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Ideas for plugins in dynrpg

Your priority is removing them rather than renaming them? ...okay:

Put the following below the [QuickPatches] section in the DynRPG.ini
RemoveClassTitle=49F9AD,00,49FA0C,00
StatusClass(y)=49F9E8,#104
StatusTitle(y)=49FA31,#88
StatusClassColor=49F9E4,%0
StatusTitleColor=49FA2D,%0

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

Whoops, completely forgot about VisuGauge... sorry.

download VisuGauge(%)

Replace your old VisuGauge.ips with this one. Next, open the DynRPG.ini and remove the QuickPatch HPD(y)=496B3B,#184,496B6E,#184,496B9E,#184,496BC9,#184.
Replace it with HPD(y)=496B6E,#184,496B9E,#184,496BC9,#184
(or just delete the " 496B3B,#184, " that was there before. 4-digit HP aren't used anyways.)


The old StatDelimiter download has been updated (if anyone is using VertiGauge).


author=Beleren
but i use in a battle for a custom rain system with images, in battle images stop moving.
Stylized raindrop pictures? Or just colored rain / smaller raindrops?

Does Kazesui's particle effects plugin work in battle?

[Rpg maker 2003] Change battler?

author=s_w
but the TC just want to change the sprites.
Battle sprites.
Although your solutions will most likely work, why have 10 times the workload and possible mistakes for a simple effect that can be achieved far easier with a plugin? (I don't know much C++ but I know it should be just a few lines of code, right? ...right?)

Btw: my patch still works. (Though it is 2x the effort you would need compared to a plugin)

[Rpg maker 2003] Change battler?

author=s_w
Change class should work fine.
Well... except <Change Class> not really working, due to too simple implementation of a JobClass system in 2k3:
EXP getting reset, battle commands being changed and stuff... and the whole issue of classes just being different progress curves slapped onto the character sheets.

[Rpg maker 2003] Change battler?

author=Razzy
Is it possible to change a hero's battler sprite/animation later on in the game?
download SetBattler

Made this two months ago... I guess it's time to learn some C++.

Most likeley someone will beat me to making that as a plugin. (Technically, someone already did... welp.)

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

author=Beleren
1-It's possible with DynRPG or RPG Maker 2k9 increase the max stats of enemies and heros?
That's ridiculous! ... ha, here's the stuff: download StatDelimiter(2k3)
You will need to use the RM2k9 to change enemy stats and equipment stats.
Something that speeds up the ATB system in the battles is recommended. (ATB fills relative to the sum of each hero's and enemy's AGI in the battle) or just... keep the AGI values low.
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%).

author=Beleren
2-It's possible in default combat to show an image?
Cherry had a PicsInBattle Patch

Is this possible? Item Menu RPG Maker 2003

Yeah, the numbers are somewhat misleading. PicPointerPatch does not change that picture limit of 50 (even when using the 10xxx or 50xxx pointers).

Your options are:
DynRPG 0.20 (+ Dynloader 0.20)
(It has a picture limit of 2000, and everything above 1000 won't be erased when changing maps.)

or...
download 1kPicPatch
(Just sets the picture limit to 1000 (or 9999). Incompatible with any version of DynRPG. Loading up the game with a picture limit of 9999 takes a little while longer than with the 1000 picture patch.)

Is this possible? Item Menu RPG Maker 2003

The .ips goes onto the RPG_RT.exe (allows picture ID's to be interpreted differently)

The other stuff has to be done manually and allows the editor itself to input higher picture ID's:

author=PPP readme
1. create a backup of your RPG Maker, so you can restore it, if you destroy it.
2. start Resource Hacker (available here: http://www.angusj.com/resourcehacker/) and open your RPG2000.EXE/RPG2003.EXE file.
3. go to RCDATA\TFORMEVCMD11110\0.
4. look for the line "MaxValue = 20" (RM2k) or "MaxValue = 50" (RM2k3) and replace the 20/50 with 100000. Do the same with the line "MaxValue = 100" (this line exists twice for RM2k3!) and the line "MaxValue = 1000" below (in RM2k3, there are two of them). Then click at "Compile Script" and save the file (File>Save).
5. do the same with RCDATA\TFORMEVCMD11120\0. Here is an additional line with "MaxValue = 1000" which also needs to be changed to "MaxValue = 100000".
6. do the same with RCDATA\TFORMEVCMD11130\0 too, but here you have to change the line "MaxValue = 20"/"MaxValue = 50" only.
7. save and close.

edit:
Cherry's RM2k9 has the picture limit (in the editor) removed already. Don't forget to patch the PPP.ips over the game's RPG_RT.exe and everything should work fine.

Is this possible? Item Menu RPG Maker 2003

Today we learned that applying a patch onto the wrong file will delete your desktop...

The PicPointerPatch.ips goes onto your RPG_RT.exe in the game's folder, not the RPG2003.exe (I guess RPG_RT.exe.dat would be viable, too.)

Concerning your item menu:
It looks simple... too simple. Why not use the default item menu?
Cherry had a DirectItemMenu Patch if you never want to see the other menus again. Details at the end of the readme.

"But my items have distinct functions when used." - ItemType = Switch. Or just keep the item using interface for healing items. That default menu is reliable, simple, fast. And it's already there. Give it a thought.

PepsiOtaku's DynRPG Plugin Emporium!

author=Shoobinator
Yes, it does something significant: As the quick patch currently is, I can conclude the following
Is that... a bad thing?


Someone asked if the division in the basic formula 1/2 Str - 1/4 Def could be omitted altogether, making it 2x Str - 1x Def for physical attacks and 2x Str xInfl + 1x Int xInfl - 1x Def xInfl - 0.5x Int xInfl for skills

[QuickPatches]
PlayerDmgRevamp=4B9847,D1E0,4B985F,909090
EnemyDmgRevamp=4C0B3E,D1E0,4C0B54,909090
SkillDmgRevamp=4C0DE4,#5,4C0DF8,#10,4C0E1A,#10,4C0E2F,#20
Str
Def
Int

A need for re-balancing (as well as a smaller influence of the EffectRating) results. Do not forget that the #influences are applied to the raw stats as a division...