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[Rpg maker 2003] Default Gauge battle system

You need to paste all QuickPatches below the uppermost section labeled [QuickPatches] (yes, you will end up with a lot of lines of patches someday...)

DynRPG just picks up the first [QuickPatches] with the patches below it and ignores those way down there.

[Rpg maker 2003] Default Gauge battle system

Probably just missing rectangular brackets around [QuickPatches] for the DynLoader to recognize the changes. (I updated the download with a text manual, so whoever stumbles upon the patch won't have that problem again.)

If it doesn't change anything, make sure you have a DynRPG version of 0.17 or upwards:
download DynRPG

And the appropriate DynLoader for your DynRPG version:
DynLoader for 0.17
DynLoader for 0.20

Edit:
Damn RMN-formatting, you scary.
I apologize for the lack of [brackets] up until now.

[Rpg maker 2003] Default Gauge battle system

download VisuCommands(fixed)
(only compatible with RPG_RT version 1.08 or a DynPatched RPG_RT.exe)

Either shove the .ips file into the DynPatches folder or directly apply this patch:

download LunarIPS
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

Put the following under the [QuickPatches] section of your DynRPG.ini:
CmdWindow_y-Pos(Draw)=497E81,#80
CmdWindow_y-Pos(Open)=497F1D,#80
CmdWindowHeight=4950BF,#80
CmdWindowWidth=4950D0,%76
CmdWindowDelta-X=4963DD,#80
CmdWindowFirst-X=4963E6,#0
And change the values after the #'s

Not using DynRPG? open the RPG_RT.exe with a HexEditor of your choice upon patching and jump to the following addresses and change the 50's:
0x97281 (y-Pos)
0x9731D (y-Pos)
0x944BF (height)
0x957DD (displacement on x-axis)
0x957E6 (x-Pos of the first hero)

You might wanna shift the y-Pos downwards and reduce the height. The x-Pos displacement and the x-Pos of the first hero are there just in case (some other patches use that).

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Hmm... yeah I know, that there is an easy way to put all that stuff with the PartySlot into a Plugin... but I kinda can't get all that compiler stuff set up correctly.

So I'll... do what I know (oh, just the little stuff I know):

download EXPlus[+](fixed)

This replaces EXPlus. Everything mentioned for EXPlus still applies (such as the variables and where to change the Var_IDs). EXPPlusPlusPatch (or EXPlus[+] for short) allows you to get the PartySlot of a Hero when using the event command <ConditionalBranch> when testing for 'Hero: Is in the Party' (second page of the conditions) into Var[3332]. That variable outputs 1-4 when he/she is in the Party and zero when not.

Also, the Var_ID can be changed:
[QuickPatches]
EXPVar[+]=4B06B8,#3332

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author=Xenomic
So it'd be something like...
Exactly.

author=Xenomic
MonSca... it's kinda like Final Fantasy VIII's level up system, yes?
I think. Although This patch has a linear progression, whereas the stats of the Heroes have a curved progression (in the databse).
Item_IDs are an exception and are not scaled by the average levels.
It can also be used while Switch[1001] is OFF for self-made stat progression or quick&dirty difficulty settings: NORMAL with all variables set to 0, EASY with setting monster HP/MP to 50% and the rest of the stats to 75% (and raising drop rates to non-frustrating numbers) and such.

Edit:
Now that you've mentioned FF8's leveling system, there's a QuickPatch that can be put into the DynRPG.ini that allows to have a set amount of EXP for each level up:
DynRPG.ini
ExpLine(regular)=4B6C02,9090
ExpLine(JobClass)=4B6C6D,9090
...this will take the amount that is needed to reach level 2 (database, Set Experience Curve) and use it for each successive level.
EXP(next Lv) = (current Lv) x EXP(Lv 2)


I noticed that the LevelScaling did not work properly:
download MonSca(fixed)
Replace the old patch with this one. Sorry for the trouble.
ID(Swi)-LvScale=4BDD0B,#1001
...has to be changed into this, too.

author=Xenomic
Or like...The World Ends with You?
If there's something like a 'ring of luck' that raises drop rates by 150% and let's say Item#1 has a drop rate of 50% and Item#2 has 10%
<> Change Variable: [1010] set 1500
...would multiply each and every drop rate by 1.5 resulting in Item#1 dropping at a rate of 75% and Item#2 at 15%.

...the idea of changing the type of item dropped by use of Var[1009] would require to either scale ALL droprates downwards (when allowing the chance of dropping better stuff) or keep the current drop rate. (TWEWY had drop tables bound to difficulty, but those drops had their own drop percentage.)

I know where to inject the code to allow proper drop tables, to easily set as many Item_IDs with corresponding Drop% as one desires. But that would require me to learn some C++ and put all that stuff into a plugin.
So don't get your hopes up too high in me.



author=Xenomic
How will it make absolute sure that it's giving it to the RIGHT character?
Oh right, there was this abominable Order function in the menu...
You would have to track your use of the <Change Party> event command.

PartySlot#1 is the uppermost person in the esc menu and PartySlot#4 is at the bottom.

Is there a function in DynRPG to get the Hero_ID from each PartySlot?
Something along the lines of:
input query'd PartySlot
RPG::inventory = (**reinterpret_cast<RPG::Inventory ***>(0x4CDB74))
compare input with value at output array +4
if above -> return zero (party too small)
else -> decrement input by 1 input into RPG::Battler
get value at output array +4 (= Hero_ID)
Sorry, I'm used to bits & bytes...

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author=Xenomic
Hopefully that makes more sense?
Yes, that's what I have based the EXPlus Patch on. (individual EXP boosters)
MonSca on the other hand was designed to allow a quick change in difficulty settings mid-game (or doing common-to-rare drop tables by changing the dropped Item_IDs ... or while reducing the party's max.HP / other stats, by using event commands, to make battles riskier yet more rewarding with heigthened drop rates, rare loot, money, EXP).

You can query the Item_IDs of things that are equipped on a character (using <Variable Operations> ...or the second page of the <Conitional Branch>) and set the value of Var[333x] accordingly. (such as +100 if the 'EXP x2 ring' is equipped)

For something like 0% EXP you'd have to call a CommonEvent and test if a character is afflicted with the curse / no EXP status (second page of the <Conitional Branch>) and set Var[333x] to -100.

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Well, I'll just guess that you want to give Equipment (or Skills or whatever) to individual characters, that allows them (and only those who have that gear/ability) to gain more EXP:

download EXPlus(fixed)

Var[3333] = PartySlot #1
Var[3334] = PartySlot #2
Var[3335] = PartySlot #3
Var[3336] = PartySlot #4

EXP gain is 100% + VarValue%. Can be stacked with the one from the MonSca Patch.
An example:
<> Change Variable: [3336] set -50
The fourth member in the party gains only 50% of the dropped EXP.

DynRPG.ini
[QuickPatches]
EXPVar=499CD2,#3333
EXPVar_ID and the three successive Var_IDs are affected when changing #3333.

DynRPG only recognizes the first section called [QuickPatches] in the DynRPG.ini and ignores additional ones. So everything labeled QuickPatch has to be grouped together.)

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...I'll just... blame it on the lack of rectangular brackets. Or the lack of x and %.

Buying prices: ItemPrice x 100% + (ItemPrice x Var[3338]%)
Selling prices: ItemPrice x 50% + (ItemPrice x Var[3339]%)


So you would have to
<> Change Variable: [3338] set 400
And the prices, when buying, would all be (100 + 400)%
Likewise, setting the BuyVar to -90 would result in prices of 1/10th of the ItemPrice.

<> Change Variable: [3339] set 200
Selling at (50 + 200)% of what's set in the database.


edit:
author=Xenomic
there's abilities that lets you gain double the amount of EXP
Individually for each character? (To allow stuff such as "Char#1 gains 150% EXP, Char#2 gains 75% EXP")

PepsiOtaku's DynRPG Plugin Emporium!

Advanced MP Cost flags for equipment are indeed feasible. (There's just too many places to put the right code into... for now)

I don't quite get the Double/Half/None EXP and money.

Here's something to change the parameters and drops of monsters:
download MonSca(fixed)

BaseValue*[Variable]/1000 (basically: Variable x 0.1%) (...and it remains the default value if VarValue = 0)
dropped Item_ID: BaseValue + Var[1009]
(Var[1009] can be negative. If the resulting ID is negative, then there will be no Item drop.)
(but don't let it result in IDs larger than the last item listed in the database)

Scales linearly by the average levels (of the entire party) when Switch[1001] is ON. (Variable x 0.1% x AvgLevel)
DynRPG.ini
[QuickPatches]
ID-maxHP=4BD776,#1001
ID-maxMP=4BD781,#1002
ID-Str=4BD78C,#1003
ID-Def=4BD797,#1004
ID-Int=4BD7A2,#1005
ID-Agi=4BD7AD,#1006
ID-Exp=4BD7B8,#1007
ID-Gold=4BD7C3,#1008
ID-Item=4BD7CE,#1009
ID-Item%=4BD7DB,#1010
ID(Swi)-LvScale=4BDD0B,#1001
This stuff has to be put under the first [QuickPatches] section in the DynRPG.ini. You can change the IDs by altering the # values. The .ips file goes into the folder DynPatches.

And here's something to control the prices in the default shops:
ShopEconomy
ShopEconomy (direct download)
Buying prices: 100% + Var[3338]%
Selling prices: 50% + Var[3339]%
(Don't forget that the Variable's values can be negative. Though anything below 0% will be put back up to 0%.)

DynRPG.ini
[QuickPatches]
BuyVar=4944D0,#3338
SellVar=4944FA,#3339
SellColor=493337,%0
BuyColor=493341,%0

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author=Milennin
Sure, I'd be interesting in having a look at it once it's ready for release.


Sure, why not:
ATB Patch

If there's something missing or not working again, blame me.


And another bugfix that may be, yet again, out of place in this thread:
download LinkToEventFix

The window with all the commands is now closed correctly when executing a BattleCommand of the archetype "link to event".