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[RM2K3] Set Move Route in common events not working
author=Liberty
Are you calling them through an event? Common events need to be called in some way before they take effect. There are three ways of doing this:
- calling the common event in an actual event
- setting it to parallel process that is called by a switch turning on
- Setting it to automatic that is called by a switch turning on
If you do none of these things the event won't work.
Yes, its being called as everything else in the event is working, except moving the player.
Apparently it's no longer just common events, but normal events too, the player just won't move :(
EDIT: turns out I'm an idiot... I checked through the common events and came across one that would set the move route of the player to change graphic every game tick in a parallel process....
[RM2K3] Set Move Route in common events not working
I'm using this code for when the player goes to sleep:
Before, I had this code inside a map event, and it worked. But I needed it to be on a common event.
I have a few other common events where the hero needs to slightly move, but the hero just will not move, even though Through is on...
Is there any workaround or anything that I can do?
@> Set Move Route: Player, Through ON, Change Graphic..., Jump , Move Right, Land
@> Show Animation: Player, [Jump right]
@> Wait: 0.3 seconds
@> Set Move Route: Player, Through ON, Change Graphic...
@> Wait for All Movement
@> Wait: 0.2 seconds
@> Hide Screen: Fadeout
Before, I had this code inside a map event, and it worked. But I needed it to be on a common event.
I have a few other common events where the hero needs to slightly move, but the hero just will not move, even though Through is on...
Is there any workaround or anything that I can do?
[RM2k3 DynRPG Plugin] Keyboard & Mouse Input
author=Cherry
I fixed a bug: In fullscreen, the mouse coordinates were wrong. Please re-download!
I know this is an old thread, but will this ever be a thing in the steam version of RPG Maker 2003 since DynRPG only works for 1.08 or below?
Even if it's just replacing keys such as C,V,B which are all used for Cancel, and it would be much more useful if they could be assigned to something else.
[RM2K3] Is it possible to remove the limit of 100 event pages?
author=kentona
I think you need to rethink your algorithm
Maybe I do, but like I said above, it would just give me an easier overview of every event page.
[RM2K3] Is it possible to remove the limit of 100 event pages?
author=pianotm
If you need more pages, just call a common event and keep them going.
Hmm I like that idea. But man that would be a lot of common events!
As for those asking, I have an event that has about 130~ different states which must all be in the same place. And rather than putting multiple states onto one event page I'd find it easier to do an event page for each, it'd give me an easier overview of things.
But if that's not possible then damn :c
[RM2K3] Is it possible to remove the limit of 100 event pages?
So RM2k3 has an event page limit of 100, I was just wondering if there is any way to lift that limit or completely remove it?
+++ DynRPG - The RM2k3 Plugin SDK +++
So I patched my RPG_RT.exe with the dynrpg patcher, and everything was successful, until when I tried to launch the game. When I tried the test play it showed me the error: "Unable to test play due to a fatal error during project compilation." and when I try to run the RPG_RT.exe manually, windows 10 shows me an error saying that "This app can't run on your PC".
Compatibility mode does not work. besides, the exe worked before the patch was applied. Anything I can do here?
Compatibility mode does not work. besides, the exe worked before the patch was applied. Anything I can do here?
How'd you decide on a game title?
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