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Would this be playable?

author=McBick
[...]is caused from lack of processing power in rpg maker[...]
That, sir, is wrong. (as far as RM2k(3) is concerned)

There is no such thing as a lack of speed there is only a lack of concept.

Lag is mainly caused by 2 things:
A) extensive use of <ShowPicture> event commands
The game has to load the image file from the hard drive. This takes a lot of time.

B) an imperial ton of event updates*
(caused by faulty programming, that's most likely still present in every VXP maker)
EventAmount(Map)** x (ChangeSwitch + ChangeVar + *)/frame = EventUpdates/frame = lag***

*stuff such as <ChangeSwitch>, <ChangeVariable>, <ChangeItem>, <ChangeParty>, <Timer>, <KeyInput>
**each additional EventPage adds roughly 0.5 to the EventAmount
***a value of 100k and above is bad

Solution to A)
People pre-load each and every picture and manipulate them by using the <MovePicture> event command (with DynRPG, pictures with IDs of 1001 and above won't be erased when changing maps).

Solution to B)
AntiLagSwitch
(big algorithms can be flanked by <ChangeSwitch> 1000 = ON at the top and <ChangeSwitch> 1000 = OFF at the bottom to reduce lag)


So here's the question:
Why don't you just use events, that are above hero, on every position of the map, teleport the player below one of those and use <ChangeEventLocation> for NPCs? This would fix the problem of pictures not being bound to map coordinates. And be totally within the range of processing power of anything. Even when updating the fog o' war without pauses.

And also, here's a little something.

Put the MoveEventPointer.ips into the DynPatches folder. The used variable can be changed by pasting the following under the [QuickPatches] section in the DynRPG.ini and changing the number after the #
MEPVar=4AFC06,#3330

So what does this thing do? The patch allows you to assign the Event_ID for a <MoveEvent> command by putting the to-be-moved Event_ID into Var[3330].
1 to 1000 are the events, 10001 = Hero, 10002 = boat, 10003 = ship, 10004 = airship, 10005 = this event

If Var[3330] has a value of zero or below, the event that was assigned by the <MoveEvent> command will be moved instead.


This would make it possible to have your algorithm calculate the x and y coordinates of the concealed tiles and change their CharSets to black tiles (or transparent when visible). It's fairly easy to get the Event_ID from the x and y coordinates:
<> Change Variable: [0021: x] = ...
<> Change Variable: [0022: y] = ...
<> Comment: with coordinates 0,0 in the upper left
<> Change Variable: [0023: Event_ID] = EventsPerRow
<> Comment: let's say there's 20 events in a row, the leftmost event in the 4th row would have the ID = 61
<> Change Variable: [0023: Event_ID] * V[0022]
<> Change Variable: [0023: Event_ID] + V[0021]
<> Change Variable: [0023: Event_ID] + 1
<> Change Variable: [3330: MEPVar] = V[0023]
<> Move Event: Event #0, Frq 8, Pattern: Chg graphic to CharSet_blank #0

Downsides to that would be... you would have to make templates of different sized maps filled with copypasted events that you should never touch. And you would have to copy those templates, create an additional mock-up map (without all those events blocking your view) that you can freely map on. When it's ready, take the selector tool and Ctrl+A the whole map to paste it below the template's copy.

Also your maps can't have more than 10k events on them (size of 100x100). How you would manage to have more than 2000 pictures is beyond me.

Personally, I would love to see someone hit the max.event cap for once.


Or... you could take the lazy route and ask Kazesui to have the LineOfSight-Plugin have a fog o' war mode.

Ideas for plugins in dynrpg

Just a small update to the CharExpandPatch.

download CEP(2k3)[+]

Now it's possible to have 8 sprite sheets again (4 on the top, 4 on the bottom) in one CharSet file.


Replaces the old file CEP - RPG_RT2k3 v1.08.ips

Ideas for plugins in dynrpg

Fixed. And sorry for any inconvenience.

The problem was just the VisuCommands patch. Whoever you are, that uses VisuCommands as well, please replace the old file with the new one: download VisuCommands(fixed)

Also, change the following lines in the DynRPG.ini:
CmdWindowDelta-X=4963DE,#80
CmdWindowFirst-X=4963E7,#0
into:
CmdWindowDelta-X=4963DD,#80
CmdWindowFirst-X=4963E6,#0

Ideas for plugins in dynrpg

author=Razzy
I just plop the ips into dynpatches, that's how it should be right?
Right.

By "isn't showing up" do you by any chance mean in the rpg maker itself (to select it)? Are the normal-sized characters (without a %prefix) shown properly while playing? It's not a Win8 issue with temporary directories, is it?


This is so weird...

Try applying the patch directly:

get 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


author=Razzy
So you said right next to it requires a similar sized 4x3 template
I just mentioned this in case you plan on adding more to your CharSet file. The first one you posted should be enough.

Ideas for plugins in dynrpg


And yes, the %xxyy is enough to determine what size the 4x3-frame sprite sheet is going to be. To 'select sprite' the one right next to it requires a similar sized 4x3 template (blue/light-blue) right next to your first one in the CharSet file. Disregard that, it's two across, not one. Disregard that. CEP[+]

The patch just might be applied improperly (that's why you seem confused, as to why it did work in RM2k, but not in 2k3):
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

Ideas for plugins in dynrpg

author=Razzy
it just isn't showing up.

The patch changes how the sprite sheets in a CharSet file are handled.
In your example of a single sheet file, you would have to tell the rpg maker to load the upper leftmost walking animation.

author=Razzy
Also I'm confused with how to import the new taller chars and keep transparancy for the colors around it.

Cherry's RM2k9 should do the trick.



author=Cherry
Actually, it would have been much simpler, better expandable and less buggy to implement it as plugin.

Actually, yes. Yet nobody cared to make a plugin even after you told them to use RPG::Character, onDrawEvent and onCheckEventVisibility. Recalculating what image portion to load from the file, recalculating priority issues with expanded chars, clipping, partial transparency on tiles and whatnot.

This was 11 months ago. Kazesui did something similar with pictures 4 months ago.

And here's a guy posting a patch he will never use himself (because I don't use CharSets) to give the bare minimum of functionality the CEP has, to both DynRPG users and those who -for some reason- don't use DynRPG.

Because I care even less about CharSets than everyone who can use C++ to a decent extent, that would be able to fix up a working CE-Plugin in no time.

Ideas for plugins in dynrpg

author=Razzy
15.) bigger character sets. This was done in 2000 so I don't see why 2003 shouldn't be able to.
Sorry, it's not a plugin (seeing as there wasn't one made within the last 12 months, I don't expect any plugins of that sort within the next 6 months)

download CEP(2k3)[+]

Got the same functionality as the 2k one. (And all the same quirks and mishaps)
CharSet's file name must contain the Prefix %xxyy with 1/4 sprite width in xx and 1/4 sprite height in yy.

Credits to Cherry's CharExpandPatch 2k.

[RM2k] Incompatible patches

author=brandnewscooby
Could a mod move this to the right forum?
This is the right forum.

download ExtendedKeyInput

You would need a fresh v1.07 RPG_RT.exe. It's got the EnterName already fixed (thanks to BananenJoe's DestinyV2) and... MS Gothic and MS Mincho instead of whatever font there was before.

get 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

Now, on to the fun part:
You can assign any key in Var[3340] when using <KeyInput> (<InputPassword>). When the button is pressed, the variable (in which the pressed Key_IDs 1,2,3,4,5,6,7 would have been put) is set to -1 if the button is pressed (0 when not).

The Var_ID can be changed at 0x885E7 in the patched RPG_RT (usage of a HexEditor required).

So, which buttons are what? Go by the hex values in the () brackets and convert them back to decimals.

The shift key is 16 (ctrl is 17 btw.)

P.S. it's got an issue with [x]WaitUntilKeyHit on extended keys.
So how'd you replace each <KeyInput>Shift:
<> Change Variable: [3340] = 16
<> Key Input Processing: Var[xxxx]
<> Comment: output Key_ID = 7 (Shift)
<> Fork Condition: If Variable [xxxx] = -1
<> Change Variable: [xxxx] = 7
<>
: End of fork


P.P.S:
Yes, the v1.07 RPG_RT will work and will be recognized by the rpg maker.

If you are asking yourself "Why would that guy go out of his way to write a patch and set up a working runtime.exe?" ...I had something similar lying around. And don't really want to tinker with the value! RPG_RT.

And as of now, version 1.07 is far superior to chocolate version 1.51.

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

Fixed version:
download BreakLoopFix

When using a <BreakCycle> / <BreakLoop> command the script won't jump to the end of the next loop (when using several loops inside of each other) but exit the current loop how it's supposed to.

Well... my gratitude towards Cherry for pointing out my overly complicated second version.

[Rpg maker 2003] Default Gauge battle system

DynRPG.ini
[QuickPatches]
CmdWindowWidth=4950D0,%76
Maximum width is 127 pixel, so keep that in mind.