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+++ DynRPG - The RM2k3 Plugin SDK +++
download RowSwap[+]
This second quick patch line replaces all BattleCommands with that one ID (ID has to be within 1..255) with a row command (the name has to be changed in Battle Layout -> Default Battle Commands -> [Set]).
Archetype doesn't matter anymore, this new row command can be detected by the [Hero] uses [BattleCommand] battle event trigger.
P.S. blue stuff should be changed.
[QuickPatches]
RowSwapCommand(ID)=49606E,#1
RowBattleCommand(ID)=496209,%99
This second quick patch line replaces all BattleCommands with that one ID (ID has to be within 1..255) with a row command (the name has to be changed in Battle Layout -> Default Battle Commands -> [Set]).
Archetype doesn't matter anymore, this new row command can be detected by the [Hero] uses [BattleCommand] battle event trigger.
P.S. blue stuff should be changed.
+++ DynRPG - The RM2k3 Plugin SDK +++
download RowSwap
[QuickPatches]Command_IDs can be found under Battle Layout -> Default Battle Commands -> [Set]
RowSwapCommand(ID)=49606E,#1
+++ DynRPG - The RM2k3 Plugin SDK +++
author=GhostRiderHere's the latest working version 0.20 I know of. Take a fresh/unaltered RPG_RT.exe just to be sure. I guess the dynloader.dll in this DynRPG patch is already the right one and needs no replacement.
i'm starting to think that i don't have the right version for dynrgp 0.20.. maybe a old bugged version? could it be?
If it's still not working... might you be so kind as to post what's in your DynRPG.ini under [QuickPatches] and what patches you have in the DynPatches folder? There's a chance that some stuff is overlapping.
+++ DynRPG - The RM2k3 Plugin SDK +++
author=GhostRiderDid you delete the number sign / hash sign?
i'm still experiencing crashes when i try to change [...] in blue the parts i'm modifying
It needs to be present. (like changing #50 to #77)
If you are still experiencing crashes, make sure you have the current DynLoaders:
dynloader.dll for DynRPG 0.17
dynloader.dll for DynRPG 0.20
+++ DynRPG - The RM2k3 Plugin SDK +++
Ideas for plugins in dynrpg
author=SpellcraftQuilldownload Affinity
Actually I want to change the word "Title"
Put that into the DynPatches folder of your project.
And put the following under [QuickPatches] in the DynRPG.ini
StatusAffinityColor=49F9FE,%1
StatusAffinity(y)=49FA0E,#120
You would need to try out which (y)positions (after all the #) you need to set, so that stuff is in the right place.
Ideas for plugins in dynrpg
author=SpellcraftQuillWhere? Status menu? Main menu?
How would I go about changing the Title display though?
For the status screen put this below [QuickPatches]
StatusTitleRemove=49FA2F,00
For the screen right before the status screen:
MainTitleRemove=49E04E,585858
P.S.
You can change the y-position of the classes/title (elemental affinity) by changing the value after the # ... and the color is behind the %
Ideas for plugins in dynrpg
author=SpellcraftQuillThe QuickPatch feature requires a recent DynRPG version (here's the DynRPG 0.20 pre-release) and
Sorry for the trouble but I don't have a QuickPatches section in my DynRPG.ini.
dynLoader for DynRPG 0.17
or
dynLoader for DynRPG 0.20
If it's still not there, just copy and paste
[QuickPatches]
into your DynRPG.ini
All QuickPatches go below there (never make another line that contains the exact string [QuickPatches], because a second one will be ignored)
+++ DynRPG - The RM2k3 Plugin SDK +++
author=Beleren
the HP and MP parameters shows 100
author=bugmenot
Also... i did not know what to do with the HP/MP digits in battle, so i made it a percentage thingie (counting down from 100%).
I thought it would be better showing the HP like: 37% instead of 2.405.000 / 6.500.000 HP. If it's higher than 9999 HP the number will be all over the next hero's face (and outside of the screen on hero #4)
I could change it when I find some time, so it toggles between % and normal digits if the max.HP/MP is over 10.000 ... and possibly print a % behind it... this might take a while.
[Rpg maker 2003] Change battler?
author=PepsiOtakuedit: What do you mean? It already saves it the way you've done it (changing battleGraphicId is permanent, unless you use a <Change Classe> event command)
I made sure it saves the new value too when you save your game.
...and, for some reason:
<> Comment: @change_battle_sprite 1,7.20 DynLoader.dll
edit:
The error occurs when opening up the battle screen. Both the Hero_ID and the Animation2_ID do exist in the database.