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Mother 2 Duplication
This.
I don't know Japanese, sorry. And it would be too tough making a translation using their own code (see above, it's a custom code). So, why not make our own?
How feasible would it be to try to make all the original lines translated from Mother 2 and the graphics intact, but using one of the rpgmaker codes?
Let's see... there's rolling hp, single items, item storage, the little dots for line breaks, heavy use of backgrounds in battle (possibly PicturesInBattle too), pizza delivery timer. Anything else?
I don't know Japanese, sorry. And it would be too tough making a translation using their own code (see above, it's a custom code). So, why not make our own?
How feasible would it be to try to make all the original lines translated from Mother 2 and the graphics intact, but using one of the rpgmaker codes?
Let's see... there's rolling hp, single items, item storage, the little dots for line breaks, heavy use of backgrounds in battle (possibly PicturesInBattle too), pizza delivery timer. Anything else?
Footprints
I'm sure someone's probably asked this before, but what's the most efficient way to make footprints? Not a general how to make prints, I know at least two theories on that.
But, well, one of these methods involves refreshing a picture near the hero, and the other involves a sort of follow event (and the only other thing I can think besides those two involves like a billion local events and changing the graphics on them as you pass). Then you see stuff like Star Stealing Prince where kids walk around in the snow like it's no problem.
What's the easiest way to do this?
But, well, one of these methods involves refreshing a picture near the hero, and the other involves a sort of follow event (and the only other thing I can think besides those two involves like a billion local events and changing the graphics on them as you pass). Then you see stuff like Star Stealing Prince where kids walk around in the snow like it's no problem.
What's the easiest way to do this?
KazString by Kaze
Whoa, sounds like a perfume commercial.
On demand, I basically begged and pleaded for a name/variable handling event. So Kazesui caved to my selfish whims, and here it is.
http://rpgmaker.net/users/Kazesui/locker/KazString.zip
What can it do?
It can store a string to a name. (You can literally type "Hello World" and rename a character that)
It can store the name of a item to a name.
It can store the name of a condition to a name.
It can compare one name with another, turning on a switch if they're the same.
So what? Well, let's say you wanted to display something in battle (my example was DynText (also by Kaze) which allowed item names to be displayed, but because it ran using pictures, you couldn't use it in battle. All you need to do to save the item's name to a name is @store_item (number of hero), V(number) and the item previously stored is displayed immediately. This previously took writing the name of each event, meaning hundreds of naming events since there wasn't a real way to name a variable item. Now it does this storage and display of item names in three lines (the third being adding the item)!

I think you could also do something like store a condition name in one hero, and store an effect that "causes" it in another (by naming that after the condition, and checking against the name. It's not much, but it is a very user-friendly way to handle variables and other things that are largely off-limits with existing code.
Update: You can also do after-battle events by putting a name in the Turn 0 event set, and checking after battle to see if the name matches up.
On demand, I basically begged and pleaded for a name/variable handling event. So Kazesui caved to my selfish whims, and here it is.
http://rpgmaker.net/users/Kazesui/locker/KazString.zip
What can it do?
It can store a string to a name. (You can literally type "Hello World" and rename a character that)
It can store the name of a item to a name.
It can store the name of a condition to a name.
It can compare one name with another, turning on a switch if they're the same.
So what? Well, let's say you wanted to display something in battle (my example was DynText (also by Kaze) which allowed item names to be displayed, but because it ran using pictures, you couldn't use it in battle. All you need to do to save the item's name to a name is @store_item (number of hero), V(number) and the item previously stored is displayed immediately. This previously took writing the name of each event, meaning hundreds of naming events since there wasn't a real way to name a variable item. Now it does this storage and display of item names in three lines (the third being adding the item)!

I think you could also do something like store a condition name in one hero, and store an effect that "causes" it in another (by naming that after the condition, and checking against the name. It's not much, but it is a very user-friendly way to handle variables and other things that are largely off-limits with existing code.
Update: You can also do after-battle events by putting a name in the Turn 0 event set, and checking after battle to see if the name matches up.
[Poll] How Many Plugins Do Your Games Use?
And which ones? I thought I'd do an informal survey.
Currently using Fast Atb, to speed up battles in general (since long ATB charge was the most common complaint). Using Date and Time to great effect (I have a calendar system, so both game time and real time are in place at different parts of the game). I used Pathfinder for a few monsters that chase the character to start a battle, and some events that require characters navigate out of a room or to a specific location with obstacles nearby. I used Keyboard Mouse Input for a password to do NewGame+ ("press Esc to restart" it says after it's too late the first time), and to do limited mouse maps. Conditions Icons was the first (and if I have my way, only) plugin I made myself, and I used it to huge effect since I have over 60 status conditions (it's past the point that I can animate using battlesets since there's only like 30 in Animation 2). Animated Monsters, I actually got help from someone to be able to only use for certain bosses instead of all monsters having frames. DynText was actually the last to come, since the first time I tried it, I couldn't get it to work at all. This time I basically made a big blank blackboard style picture, and used it to show stored items from Steal left over from inside battle.
So yea, i think that makes 7 plugins.
Currently using Fast Atb, to speed up battles in general (since long ATB charge was the most common complaint). Using Date and Time to great effect (I have a calendar system, so both game time and real time are in place at different parts of the game). I used Pathfinder for a few monsters that chase the character to start a battle, and some events that require characters navigate out of a room or to a specific location with obstacles nearby. I used Keyboard Mouse Input for a password to do NewGame+ ("press Esc to restart" it says after it's too late the first time), and to do limited mouse maps. Conditions Icons was the first (and if I have my way, only) plugin I made myself, and I used it to huge effect since I have over 60 status conditions (it's past the point that I can animate using battlesets since there's only like 30 in Animation 2). Animated Monsters, I actually got help from someone to be able to only use for certain bosses instead of all monsters having frames. DynText was actually the last to come, since the first time I tried it, I couldn't get it to work at all. This time I basically made a big blank blackboard style picture, and used it to show stored items from Steal left over from inside battle.
So yea, i think that makes 7 plugins.
Bugfix needed

I mentioned this before on another thread. I have no idea whether it's DynRPG or Rpgmaker2003 that's doing this. In this battle, I had a couple of default animations in battle that do nothing but reverse the position. Somehow, this split everything up like that, when I checked the animation, and it didn't turn out that way (it was whole).
Later on, I have stuff like Bahamut summons, which when reversed, rather than doing either location and mirror, or that, reverse the frames, so totally different graphics show up (Ifrit instead of Bahamut for instance).
The New Earth (sorry dunno which version)
I've gotten it to work (sometimes) on my sister's windows vista, but it has to have the rpgss repeatedly reinstalled, since every now and then vista decides to reject it. Still, it is designed for XP. Bear in mind the whole thing is compressed as an exe (huge game otherwise, though more because of mp3s and graphics than story length), so it isn't a simple unzip and play thing.
It seems to have a rather sharp battle curve, where (with the right weapons) battles suddenly go from very hard (the first monsters will KILL you in one hit) to very easy. Not sure how to fix this, but I managed to at least make the later enemies tough enough to withstand a few hits from your best weapon at the higher levels. It takes 5-20 hours I'd say (5 if you know what you're doing, 20 if you don't since the high hp of some bosses, means very long battles, not to mention certain plot points may not be completely obvious).
Oh, and it is NOT a demo. I worked on it months-years in advance but had trouble posting until I found this site.
It seems to have a rather sharp battle curve, where (with the right weapons) battles suddenly go from very hard (the first monsters will KILL you in one hit) to very easy. Not sure how to fix this, but I managed to at least make the later enemies tough enough to withstand a few hits from your best weapon at the higher levels. It takes 5-20 hours I'd say (5 if you know what you're doing, 20 if you don't since the high hp of some bosses, means very long battles, not to mention certain plot points may not be completely obvious).
Oh, and it is NOT a demo. I worked on it months-years in advance but had trouble posting until I found this site.














