[RM2K3] EDITING BATTLE WINDOW
Posts
Pages:
1
Hey folks, I've recently picked up RPG Maker 2003 after not touching it for years and earlier I learned how to change the fonts with a hex editor, I was wondering if there was any way to edit the battle window using it? I'm hoping to change the Traditional battle window to display the current MP value next to the HP value, I'd like to keep the ATB bar visible which is why I don't use the Alternative window.
If it's not possible to do with the hex editor could somebody give me some tips on patching it? I've seen the wonderful things people have done with patches and something like displaying a value and adjusting the positions of the other text in the window doesn't seem to difficult in comparison.
Thanks in advance!
If it's not possible to do with the hex editor could somebody give me some tips on patching it? I've seen the wonderful things people have done with patches and something like displaying a value and adjusting the positions of the other text in the window doesn't seem to difficult in comparison.
Thanks in advance!
Possible but only with the unofficial version (so Rpg Maker Tsukuru 2003 1.08a not Maker from steam or the website 1.1+).
Check out DynRPG, if you know C++ it's super easy to use, it's divided in static callbacks and a module containing game objects, it's pretty simple to use.
Though I don't think you could do what you are trying to do with cherry's version though from looking at the API (unless you wanna create a custom scene somehow). I know PepsiOtaku has a version with more functionality accessible.
Maybe there's a simple hacky solution for your problem :D
Let's wait for more answers.
Check out DynRPG, if you know C++ it's super easy to use, it's divided in static callbacks and a module containing game objects, it's pretty simple to use.
Though I don't think you could do what you are trying to do with cherry's version though from looking at the API (unless you wanna create a custom scene somehow). I know PepsiOtaku has a version with more functionality accessible.
Maybe there's a simple hacky solution for your problem :D
Let's wait for more answers.
Thanks! I'll take a look at DynRPG and see what I can do. I've never used C++ before but I've bumbled my way through Ruby and GML in the past, I'll back everything up a few times first :P
In addition to DynRPG for Rpg Maker Tsukuru 2003, there's also a "pictures in battle patch" from CherryTree (get it here: http://cherrytree.at/cms/lang/en/event-mixer-and-picsinbattle-patch/ ), which (as you might have already guessed) allows you to show pictures in battle, effectively editing the display and layout. And since MP is a statistic that's available to you to calculate, you won't need to DynRPG. If you're working with numbers, I also recommend you grab the PicPointerPatch (also from Cherry Tree here: http://cherrytree.at/cms/lang/en/download/?did=19 ).
Finally, if the next release of the English version of rm2k3 ever occurs, it will allow you to do all of the above without needing patches, and in a much nicer and more integrated format. You can see a preview of the new features here: http://recordit.co/uTr2j8YOHa
Note that I'm not saying you shouldn't use DynRPG, especially if you plan on doing some other major alterations to the base game. However, if literally all you want to do is display MP and HP values in a way that doesn't cover up the ATB, and you're not super interested in learning C++, the patches offer a valid alternative.
Finally, if the next release of the English version of rm2k3 ever occurs, it will allow you to do all of the above without needing patches, and in a much nicer and more integrated format. You can see a preview of the new features here: http://recordit.co/uTr2j8YOHa
Note that I'm not saying you shouldn't use DynRPG, especially if you plan on doing some other major alterations to the base game. However, if literally all you want to do is display MP and HP values in a way that doesn't cover up the ATB, and you're not super interested in learning C++, the patches offer a valid alternative.
Pages:
1














