Jump to content

AD-Blocker detected, please disable your ad-blocker when surfing in makerando.com - There is no invasive Ad.

 

  • Chatbox

    You don't have permission to chat.
    Load More

Recommended Posts

Questa patch è solo per la versione ufficiale di rpgmaker 2003(1.12a)

Autore: BingShan

Link Download:

https://ux.getuploader.com/xingqier/download/179

 

Qui trovate il nuovo sito con le varie informazioni aggiornate sulla patch(vi consiglio altamente l'uso di google translate in inglese se volete capirci qualcosa, non in italiano perché google è pessimo con la nostra lingua):

https://bingshan1024.github.io/steam2003_maniacs/

 

Qui trovate l'elenco delle funzionalità che apporta questa patch tradotte in inglese(tramite google translate):

 

Comandi Modificati:

Spoiler
@> Picture display:
@> Show Picture:
    Angle specification has been added as a special effect.
    Added blend modes (multiplication, addition, overlay).
    Added horizontal / vertical flip function.
    Added variable number variable to the method of specifying ID / display position / magnification / transparency.
    Added the origin specification of the display position.
    
    
@> Move picture:
@> Move Picture:
    Angle specification has been added as a special effect.
    Added blend modes (multiplication, addition, overlay).
    When the movement time is specified as a negative value, the absolute value is now handled in frame units.
    (Usually the specified value * 6 frames)
    Added variable number variable to the method of specifying ID / display position / magnification / transparency.
    Added variable / variable number variable to the method of specifying the time to move.
    Added the origin specification of the display position.

    
@> Delete picture:
@> Erase Picture:
    Added variable number variable to ID specification.
    Added variable number range to ID specification.
    Added all pictures to ID specification.
    
  
  
@> Conditional branch:
@> Conditional Branch:
    Added the method of specifying by variable reference to the switch.
    Added a method to specify the variable on the left side of the variable with the variable number.
    Added a method to specify the right-side value of a variable with the variable number variable.
    Added the judgment of whether it is immediately after loading.
    Added the joypad presence / absence judgment.
    Added judgment whether window is active.
    
    
@> Keystroke handling:
@> Key Input Processing:
    Supported mouse (left and right middle click, wheel up / down scroll) input.
    Wheel scrolling is effective only under the condition of "Wait until pressed" because there is no depressed state.

    

@> Manipulate variables:
@> Control Variables:
    Added range specification by variable value to operation target.
    When a> b in batch operation, it is treated as b ~ a.
    Added OR (or), AND (and), exclusive OR (xor), logical left / right shift (shl, shr) to operation contents.
    Added ID and ATB gauge items to the main character and enemy characters of the operand.
    Added items of current date, time and elapsed frame to operands.
    A switch has been added to the operand. ON is treated as 1 and OFF is treated as 0.
    Added a method to specify operand items, heroes, events, and enemy characters using variables.
    Added party members to operands. It is the same as the hero except for the index in the party.
    Mathematical functions have been added to the operands.
        In the following description, argument 1 is a, argument 2 is b, and the multiplier is c.
        
        Add, Sub, Mul, Div, Mod, Or, And, Xor, Shl, Shr:
                a (operator) Perform the same operation as “Operation Details” with b.
        
        Pow: Calculates a to the power of b.
        Sqrt: Calculates the square root of a * c. The fractional part is truncated.
        Sin: Calculates the sine * c of (a / b) degrees. The fractional part is truncated.
        Cos: Calculates the cosine of (a / b) degrees * c. The fractional part is truncated.
        Atan2: Calculates arctangent * c of a (Y coordinate) and b (X coordinate). The fractional part is truncated.
        Min: Returns the smaller of a and b.
        Max: Returns the larger of a and b.
        Abs: Returns the absolute value of a.
        Random: Returns a random number between a and b. Same as "random number" of operand.
        
    Added ternary operation to operand.
    Added ternary operation to operand.
    Added patch version to operand.
        Represents the date in the lower 20 bits (YYMMDD).
        Im / pf is represented by the most significant bit (im = 0, pf).
        The rest is reserved space.
        * Because this item was implemented in 190920, all bits are 0 in earlier versions.

        How to take date value
        @> Manipulate variables: [0001] Assignment, maniacs version
        @> Manipulate variables: [0001] And, -1 >> 12

        How to take im / pf judgment
        @> Manipulate variables: [0001] Assignment, maniacs version
        @> Variable operation: [0001] Shr, 31
    
    Added expression format specification for target and operand
    
    
    
@> Invoke event:
@> Call Event:
    Added a method to specify common events using variables.
    Added a method to specify common event with variable number variable.
    
    
    
@> Iteration:
@> Loop:
    Conditions can be specified. Switches are treated as a number with ON being 1 and OFF being 0.
    If the label jumps into the loop, the repeat count and index will not be set correctly.
    
    ∞:
    Infinity:
        This is a conventional infinite loop.
        
    Specify the number of times:
    X Times:
        Repeat the specified number of times. Optionally, an index starting from 0 can be output to a variable.
        
    count up:
    Count Up:
        Repeat while incrementing the index by 1 in the range from a to b.
        For example, if you set 2 to 5, the loop will be 2, 3, 4, and 5 times.
        Optionally, the current index can be output to a variable.
        
    Countdown:
    Count Down:
        Repeat while subtracting 1 from the index from a to b.
        For example, if you set 3 ~ 1, the loop will be 3, 2, 1 three times.
        Optionally, the current index can be output to a variable.
    
    While:
    While:
        Repeat as long as the condition is true. Judge before execution of each loop.
        Comparison can be specified in the same way as conditional branching using variables.
        Optionally, an index starting from 0 can be output to a variable.
        
    Do While:
    Do While:
        Repeat as long as the condition is true. Determined after each loop execution.
        Comparison can be specified in the same way as conditional branching using variables.
        Optionally, an index starting from 0 can be output to a variable.


@> Interruption of iteration:
@> Break Loop:
    Fixed behavior when running inside a multiple loop.
    
    
    
@> Combat processing:
@> Battle Processing:
    Added an option to disable the flash before the battle starts.


    

 

 

Nuovi comandi

Spoiler
@> Get Save Info:
@> Get save information:
    This command acquires the same information as the content displayed on the default load screen.
    Stores date / time / level / HP in variables and face graphics in pictures.
    Character names are not currently supported.
    
    If there is no save data, 0 is stored in the date variable.
    
    Face graphics are treated as 4 * 4 sprite sheets.
    Therefore, the display will be shifted if the file has more than 16 patterns.
    Conversely, there is no problem if it is out of the standard as long as it can be divided into four.
    
    For the picture, the original setting is used except for the file and sprite sheet related items.
    Use the target picture number beforehand outside the screen or making it transparent.
    
    The order of the date (YYMMDD) is the same in the English version.
    
    Code: 3001
    String argument: None
    Numeric arguments:
        00: How to specify save number (0: constant 1: variable)
        01: Save number
        02: Variable to receive save date (YYMMDD)
        03: Variable to receive save time (HHMMSS)
        04: Variable that receives the level of the first character
        05: Variable to receive the first character's HP
        06: Reserved item (fixed to 0)
        07: Picture number specification method (0: constant 1: variable)
        08: Picture number to receive face graphic of member 1 (leading character)
        09: Picture number to receive member 2 face graphic
        10: Picture number to receive member 3 face graphic
        11: Picture number to receive member 4 face graphic
        

@> Save:
@> Execute save:
    This command performs the same processing as the default save function.
    Save numbers 0 and below cannot be used.

    The execution result can be optionally stored in a variable.
    The value is 1 on success and 0 on failure.
    Note that the assignment to a variable is made after the save is performed.
    
    
    Code: 3002
    String argument: None
    Numeric arguments:
        00: How to specify save number (0: constant 1: variable)
        01: Save number
        02: Whether to receive the success or failure of the save (0: do not receive 1: receive)
        03: Variable to receive success or failure
        
        
        
@> Load:
@> Perform load:
    This command performs the same processing as the default load function.
    Save number 0 and below cannot be used (operation is ignored).
    
    There is an option to check the file before execution and abort the loading if the result is incorrect.
    The check performs the processing equivalent to the "get save information" command.
    If you are certain that the correct file exists, you can disable it, but it is not recommended.
    
    
    Code: 3003
    String argument: None
    Numeric arguments:
        00: How to specify save number (0: constant 1: variable)
        01: Save number
        02: Pre-execution check (0: valid 1: invalid)
        


@> End Load Process:
@> End of loading process:
    This command cancels the dark state after loading.
    Not valid for new games. In addition, the darkness is automatically canceled after one frame.
    
    * Added on 18/12/07 This command has no effect at present
    
    
    Code: 3004
    String argument: None
    Numeric argument: None



@> Get Mouse Position:
@> Get mouse coordinates:
    This command gets the relative position of the mouse within the window.
    Based on 320 * 240 resolution.
    
    * The value cannot be correctly handled when DirectDraw is specified in the full screen state and the rendering method.
    (This is probably fine, as there are currently few machines where this setting works.)
    
    
    Code: 3005
    String argument: None
    Numeric arguments:
        00: Variable to receive X coordinate
        01: Variable to receive Y coordinate



@> Set Mouse Position:
@> Set mouse coordinates:
    This command sets the relative position of the mouse within the window.
    Based on 320 * 240 resolution.
    The X coordinate is rounded from 0 to 319 and the Y coordinate is rounded from 0 to 239 to avoid false clicks.
    
    * The value cannot be correctly handled when DirectDraw is specified in the full screen state and the rendering method.
    (This is probably fine, as there are currently few machines where this setting works.)
    
    
    Code: 3006
    String argument: None
    Numeric arguments:
        00: Coordinate specification method (0: constant 1: variable)
        01: X coordinate
        02: Y coordinate


        
@> Show String Picture:
@> Display string picture:
    Creates a picture from the specified string.
    After generation, it can be handled like a normal picture.
    Disabling backgrounds, borders, gradients, and shadows reduces generation costs.
    
    
    ・ Control characters:
        Several control characters are available in strings.
        The value in [] is valid for variable reference by \ V.
        
        $ a-zA-Z: Draw special characters.
        \\: Draws a single unit.
        \ C [n]: Change the font color to n.
        \ D [n]: Aligns the variable value with at least n digits (0 padding).
        \ N [n]: Draw the nth hero's name.
        \ T [n]: Not implemented at this time.
        \ V [n]: Draws the nth variable value.
        
    
    ・ Display position-> Coordinate:
        Specifies the meaning of the position value.
        (Conventional pictures are fixed at the center coordinates)
        
        
    ・ Picture size:
        Specify the size of the picture to be generated.
        Setting the value type to "Auto" or setting the value to 0 will adjust to the appropriate size.
        
        
    ・ Font name:
        Specify the font used for drawing.
        If you leave it blank, you will see the database system settings.
    
    
    ·font size:
        Specifies the size of the font used for drawing.
        Valid values are from 1 to 255 and the default is 12.
        
        
    ・ Character spacing:
        Specify a space for each character.
        Valid values are 0 to 255, default is 0.
        
        
    ・ Line spacing:
        Specify the space to leave for each line.
        Valid values are from 0 to 255 and the default is 4.
        
        
    ・ Bold:
        Apply Bold to the font.
        
        
    ・ System graphic:
        Specifies the graphic used for drawing.
        Select <System Settings> to view the database system settings.

        
    ·wallpaper:
        Specify the window background type.
        
        
    ・ Draw a frame:
        Specify whether there is a window frame.
        If either size is less than 8px, it will not be drawn regardless of the setting.
        
        
    • Enable outer margins:
        Specifies whether to consider the area of the frame when calculating the picture size and character drawing position.
        When enabled, the area is 8px left and right and 10px up and down.
        
        
    ・ Enable character gradation:
        Specifies whether to enable the gradation of characters used in other functions such as text display.
        When disabled, the color is drawn from the upper left (0, 0) of each color of 16 * 16px.
        
        
    • Enable text shadows:
        Specifies whether to enable the shadow of characters used in other functions such as text display.
        
        
    ・ Restrictions on preview:
        Display position: Fixed at upper left coordinates (0, 0).
        Size: Calculated automatically unless you specify a constant.
        Magnification: Fixed at 100% (the preview itself has a 2x display function).
        Transparency: Fixed at 0%.
        Effects: All are disabled.
        Font size: 12 except for constant specification.
        
    
    Code: 3007
    String arguments:
        * 1 Character string to be displayed * 1 File name * 1 Font name
        * 1… Byte type prefix that indicates the type of value that follows. Currently only 0x01 is valid
   
    Numeric arguments:
        00: value type
            00 ~ 03: Picture ID specification method (constant = 0, variable, variable number variable)
            04 ~ 07: Display position specification method (constant = 0, variable, variable number variable)
            08 ~ 11: Enlargement ratio specification method (constant = 0, variable, variable number variable)
            12 ~ 15: Transparency specification method (constant = 0, variable, variable number variable)
            16 ~ 19: How to specify picture size (constant = 0, variable, variable number variable)
            20 ~ 23: How to specify font size (constant = 0, variable, variable number variable)
            24-27: How to specify the coordinate type (center = 0, upper left, lower left, upper right, lower right, upper, lower, left, right)

        01: Picture ID
        02: Position X
        03: Position Y
        04: magnification
        05: Toru


brightness
        06: red tones
        07: green tones
        08: Blue tones
        09: Saturation
        10: Types of special effects
        11: Special effect level
        12: Additional effects
            00 ~ 03: Blend mode (none = 0, multiplication, addition, overlay)
            04: Horizontal flip
            05: vertical flip
        
        13: Option 1
            00 ~ 07: Link with map scroll
            08 ~ 11: Background type (none = 0, zoom, tile)
            12: do not draw the frame
            13: No gradation
            14: Shadow disabled
            15: Bold
            16: Margin invalid
            24 to 27: (when angle is specified) Value 1 type
            28 ~ 31: (when angle is specified) Value 2 type
        
        14: Option 2
            00 ~ 07: Enable transparent color
            08 ~ 15: Character spacing
            16 ~ 23: Line spacing
            
        15: Layers on the map
        16: Layer in battle
        17: Erase condition / Screen effect to apply
        18: Picture width
        19: Vertical width of picture
        20: Font size
        21: (when angle is specified) value 2
        

@> Get Picture Info:
@> Get picture information:
    This command gets the position and size of the currently displayed picture.
    Special effects such as rotation are not reflected.
    
    Code: 3008
    String argument: None
    Numeric arguments:
        00: Picture ID specification method (constant = 0, variable, variable number variable)
        01: Picture stage (Original image = 0, Moving, After moving)
        02: Value type (center [xy] wh = 0, xywh, ltrb)
        03: Picture ID
        04: Variable 1 to receive the value
        05: Variable 2 to receive the value
        06: Variable 3 to receive the value
        07: Variable 4 to receive the value
    

    
@> Control Battle:
@> Combat control:
    This is a command that allows the user to operate some of the processing of the default battle.
    This command is only valid during combat and will be released (without any control) after the end of the battle.
    Please use this together with the common event that requires the battle to start.
    Also, you should not use weighted commands in the common event that performs the processing.
    
    Currently, five types of processing are available.
    
    ・ ATB gauge increase:
        Controls the spontaneous increase of gauge for each frame of characters including foes.
        Gets or sets the value of the following four variables.
        
        1. Unit type (acquisition): ally = 0, enemy = 1
        2. Unit number (acquisition): Index (not ID) for both enemy and friend
        3. Current gauge amount (acquisition): Can act with more than 300000
        4. Gauge amount to be increased (get / set)
        
    ・ Damage Pop:
        Controls the notation when any damage or healing occurs.
        When a common event is specified for this process, the default notation is not drawn.
        Gets or sets the value of the following six variables.
        
        1. Unit type (acquisition): ally = 0, enemy = 1
        2. Unit number (acquisition): Index (not ID) for both enemy and friend
        3. Display position X (acquisition)
        4. Display position Y (acquisition)
        5. Value type (acquisition): Damage = 0, Healing = 1, Evasion = 2
        6. Value (acquisition)
        
    ・ Targeting:
        Called just before the character's action and controls the target during the action.
        Gets or sets the value of the following six variables.
        
        1. Unit type (acquisition): ally = 0, enemy = 1
        2. Unit number (acquisition): Index (not ID) for both enemy and friend
        3. Action type (acquisition): * 1
        4. Action value (acquisition): * 2
        5. Type of target (acquisition): Opponent alone = 0, opponent = 1, own army = 2, own army = 3
        6. Target number (get / set): Index (not ID) for both enemy and friend * 3
        
        * 1:
            0: Basic action
            1: Special skills
            2: makeover
            3: Item use
           
        * 2:
            Basic Action: Normal Attack = 0, Continuous Attack = 1, Defense = 2, Watching = 3, Strength = 4, Suicide = 5, Escape = 6, Nothing = 7
            For Special Skills: Special Skill ID
            In case of makeover: Enemy character ID
            When using items: Item ID
            
        * 3:
            Setting is invalid if the target is self or whole
            
    -Condition assignment:
        Called when a state is granted to a character.
        Gets or sets the value of the following three variables.
        
        1. Unit type (acquisition): ally = 0, enemy = 1
        2. Unit number (acquisition): Index (not ID) for both enemy and friend
        3. Status ID (acquisition)
        
    -Value fluctuation other than damage:
        Called when a value other than HP fluctuates.
        Arguments are aligned so that they can be processed in the same event as the damage pop.
        Gets or sets the value of the following six variables.
        
        1. Unit type (acquisition): ally = 0, enemy = 1
        2. Unit number (acquisition): Index (not ID) for both enemy and friend
        3. Display position X (acquisition)
        4. Display position Y (acquisition)
        5. Value types (acquisition): MP fluctuation = 3, Attack fluctuation = 4, Defense power fluctuation = 5, Mental power fluctuation = 6, Agility fluctuation = 7
        6. Value (acquisition)
        
    
    Code: 3009
    String argument: None
    Numeric arguments:
        00: Type of processing to be controlled (ATB = 0, pop, target)
        01: How to specify common event ID (constant = 0, variable, variable number variable)
        02: Common event ID used for control
        03: The beginning of the variable used to get / set the value


        
@> Control ATB Gauge:
@> ATB gauge operation:
    This is a command to operate the gauge of the character including enemy and ally.
    The valid range of the gauge is 0 to 300000.
    
    
    Code: 3010
    String argument: None
    Numeric arguments:
        00: Type of target (hero ID = 0, member, party, enemy character, whole enemy)
        01: Target specification method (constant = 0, variable, variable number variable)
        02: Target value
        03: Operation (setting = 0, addition, subtraction)
        04: Type of gauge value (value = 0, percentage)
        05: Gauge value specification method (constant = 0, variable, variable number variable)
        06: Gauge value


        
@> Change Battle Commmadn EX:
@> Combat command change EX:
    This is a command to enable / disable the item of changing the row of the battle command and edit the party command.
    
    ① Combat command
    This command is only valid during combat and will be unset after the end of the battle.
    Please use this together with the common event that requires the battle to start.
    
    With this command, you can create a state without any battle command items,
    In that case, it will move to AI action when you try to select an action.
    
    (* 190 220 added
    Changed the operation to change the row by selecting transparent items when there is no command. )
    
    ② Party command
    You can select any of four from "fight", "auto", "escape", "win" and "defeat".
    “Victory” and “defeat” literally force / defeat battles.
    If all five are selected, the first four are used, and if none are selected, the default three are used.
    Also, if only one is selected, the screen transition itself disappears.
    
    
    Code: 3011
    String argument: None
    Numeric arguments:
        00: Command change command (valid = 0, invalid)
        01: Party command flag
            00: Fight command
            01: "Auto" command
            02: Escape command
            03: "Win" command
            04: "Defeat" command
   

   
@> Get Battle Info:
@> Obtain battle information:
    Gets various values that appear during the battle.
    Does nothing during non-combat.
    
    Information is output continuously starting from the specified variable number.
    ① Main character ID / member / enemy character
        ・ Ability correction value
            Obtains the correction value of the ability to go up and down during battle in order of attack power, defense power, mental strength, and agility.
            
        ·Status
            Obtains the total number of all states and the number of turns since they took.
            The turn is 1 when the anomaly is granted, 0 otherwise.
            For example, the database status is (1: dead, 2: poison, 3: dark), immediately after the darkness


When you get the character status of
            v [specified variable] = 3
            v [specified variable + 1] = 0
            v [specified variable + 2] = 0
            v [specified variable + 3] = 1
            Result.
            
        ·attribute
            Get the total number of values and the state of each resistance for the current attribute resistance.
            Stores 2 if resistance is increased, 1 if normal, and 0 if resistance is reduced.
            Each resistance value may be omitted, in which case it is treated as the default value (1).
            For example, if the attributes of the database are three (1: sword, 2: spear, 3: hit), and you acquire character attributes of sword resistance decrease and hit resistance increase
            v [specified variable] = 3
            v [specified variable + 1] = 0
            v [specified variable + 2] = 1
            v [specified variable + 3] = 2
            Result.
            
        ・ Other
            Get the following information of the specified character in order.
            Image center coordinate X
            Image center coordinate Y
            Actionable state (impossible = 0, possible)
            Defense status (none = 0, yes)
            Charge state (none = 0, available)
            Appearance (none = 0, yes)
    
    
    Code: 3012
    String argument: None
    Numeric arguments:
        00: Type of target (hero ID = 0, member, party, enemy character, whole enemy)
        01: Type of information
            Hero ID / Member / Enemy character: (Ability correction value = 0, Status, Attribute, Other)
            Party / Enemies: (Total = 0, Survivors, Actionable)
        02: Target specification method (constant = 0, variable, variable number variable)
        03: Target value
        04: Start of variable to receive value
    
    
    
@> Control Var Array:
@> Manipulate variable arrays:
    Operate with variables of consecutive numbers as an array.
    Single operation is also possible by setting the length of the array to 1.
    
    ·copy
        Copy the value from target1 to target2.
    
    ·Exchange
        Swap the contents of target 1 and target 2.
    
    ・ Sort (ascending order)
    ・ Sort (descending order)
        Sort target 1 in ascending / descending order.
    
    ·shuffle
        Sorts the target 1 randomly.
    
    ・ Enumeration
        Store the value of size to target 1 while adding 1 each from the initial value.
    
    ・ Addition-Shr
        Same as the operation command for variables. The difference is that the operands are also arrays.
    

    Code: 3013
    String argument: None
    Numeric arguments:
        00: Operation content (copy = 0, exchange, ascending sort, descending sort, shuffle, enumeration, addition, subtraction, multiplication, division, remainder, Or, And, Xor, Shl, Shr)
        01: Type of each value
            00 ~ 03: Target 1 (variable = 0, variable number variable)
            04 ~ 07: Size (constant = 0, variable, variable number variable)
            08-11: Target 2
                For enumeration (constant = 0, variable, variable number variable)
                Other (variable = 0, variable number variable)
        02: Value of target 1
        03: Size value
        04: Target 2 value
    
    
    
@> Key Input Proc EX:
@> Key input processing EX:
    This is an extended version of the "key input handling" command.
    You cannot wait for it to be pressed with this command.
    By assigning keys to the joypad, it is possible to make judgments including the pad when acquiring the keyboard status.
    
    ・ Acquisition of keyboard status list
        Gets the status of keys in the keyboard list of the form at once.
        
    ・ Keyboard status list acquisition (assignment invalid)
        Gets the status of keys in the keyboard list of the form at once.
        Ignore this even if you have assigned a joypad.
    
    ・ Status acquisition by key code specification (assignment invalid)
        Get the key status by directly specifying the key code from 0 to 255.
        Use this if you want to get a key that is not in the list.
        
    ・ Acquisition of joypad status list
        Gets the state of the buttons in the joypad list of the form at once.
        
    ・ Get joypad assignment
        Gets the current joypad assignment status in a batch.
        Buttons that have not been assigned return -1.
        
    ・ Joy pad assignment setting
        Assign the joypad buttons to any key in the key list at once.
        
    
    Code: 3014
    String argument: None
    Numeric arguments:
        00: Operation content (0 to 5 in the above order)
        01: The beginning of the variable array used to get or set the value
        02: (* Only when key code is specified) Code specification method
            (Constant = 0, variable, variable number variable)
        03: (* Only when key code is specified) Code
        

        
@> Rewrite Map:
@> Map rewriting:
    Rewrite the tile of the map where the hero is.
    Changes made by this command are not reflected in the save, and are lost when the map is moved.
    
    
    Code: 3015
    String argument: None
    Numeric arguments:
        00: Type of each value
            00 ~ 03: Tile ID
                When used alone (constant = 0, variable, variable number variable)
                When in range (variable = 0, variable number variable)
            04 ~ 07: Left end of change range (constant = 0, variable, variable number variable)
            08 ~ 11: Upper end of change range (constant = 0, variable, variable number variable)
            12 ~ 15: Width of change range (constant = 0, variable, variable number variable)
            16 ~ 19: Vertical width of change range (constant = 0, variable, variable number variable)
        01: Tile specification method (Single ID = 0, Range ID)
        02: Layer (lower layer = 0, upper layer)
        03: Tile ID value or beginning of variable array
        04: Leftmost value of change range
        05: Top value of change range
        06: value of width of change range
        07: Value of vertical width of change range
        08: Auto tile (Enable = 0, Disable = 1)
    


@> Control Global Save:
@> Shared save operation:
    This command handles common save data that can be read and written from each save data.
    Currently, only switches and variables are supported.
    The file name is fixed at "Save.lgs".
    
    ·open
        Load shared save data from a file.
        This operation while loaded is ignored.
    
    ·close
        Release the loaded shared save data.
        This operation is ignored if not loaded.
        Note that this does not save your changes.
        
    ·save
        Saves the contents of the loaded shared save data to a file.
        This operation is ignored if not loaded.
        
    ・ Save and close
        Execute "Close" after "Save".
        
    ・ Copy from shared save
        Reads the specified value from the loaded shared save data to its own save data.
        If this operation is performed while it is not loaded, "Open" will be executed before processing.
        
    ・ Copy to shared save
        Writes the specified value to the loaded shared save data from its own save data.
        If this operation is performed while it is not loaded, "Open" will be executed before processing.
        
        
    Code: 3016
    String argument: None
    Numeric arguments:
        00: Operation content (0 to 5 in the above order)
        
        * Copy operation only below
        01: Type of each value
            00 ~ 03: Start number of current save (constant = 0, see variable)
            04 ~ 07: Start number of shared save (constant = 0, see variable)
            08 ~ 11: Size (constant = 0, variable, variable number variable)
        02: Data type (switch = 0, variable)
        03: Current save value
        04: Shared save value
        05: Size value
        

        
@> Change Picture ID:
@> Change picture ID:
    This command changes the picture ID as the name suggests.
    With the "Ignore out of range errors" setting,
    Moving from out-of-range ID / setting to out-of-range ID is replaced with a simple erase process.
    
    
    ・ Move
        Change (size) picture IDs from (target 1) to (target 2).
        If (Target 2) is in use, it will be deleted.
        
    ·Exchange
        Swap (size) picture IDs from (target 1) to (target 2).

    ·slide
        Shift (size) picture IDs from (target 1) number by (distance).
        
    Code: 3017
    String argument: None
    Numeric arguments:
        00: Operation (Move = 0, Exchange, Slide)
        01: Type of each value
            00 ~ 03: Target 1 (constant = 0, variable, variable number variable)
            04 ~ 07: Size (constant = 0, variable, variable number variable)
            08 ~ 11: Target 2 (constant = 0, variable, variable number variable)


02: Value of target 1
        03: Size value
        04: Target 2 or distance value
        05: Ignore out of range error (Yes = 0, No)
    
    
    
@> Set Game Option:
@> Game options settings:
    This command is used to make settings related to the operation of the entire game.
    
    ・ Operation when inactive
        Specifies whether to pause when the window becomes inactive.
        The default is weight. This setting is reflected in save data.
        
    ・ Fatal Mix
        This is mainly for debugging.
    
        FPS
        Specify the game execution speed. Cannot be less than 1.
        This setting is not reflected in save data.
        
        Test play
        同 じ Same as the startup option "TestPlay".
        This setting is reflected in save data.
        
        Skip message with right Shift
        あ い While pressing the right shift key, all sentences are instantaneously displayed and automatically closed.
        This setting is reflected in save data.
        
    ・ Maximum number of pictures
        Specify the maximum ID of the picture. Cannot be less than 1.
        This value has a significant effect on the game execution speed and save data load time.
        This setting is reflected in save data.
        
    ・ Frame skip
        By default, the drawing process performed every frame is changed to be omitted once every n times.
        This setting is reflected in save data.
        
        
    Code: 3018
    String argument: None
    Numeric arguments:
        00: Type of value of argument 02 (constant = 0, variable, variable number variable)
        01: Type (inactive = 0, Fatal, picture, frame skip)
        02:
            Inactive: Operate (Wait = 0, Execute)
            Fatal: FPS value
            Picture: Maximum
            Skip: value (none = 0, 1/5, 1/3, 1/2)
            
        03:
            Fatal:
                00 ~ 03: Test play (Do not change = 0, disable, enable)
                04 ~ 04: Text skip
        
        
@> Call Command:
@> Invoking the command:
    This command is for advanced users. Use the command after fully understanding the command specifications.
    
    Call any command (with exceptions) with any arguments.
    The behavior when a non-existent code is specified depends on the value.
    ①Do nothing
    ② Execute one of the existing commands
    Will be either.
    
    -Commands that cannot be used
        "Calling Commands"
      
    -Commands that do not work
        "Setting Labels"
    
    -Commands that do not work correctly
        "Show Choices"
        "Battle processing" * Only when branching
        "Shop processing" * Only when branching
        "Inn processing" * Only when branching
        "Conditional branch"
        `` Branch (during battle) ''
        "Repeat processing"
        "Sentence display" * From the second line
        "Comments" * From the second line
        
        
    Code: 3019
    String argument: code dependent
    Numeric arguments:
        00: Type of each value
            00 ~ 03: Code (constant = 0, variable, variable number variable)
            04 ~ 07: Start of numeric argument (constant = 0, variable, variable number variable)
            08 ~ 11: Number of numeric arguments (constant = 0, variable, variable number variable)
        
        01: code
        02: Numeric argument start number
        03: Number of numeric arguments

 

Installazione della patch:

Nota: Prima di procedere fate una copia di backup della cartella in cui tenete rpgmaker per precauzione, non sia mai che qualcosa vada storto!

 

Una volta che avete estratto l'archivio avviate utility.exe 

 

Selezionate il metodo di aggiornamento degli eventi della mappa(l'ultimo da quanto vedo è incompatibile al momento) Immediately(Default) 

Nella nuova versione dovrebbe essere selezionato in automatico ed in lingua inglese.

 

Selezionate la cartella in cui si trova il tool Source Folder(io per sicurezza ho usato una copia della cartella che tenevo sul desktop)

c32cC6p.png

 

Dopodiché selezionate la cartella di destinazione Destination Folder 

dS4ZXzS.png

 

Una volta selezionati i due percorsi cliccate sul pulsantone immediatamente sotto Apply Patch

IirB717.png

 

Quando vi verrà chiesto il permesso per avviare patch.exe date l'ok

Se l'applicazione della patch è andata a buon fine vi apparirà un piccolo box con una piccola scritta incomprensibile.(Se il messaggio dovesse essere differente chiudete e ripetete l'operazione)

RiCd9cz.png

Premete su OK.

In automatico vi si aprirà la cartella in cui avete deciso di inserire il tool con la patch applicata.

 

Adesso potete chiudere utility.exe

La parte sul fondo in cui si vedono dei progetti, serve solamente nel caso in cui dobbiate convertire un progetto già in corso nella versione ufficiale del tool.

Se dovete creare un nuovo progetto non vi serve.

 

 

               


 

Edited by kaine (see edit history)

Share this post


Link to post
Share on other sites

Rilasciata la terza versione della patch... Si avete letto bene la TERZA! ho saltato la seconda versione poiché l'autore su twitter aveva affermato che poco meno di un mese dopo avrebbe aggiunto una succosa feature, testi tramite immagini!

 

Link Download:

https://ux.getuploader.com/xingqier/download/133

 

Aggiornato il primo post compresa la procedura di installazione!

Edited by kaine (see edit history)

Share this post


Link to post
Share on other sites

Patch aggiornata, con qualche nuovo comando e fix di vario tipo

https://ux.getuploader.com/xingqier/download/147

 

Ps: Ghostino per quel che ho visto la roba sulle string variables al momento non è ancora presente.

Edit:

O_O ha pure inserito un editor per personalizzare la lista dei comandi, quando apri il menu a tendina con il click destro oltre ai soliti comandi (inserisci evento, copia, incolla ecc ecc) ci sta la dicitura edit commands list e ti apre un editor che ti fa inserire o rimuovere i comandi, per ordinarli come ti pare.

Ci sta pure la dicitura backup! tra game ed help in alto nel tool...

*esplode rilasciando arcobaleni

Edited by kaine (see edit history)

Share this post


Link to post
Share on other sites

Patch aggiornata!

https://ux.getuploader.com/xingqier/download/167

 

Qui trovate il nuovo sito con le varie informazioni aggiornate sulla patch(vi consiglio altamente l'uso di google translate in inglese se volete capirci qualcosa, non in italiano perché google è pessimo con la nostra lingua):

https://bingshan1024.github.io/steam2003_maniacs/

 

Ps:

Aggiornato pure il primo post ;)

Appena trovo il tempo ricarico pure le immagini per l'installazione della patch su un nuovo host.

 

 

 

Edited by kaine (see edit history)

Share this post


Link to post
Share on other sites

Patch aggiornata incluso il primo post con nuove immagini inerenti alla nuova utility per applicare la patch

Nel corso dei mesi son state implementate nuove funzionalità tra cui...

Mwahahahah! 

La possibilità di inserire espressioni nelle variabili  in control variables.

 

QuP8zO7.png

 

Per abilitare tale funzione però bisogna andare sul menu a tendina Option presente nella barra del tool.

In questo modo verrà visualizzata la nuova versione del comando.

DzerAE5.png

 

Edited by kaine (see edit history)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By Jon Mech
      Ho cominciato ormai da un mese la realizzazione del mio progetto con titolo provvisorio "Square shape".
      E' un progetto nella quale sto mettendo in gioco tutte le mie abilità e competenze, sia dal punto di vista grafico che contenutistico. Sinora non avevo ancora riscontrato alcun problema, né nella realizzazione delle mappe, disegnate dal sottoscritto, né dalla creazione delle meccaniche di gioco. 
      Purtroppo di programmazione ne so poco o nulla e per quanto ci stia mettendo tutto me stesso per capire come funzionino codici e stringhe, ancora non sono il grado di capirne appieno il funzionamento. Per questo sono rimasto bloccato davanti ai due menu personalizzati che devo fare.
       
      E' piuttosto evidente il motivo per cui scriva in questa bacheca: mi servirebbe l'aiuto di qualcuno che ci sappia fare con la programmazione, per la creazione di due semplici menu.
      L'idea sarebbe una collaborazione, vi citerei senza alcun dubbio e ve ne sarei eternamente riconoscenti, magari ricambiando con un favore dal punto di vista grafico per il vostro progetto. 
       
      Nelle due immagini sottostanti potete osservare i concept art che ho in mente per i due menu. Sono bozze che ho disegnato a mero scopo illustrativo, non si avvicinano minimamente a quella che sarà poi la grafica definitiva. 
      1- La prima immagine riguarda il menu degli oggetti;
      Selezionando da una griglia 4x3 di oggetti a icone, viene equipaggiato l'oggetto venendo anche visualizzato leggermente ingrandito al centro della schermata. Le uniche categorie visualizzate sono i consumabili e gli oggetti chiave. 
      2- Nella seconda immagine è illustrato invece l' "equipaggiamento" delle chiavi. 
      Selezionando di inserire una chiave l'immagine si adatta inserendo nel posto libero il disegno dell'immagine selezionata. Sotto vengono visualizzati i cambiamenti che avvengono ai parametri base "equipaggiando una chiave".
       
      Molto di quello avevo bisogno di fare attraverso dei plugin l'ho creato, ma c'è bisogno che vengano perfezionate, corrette e adattate.
       
      Non vorrei discostarmi troppo dalla categoria del topic quindi concludo qui. Per chi fosse interessato a darmi una mano o anche solo a darmi consigli gliene sarei infinitamente grato. Posterò da qui a qualche giorno, nel giusto topic, la bozza del progetto cercando di elencare in modo chiaro le idee che ho in mente. 
       
      Sperando di essere stato chiaro, 
      Jon.
       
       
      (Pare quasi una lettera 😑)
       


    • By kaine
      Siccome non voglio aprire un topic per ogni cosa che faccio.
      Apro direttamente un topic con i vari esperimenti e prove grafiche, così evito di inzozzare di tanto in tanto la shout XD
      Bene inauguriamo il tutto con il primo tentativo di riprodurre un albero.
      Appena posso aggiungo il procedimento passo passo che ho seguito, ed il confronto con la versione originale, che in confronto alla mia alla fine è un albero XD

       
      Tutorial:
       
       
       
      Tileset:
      Premessa tileset è da prendere un po con le pinze, dato che non seguono il template di nessun Rpg Maker, anche se è possibile usarli cosi come sono sull'Mv per via di questo plugin:
      http://www.makerando.com/forum/topic/1347-tiled-plugin/#entry11926
      Forse il termine più appropriato è Parallax Tiles.
      Flora:
       
      Terreni:
       
       
      Zona nevosa:
       
       
      Zona desertica:
       
       
      Zona Temperata:
       
       
       
      Altro:

       
      Charset:
       
       
      Chipset:
       
       
×