(2) just click the topmost link above my avatar. Search my posts for " [QuickPatches] ". Try to figure out what the name of the QuickPatch implies... and pray, I guess.

PepsiOtaku's DynRPG Plugin Emporium!

author=bulmabriefs144
Urgh, too many quick patches.
Well, here's another one:
[QuickPatches]
NoReflectDmg=49BC4B,EB58,49BCA5,90E93F03,49C44C,90E9E901,4BB3A8,9090,49C2CD,90E9



author=Shoobinator
Is there a known plug-in for determining which row a player party member is in?
RPG::Battler::RowAlt I guess... either that or RPG::Battler::Row. One of those has to do with the information stored in the Battler's DataArray at position +74h (Row(current) ... +70h is Row(toSet))

Ask Pepsi if you don't know what to do with this information.

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

[QuickPatches]
Accessory(Slot#4)=49EF72,28,4B7AAA,05,4B8107,44,4B814A,09,4B819D,C5,4B81CA,06,4B829F,DC,4B82E2,09,4B8335,5D,4B8362,06
Do not replace any of those numbers.

edit
Well... hats are accessories, too. (in case someone notices...)

edit²
What I mean is, 'helmet' type equipment fits into Slot#5 as well. As there is currently no way to test for the ItemType (yet), there's no practical use for using both 'helmet' type accessories and 'accessory' type accessories. They are just effectively interpreted as the same (in all regards and types) by the game.

edit³
Well... keep in mind that the <ChangeEquipment> command will de-equip Slot#4 on "unequip helmet" and de-equip Slot#5 on "unequip accessory". And put the item into Slot#4 on "equip Item" if the item is of the type 'helmet' and put the item into Slot#5 if the item type is "accessory"

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

Oh, I remembered why people mainly deleted the row command. Because it wastes time.

download QuickRow

This allows for a row command and any other command to be executed in the same turn. (Can also be combined with the RowSwap[+] patch)

...though, the [Hero] uses [BattleCommand] battle event trigger won't go off on a row command anymore.