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

Autore: BingShan

Link Download:

Patch: https://ux.getuploader.com/xingqier/download/194

TPC: https://ux.getuploader.com/xingqier/download/193

 

 

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

@> Show Picture:.
@> Show Picture:
    Added special effect: Angle.
    Blending modes (Multiply, Add, Overlay) added.
    Horizontal/vertical inversion function added.
    A variable number was added to the method of specifying ID, display position, magnification, and transparency.
    The origin specification of the display position was added.
    
    
@> Move Picture:.        
@> Move Picture:
    Angle specification is added as a special effect.
    Blending mode (Multiply, Add, Overlay) is added.
    When the move time is specified as a negative value, the absolute value is now handled in frames (normally it is the value * 6 frames).
    (Normally, it is the specified value * 6 frames)
    Added a variable number to the way of specifying ID, position, magnification and transparency.
    The variable of the variable number was added to the specification method of the time spent on the movement.
    The origin specification of the display position was added.

    
@> Erase Picture:.        
@> Erase Picture:
    The variable of the variable number was added to the ID specification.
    The range of the variable number was added to ID specification.
    All the pictures were added to the ID specification.
    
 
 
@> Conditional Branch:.
@> Conditional Branch:
    The method of specifying it by the variable reference was added to the switch.
    The method of specifying it by the variable of the variable number to the left side value of the variable is added.
    The method of specifying by the variable of the variable number to the right side value of the variable was added.
    Judgment of whether it is just after loading was added.
    Judgment of whether the joypad is active or not was added.
    Added judgement whether the window is active or not.
    
    
@> Key Input Processing:.
@> Key Input Processing:
    Added support for mouse input (left/right centre click, wheel up/down scroll).
    Wheel scroll is only valid under the condition of "wait until pressed" because there is no push down state.

    

@> Control Variables:.
@> Control Variables:
    A range of variable values has been added for manipulation.
    If a > b in a batch operation, it is now treated as b~a.
    Added new operations: OR, AND, EXCLUSIVE OR, and SHIFT (shl, shr).
    added ID and ATB gauge entries for each character in "operand" (hero and enemy)
    added items for current date, time and elapsed frame in "operand" section
    added a switch in "operand" which will be treated as 1 when ON and 0 when OFF
    added variables for each of "operand" items, hero, event, and enemy character
    added a party member to "operand". Same as the main character, except that they are specified by an index in the party.
    added a maths function to "operand".
        In the following explanation, argument 1 is a, argument 2 is b, and multiplier is c.
        
        Add, Sub, Mul, Div, Mod, Or, And, Xor, Shl, Shr:
                a (operator) b performs the same operation as in "Description".
        
        Pow: Calculates the b power of a.
        Sqrt: Calculates the square root of a * c. Decimal points are rounded down.
        Sin: Calculates the sine of (a / b) degrees * c. Decimal points are rounded down.
        Cos: Calculates the cosine * c in (a / b) degrees. Decimal points are truncated.
        Atan2: Calculates the inverse tangent * c of a(y-coordinates), b(x-coordinates). Decimal points are truncated.
        Min: Returns the smaller of a, b.
        Max: Returns the greater of a and b.
        Abs: Returns the absolute value of a.
        Random: returns a random number in the range a~b. Same as "random" in "operand".
        
    adds ternary operation to "operand".
    adds ternary operation to "operand
    adds a patch version to "operand" which can be used as a random number
        denotes date in lower 20 bits (YYMMDD)
        The most significant bit represents im/pf (im=0, pf).
        The rest is reserved space.
        This item was implemented in 190920, so all bits will be 0 in earlier versions.

        How to get the value of a date
        @> Manipulation of variables: [0001] Assignment, Maniacs version
        @> Variable manipulation: [0001] And, -1 >> 12

        How to get the im/pf value
        @> Manipulation of Variables: [0001] Assignment, Maniacs' Version
        @> Manipulation of Variables: [0001] Shr, 31
    
    Added expression-style specification for target and operand
    
    
    
@> Call Event:.
@> Call Event:
    Added way to specify by variable to common event.
@> Call Event:
    Added method to specify common event by variable number variable.
    
    
    
@> Iterate: @> Loop: Added a way to specify by variable to the common event.
@> Loop:
    Added the ability to specify conditions. The switch is treated as a number with 1 for ON and 0 for OFF.
    The number of iterations and the index will not be set correctly if a label jump brings you inside the loop.
    
    ∞Infinity:
    Infinity:
        This is a conventional infinite loop.
        
    Specify the number of times
    X Times:
        Repeats for a specified number of times. You can optionally output an index starting from 0 to a variable.
        
    Count Up
    Count Up:
        Repeats from a to b, adding indices by 1.
        An example of 2~5 would be 2, 3, 4, 5, which is a 4 times loop.
        You can optionally output the current index to a variable.
        
    Count Down
    Count Down:
        Repeats from a to b, decrementing the index by 1.
        For example, 3~1 will result in a loop of 3, 2, 1.
        You can optionally output the current index to a variable.
    
    While:
    While:
        Repeats as long as the condition is true. Each loop is checked before execution.
        Comparisons can be specified in the same way as for variable conditionals.
        You can optionally print an index starting from 0 to the variable.        
        
    Do While:
    Do While:
        Repeats as long as the condition is true. Each loop is evaluated after each execution.
        Comparisons can be specified in the same way as for variable conditionals.
        You can optionally output an index starting from 0 to the variable.


@> Break Loop:.
@> Break Loop:
    Fixes behaviour when executed inside a multiple loop.
    
    
@> Battle Processing:.
@> Battle Processing:
    Added option to disable flashing before the start of the battle.
    
    
    
    
----- Renewed version: -----

 

@> Call Save Menu:
@> Open Save Menu:
    You can now call system functions other than the save screen.

 

@> Change Save Ban:
@> Change Save Access:
    Allows you to control system functions other than the save screen.

 

@> Scroll Screen:
@> Scroll Screen:
    Added per-pixel controls

 

@> Control Shared Save:
@> Control Shared Save:
    Added support for string variables

 

@> Show Picture:
@> Show Picture:
    (Normal drawing only) Added the ability to specify the magnification ratio separately for height and width.
    Sprite sheets can now be used to animate a range of pictures.

 

@> Move Picture:
@> Move Picture:
    Relative mode for coordinates, magnification and transparency has been added.
    Variable values for rgbs have been added.
    Added option to leave certain items unchanged
   (Normal drawing only) Added the ability to specify the zoom factor separately for vertical and horizontal.

 

@> Show String Picture:
@> Show String Picture:
    Added the ability to specify a string variable
    (For normal drawing only) Added the ability to specify the magnification ratio separately for height and width.

 

@> Repeating:
@> Loop:
    Added the ability to specify an element to repeat.
    Added enumeration of map events.

 

@> Wait:
@> Wait:
    Added the ability to specify frame by frame.

 

@> Get Save Info:
@> Get Save Info:
    Now you can get the name of the first character.


@> Set Text Options:
@> Display Text Options:
    Added the ability to specify the size of the text window.
@> Display Text Options:
    Added ability to specify font name and font size for text window.


@> Break Repeating Process:
@> Break:
    It is now possible to specify the number of blocks to break and exit the process.
    Added the ability to skip one loop

 

@> Set Game Option:
@> Set Game Option:
    Enable/disable mouse control of text window.
    It is now possible to specify the position of the default battle screen.


@> Get Pic Info:
@> Get Pic Info:
    It is now possible to get the pixel data of a picture.


@> Conditional Branch:
@> Conditional Branch:
    Added an entry for string variables
    Expressions are now supported.
    Added a field to check if the specified map event exists.
    Added a check if file output is possible.


@> Shop Processing:
@> Shop Processing:
    Added support for specifying variables for products


@> Control Variables:
@> Control Variables:
    adds "Lerp" as "operand
    adds "Sum" as "operand
    adds "Amin" as "operand
    adds "Amax" as "operand
    
    
@> Manipulates variable arrays:
@> Control Var Array:
    dereference operation added
    added option to specify array to be linked to sort operation
    
    
@> Show battle animation:
@> Show Animation:
    Added ability to select playback buffer
    Playback in reverse has been added
    Added picture following, coordinate and variable binding positioning options
    Cache retention is now disabled by default
    

----- renewal version, item ----- that supports variable specification


@> Change system background music:
File name, fade-in time, volume, tempo, balance


@> Change system sound effects:
File name, volume, tempo, balance.


@> Show picture:
File name, number of sprite divisions, colour tone


@> Move picture:
Colour tone


@> Playing background music:
File name, fade-in time, volume, tempo, balance


@> Playing sound effects:
File name, volume, tempo, balance


@> Character movement:
Target event, movement frequency


@> Character flash:
Target event, red, blue, green, strength


@> Weights:
Value


@> Face graphic settings:
Target, file name, index in file


@> Battle Animation:
Target, animation ID


@> Change chipset:
Chipset ID


@> Set event position:
Target


@> Rename Protagonist:
Target, name


@> Change protagonist's title:
Target, Title


@> Fade out background music:
Fade out time


@> Change distant view:
File name, scroll speed


@> Change main character's walking graphic:
Target, file name, index in file


@> Change system graphics:
File name


@> Clear screen:
Type


@> Display screen:
Type
 

    
   

 

 

Nuovi comandi

Spoiler

@> Get Save Info:
@> Get Save Info:.
    This command retrieves the same information that is displayed on the default load screen.
    Date, time, level and HP are stored in variables, and face graphics in pictures.
    Character names are not currently supported.
    
    If the save data does not exist, the date variable will be set to 0.
    
    The face graphic is treated as a 4*4 sprite sheet.
    So if you have a file with more than 16 patterns, it will not be displayed correctly.
    On the other hand, it doesn't matter if the file is out of the standard as long as it can be divided into 4 parts.
    
    The original picture settings are used, except for the file and sprite sheet related items.
    Please use the appropriate picture number to make the picture off-screen or transparent beforehand.
    
    The order of the date (YYMMDD) is the same in the English version.
    
    Code: 3001
    String arguments: None
    Numeric Arguments: None
        00: How to specify the save number (0: constant 1: variable)
        01: Save number
        02: Variable to receive the save date (YYMMDD)
        03: Variable to receive the save time (HHMMSS)
        04: Variable that receives the first character's level
        05: Variable that receives the first character's HP
        06: Reserved items (fixed at 0)
        07: How to specify the picture number (0: constant 1: variable)
        08: Picture number to receive the face graphic of member 1 (first character)
        09: Picture number to receive the face graphic of member 2.
        10: Picture number to receive the face graphic of member 3
        11: Picture number to receive the face graphic of member 4
        

@> Save:
@> Execute save:.
    This command is equivalent to the default save function.
    It is not possible to use a save number less than 0.

    You can optionally store the result of the execution in a variable.
    The value is 1 on success and 0 on failure.
    Note that the assignment to the variable is done after the save has been executed.
    
    
    Code: 3002
    String arguments: None
    Numeric arguments: None
        00: How to specify the save number (0: constant 1: variable)
        01: Save number
        02: Whether to receive the success or failure of the save (0: not received 1: received)
        03: Variable to receive success or failure
        
        
        
@> Load:
@> Execute load:.
    This command is equivalent to the default load function.
    Cannot be used for save numbers less than 0 (the operation is ignored).
    
    Optionally, it checks the file before executing, and aborts the load if the result is invalid.
    The check is equivalent to the "Get Save Information" command.
    If you are sure you have the right file, you can disable it, but it is not recommended.        
    
    
    Code: 3003
    String arguments: None
    Numeric arguments: None
        00: How to specify the save number (0: constant 1: variable)
        01: Save number
        02: Whether to check before execution (0:Enable 1:Disable)            
        


@> End Load Process:
@> End Load Process:.
    This command cancels the dark state after loading.
    This command is not available in New Game. This command is not available in New Game. The dark state will be released naturally after 1 frame.
    
    Note: This command has no effect at the moment.
    
    
    Code: 3004
    String arguments: None
    Numeric arguments: None

 

@> Get Mouse Position:
@> Get Mouse Position:.
    This command gets the relative position of the mouse in the window.
    It is based on the resolution of 320*240.
    
    The value is not handled correctly when the window is full screen and DirectDraw is specified as the rendering method.
    (This is probably not a problem, as few machines currently have this setting in effect.
    
    
    Code: 3005
    String arguments: None
    Numeric arguments: None
        00: Variable to receive X-coordinates
        01: Variable to receive Y-coordinates

 

@> Set Mouse Position:    
@> Set Mouse Position:.
    This command sets the relative position of the mouse in the window.
    It is based on a resolution of 320*240.
    The x-coordinate is rounded to 0-319 and the y-coordinate is rounded to 0-239 to avoid inducing false clicks.
    
    The values are not correctly handled when the machine is in full screen and DirectDraw is specified as the rendering method.
    (This is probably not a problem as few machines currently have this setting enabled.
    
    
    Code: 3006
    String arguments: None
    Numeric arguments: None
        00: How to specify the coordinates (0:constant 1:variable)
        01: X coordinate
        02: Y coordinate


        
@> Show String Picture:
@> Show String Picture:.
    Generate a picture from a specified string.
    Once generated, it can be treated like a normal picture.
    Disabling the background, border, gradient and shadow will reduce the generation cost.
    
    
    Control characters
        There are several control characters available in the string.
        Some control characters are available in strings, e.g. the value in [] can be referenced by \V
        
        $a-zA-Z: Draws special characters.
        \\: Draws a single \.
        \C[n]: Change the character colour to the nth character.
        \D[n]: Set the variable value to at least n digits (zero filled).
        \N[n]: Draws the name of the nth character.
        \T[n]: Not implemented at the moment.
        \V[n]: Draws the value of the variable number n.
        
    
    Display position->Coordinates
        This specifies the meaning of the position value.
        (Conventional picture is fixed at the centre coordinate.
        
        
    Picture size
        The size of the picture to be generated is specified.
        If the value type is set to "Automatic" or the value is set to 0, the picture will be adjusted to the appropriate size.
        
        
    Font name.
        Specify the font to be used for drawing.
        If this field is left blank, the system settings in the database will be used.
    
    
    Font size.
        Specify the size of the font to be used for drawing.
        The valid values are 1-255 and the default is 12.
        
        
    Character spacing.
        This specifies the amount of space between each character.
        Valid values are 0-255, default is 0.
        
        
    Line spacing.
        Line spacing: The number of spaces per line.
        Valid values are 0-255, default is 4.
        
        
    Bold: Apply Bold to the font.
        Apply Bold to the font.
        
        
    System graphics.
        System graphics: Specifies the graphics used for drawing.
        <If you select <System Settings>, it will refer to the system settings in the database.

        
    Wallpaper.
        Specifies the background type of the window.
        
        
    Draw frame: Specifies whether the window has a frame or not.
        This specifies whether the window has a frame or not.
        If the size of the border is less than 8px, it will not be drawn regardless of the setting.
        
        
    Enable outside margins: - Enable outside margins
        This specifies whether or not the frame area is taken into account when calculating the picture size and text drawing position.
        If enabled, the area is 8px on the left and right and 10px on the top and bottom.
        
        
    Enable text gradient: - Enable text gradient
        Enable text gradients: This specifies whether to enable text gradients, such as those used in other features such as text display.
        If disabled, the text is drawn from the upper left corner (0, 0) of each colour of 16*16px.
        
        
    Enable text shadow
        Enable text shadow: Enable text shadow which is used in other functions such as text display.
        
        
    Limitations in the preview
        Position: Fixed at the top left coordinate (0, 0).    
        Size: The size is calculated automatically unless you specify a constant.
        Magnification: fixed at 100% (the preview itself can be doubled).
        Transparency: Fixed at 0%.
        Effects: All effects are disabled.
        Font size: 12 unless specified as a constant.
        
    
    Code: 3007
    String arguments    
        *1 String to display *1 File name *1 Font name
        *1...A prefix of type byte indicating the type of value to follow. Currently only 0x01 is valid.
   
    Numeric arguments
        00: Type of value
            00~03: How to specify the picture ID (constant=0, variable, variable number variable)
            04~07: How to specify the display position (constant=0, variable, variable number)
            08~11: How to specify the magnification ratio (Constant=0, Variable, Variable)
            12~15: How to set the transparency (Constant=0, Variable, Variable)
            16~19: How to specify the picture size (Constant=0, Variable, Variable)
            20~23: How to specify the font size (Constant=0, Variable, Variable)
            24~27: How to specify the coordinate type (center=0, top-left, bottom-left, top-right, bottom-right, top, bottom-left, left, right)

        01: Picture ID
        02: Position X
        03: Position Y
        04: Zoom factor
        05: Transparency
        06: Red hue
        07: Green tones
        08: Blue tones
        09: Saturation
        10: Types of special effects
        11: Levels of the special effect
        12: Additional effects
            00~03: Blend mode (None=0, Multiply, Add, Overlay)
            04 : Flip horizontally
            05 : Vertical flip
        
        13: Option 1
            00~07: Link to map scroll
            08~11: Background type (None=0, Zoom, Tile)
            12 : Border not drawn
            13 : Gradient disabled
            14 : Shadows disabled
            15 : Bold text
            16 : Margins disabled
            24~27: Type with value 1 (in case of angle)
            28-31: Type with value 2 (if angle is specified)
        
        14: Option 2
            00~07: Enable transparent colour
            08~15: Character spacing
            16~23: Line spacing
            
        15: Layers in the map
        16: Layers in battle
        17: Delete condition / Screen effect to apply
        18: Picture width
        19: Picture height
        20: Font size
        21: (if angle is specified) value 2
        

@> Get Picture Info:    
@> Get Picture Info:.
    This command is used to get the position and size of the picture being displayed.
    Special effects such as rotation are not reflected.
    
    Code: 3008
    String arguments: None
    Numeric arguments: None
        00: How to specify the picture ID (constant=0, variable, variable number variable)
        01: Stage of the picture (Original image=0, During move, After move)
        02: Type of value (centre[xy]wh=0, xywh, ltrb)
        03: picture id
        04: Variable 1 to receive the value
        05: variable 2 to receive values
        06: variable 3 to receive values
        07: Variable 4 to receive values
    

@> Control Battle:    
@> Control Battle Processing:.
    This command allows the user to control some of the defensive battle processes.
    This command can only be used during the battle, and will be deactivated (without all control) at the end of the battle.
    It should be used in conjunction with a common event that is conditional on the start of the battle.
    Also, weighted commands should not be used within a common event that is being processed.
    
    There are currently five different actions to choose from
    
    ATB Gauge Increase:
        This controls the natural increase in the ATB gauge of characters, including enemies, every frame.
        The following four variables can be used to get or set the value. 1.
        
        1. unit type (get): friendly=0, enemy=1
        2. unit number (get) : index (not ID) for both friendly and enemy
        3. current gauge(get) : over 300000 can act
        4. amount of gauge to be increased (get/set)
        
    Damage Pop:
        This controls the notation when some damage or recovery occurs.
        The default notation is not drawn when a common event is specified for this process.
        There are six variables that can be used to get or set the value
        
        1. type of unit (get) : friendly=0, enemy=1
        2. unit number (get): index (not ID) for both friend and foe
        3. display position X (get)
        4. display position Y (get)
        5. type of value (get) : damage=0, heal=1, evade=2
        6. value (get)
        
    Targeting:
        This is called just before a character's action to control the target of the action.
        The following 6 variables are used to get or set the value. 1.
        
        1. unit type (get): ally=0, enemy=1
        2. unit number (get): index (not ID) for both friend and foe
        3. type of action (get) : *1
        4. value of action (get) : *2
        5. type of target(get) : opponent=0, opponent=1, own=2, own=3
        6. target's number (get/set): index (not ID) for both friend and foe *3
        
        *1:
            0: Basic action
            1: Special skill
            2: Transformation
            3: Use item
           
        *2:
            For Basic Actions: Normal = 0, Continuous = 1, Defensive = 2, Watchful = 3, Forceful = 4, Self-Destruct = 5, Escape = 6, Do Nothing = 7
            For Special Skills: Special Skill ID
            For Transfiguration: Enemy Character ID
            For item use: Item ID
            
        *3:
            If the target is yourself or the whole group, the setting is invalid.
            
    When a character is granted a state
        This function is called when a character is granted a state.
        The following three variables are used to get or set the value. 1.
        
        1. unit type (get): friendly=0, enemy=1
        2. unit number (get): index (not ID) for both friend and foe
        3. state ID (get)
        
    The value other than damage is changed.
        This is called when a value other than HP changes.
        The arguments are aligned so that they can be handled in the same event as the damage pop.
        The following 6 variables are used to get or set the value. 1.
        
        1. unit type (get): friendly=0, enemy=1
        2. unit number (get): index (not ID) for both friend and foe
        3. display position X (get)
        4. display position Y (get)
        5. type of value (get) : MP=3, Attack=4, Defense=5, Mental=6, Agility=7
        6. value (get)
        
    
    Code: 3009
    String arguments: None
    Numeric arguments: None
        00: Type of process to control (ATB=0, pop, target)
        01: How to specify the Common Event ID (constant=0, variable, variable number variable)
        02: Common event ID to use for control
        03: Beginning of the variable used to get/set the value


        
@> Control ATB Gauge:    
@> Control ATB Gauge:.
    This command is used to control the gauge of the character including friend and foe.
    The valid range for the gauge is 0~300000.
    
    
    Code: 3010
    String arguments: None
    Numeric Arguments: None
        00: Type of target (protagonist ID=0, member, party, enemy character, whole enemy)
        01: How to specify the target (constant=0, variable, variable number variable)
        02: Value of the target
        03: Operation (set=0, add, subtract)
        04: Type of gauge value (value=0, percentage)
        05: How to specify a gauge value (constant=0, variable, variable number)
        06: Gauge value


        
@> Change Battle Commmadn EX:    
@> Change Battle Commmadn EX:.
    This command is used to enable/disable the Change Battle Commmadn item and to edit the party command.
    
    Battle Commands
    This command is only valid for use during combat and will be deactivated after the end of combat.
    It should be used in conjunction with the Common Event, which requires the start of combat.
    
    This command can be used to create a situation where there are no combat commands at all.
    In that case, the game will switch to AI action when you try to choose an action.    
    
    (*Added 190220
    When there are no commands, selecting a transparent item will change the formation).
    
    Party Commands
    You can choose any 4 commands from "Fight", "Auto", "Run", "Win" and "Defeat".
    "Victory" and "Defeat" will literally force you to win or lose the battle.
    If you choose all five, the first four will be used, if you choose none, the default three will be used.
    If you select only one of them, the screen transition itself will disappear.
    
    
    Code: 3011
    String arguments: None
    Numeric arguments: None
        00: Whether or not to use the change formation command (enable=0, disable)
        01: Flag for party command
            00: "Fight" command
            01: "Auto" command
            02: "Run" command
            03: "Win" command
            04: "Defeat" command
   

@> Get Battle Info:
@> Get Battle Info:.
    Gets various values that appear during combat.
    It does not do anything when not in combat.
    
    The information is output in succession, starting with the specified variable number.
    Character ID/Member/Enemy Character
        Ability correction value
            Obtain the value of the ability correction that goes up and down during the battle in the order of attack power, defense power, mental power, and agility.
            
        State
            The total number of all conditions and the number of turns that have passed since the condition was inflicted.
            The turn is equal to 1 when the condition is inflicted, 0 when it is not.
            For example, if the database contains three states (1: dead, 2: poisoned, 3: dark), and you want to get the character's state immediately after being darkened
            v[specified variable] = 3
            v[variable+1] = 0
            v[variable+2] = 0
            v[variable+3] = 1
            The result is
            
        Attributes
            Get the total number of values for the current attribute resistance and the status of each resistance.
            If the resistance is increased, 2 is stored, if it is normal, 1 is stored, if it is decreased, 0 is stored.
            The value of each resistance may be omitted, in which case it is treated as the initial value (1).
            For example, if you have three attributes in the database (1: sword, 2: spear, 3: strike) and you want to get the character attributes for reduced sword resistance and increased strike resistance
            v[specified variable] = 3
            v[variable +1] = 0
            v[variable +2] = 1
            v[variable+3] = 2
            The result will be
            
        Other
            Obtains the following information about the specified character in order.
            Image centre coordinates X
            Image centre coordinate Y
            Actionable state (disabled=0, possible)
            Defensive state (None=0, Yes)
            charge state (none=0, yes)
            Appearance state (none=0, yes)
    
    
    Code: 3012
    String arguments: None
    Numerical arguments
        00: Type of target (Protagonist ID=0, Member, Party, Enemy character, Enemy as a whole)
        01: Type of information
            Protagonist ID/Member/Enemy Character: (Ability Correction=0, State, Attribute, Other)
            Party/Enemy: (Total=0, Survivors, Enemies)
        02: How to specify the target (constant=0, variable, variable number)
        03: value of target
        04: beginning of the variable to receive the value
    
    
    
@> Control Var Array:
@> Manipulation of variable arrays:.
    This function operates on an array of consecutively numbered variables.
    It is also possible to operate on a single variable by setting the length of the array to 1.
    
    Copy
        The value is copied from target 1 to target 2.
    
    Exchange
        The contents of target 1 and target 2 are exchanged.
    
    Sort (ascending order)
    Sort (descending order)
        Sort object 1 in ascending or descending order.
    
    Shuffle
        Subject 1 is sorted randomly.
    
    Enumeration
        The value for the size is stored in object 1 while adding it by 1 from an initial value.
    
    Addition ~Shr
        It is similar to the operation command of the variable. The difference is that "operand" is also an array.
    

    Code: 3013
    String arguments: None
    Numeric arguments: None
        00: Operation (Copy=0, Exchange, Sort Ascending, Sort Descending, Shuffle, Enumerate, Add, Subtract, Multiply, Divide, Surplus, Or, And, Xor, Shl, Shr)
        01: Type of each value
            00~03: Object 1 (variable=0, variable number)
            04~07: Size (constant=0, variable, variable number)
            08~11: Object 2
                For enumeration (constant=0, variable, variable number)
                Other (variable=0, variable number)
        02: Value of object 1
        03: Value of size
        04: Value of target 2
    
    
    
@> Key Input Proc EX:
@> Key Input Proc EX:
    This is an extended version of the "Process Key Input" command.
    This command does not wait for a key to be pressed.
    If you assign keys to joypad, you can get the status of the keyboard including the pad.
    
    Get keyboard status list
        The state of the key in the keyboard list of the form is acquired at once.
        
    Get keyboard status list (disabled)
        The state of the key in the keyboard list of the form is acquired at once.
        Get the status of all keys in the keyboard list of the form.
    
    Get status by key code (disabled)
        Get the status of a key by specifying the key code (0-255) directly.
        You can get the status of the key by specifying the key code (0-255) directly. Please use this function when you want to get the key outside the list.
        
    Get status of joypad
        Get the status of the buttons in the joypad list of the form.
        
    Get joypad assignment
        Get the current joypad assignment status.
        If the button is not assigned, -1 is returned.
        
    Set joypad assignment
        Assign a joypad button to one of the keys in the key list.
        
    
    Code: 3014
    String argument: None
    Numeric arguments: None
        00: Operation details (from 0 to 5 in the order listed above)
        01: Start of the variable array used to get or set the value
        02: (*only when key code is specified) How to specify the code
            (constant = 0, variable, variable number variable)
        03: (*only when keycode is specified) Code
        

@> Rewrite Map:
@> Rewrite Map:
    Rewrites the tiles on the map where the hero is.
    Changes made by this command will not be reflected in saves, and will be lost when moving the map.
    
    
    Code: 3015
    String arguments: None
    Numeric arguments: None
        00: Type of each value
            00~03: Tile ID
                When single (constant=0, variable, variable number variable)
                For a range (variable=0, variable number)
            04~07: Left end of change range (constant=0, variable, variable number)
            08~11: Top of change range (Constant=0, Variable, Variable)
            12~15: Width of change range (Constant=0, Variable, Variable)
            16~19: Changed range height (Constant=0, Variable, Variable)
        01: How to specify a tile (ID=0, Range ID)
        02: Layer (lower layer=0, upper layer)
        03: Value of tile ID or beginning of variable array
        04: Value of the left end of the change range
        05: Top value of the modified range
        06: Value of the width of the modified range
        07: Value of the height of the modified range
        08: Auto tile (Enable=0, Disable=1)
    


@> Control Global Save:
@> Control Shared Saves:
    This command deals with the 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 to "Save.lgs".
    
    Open
        Load the shared save data from a file.
        This operation is ignored when the file is loaded.
    
    Close
        Release the loaded shared save data.
        This operation is ignored when the file is not loaded.
        Note that this operation does not save the changes.
        
    Save
        Saves the contents of the loaded shared save data to a file.
        Note that this operation does not save changes.
        
    Save and Close
        After "Save", "Close" will be executed.
        
    Copy from a shared save
        It loads the specified value from the loaded shared save data to its own save data.
        If this operation is not loaded, "Open" will be executed before processing.
        
    Copy to shared save
        Write the specified value to the loaded shared save data from your save data.
        If this operation is not loaded, "Open" will be executed before processing.
        
        
    Code: 3016
    String arguments: None
    Numerical arguments
        00: Operation details (from 0 to 5 in the above order)
        
        *The following are copy operations only
        01: Type of each value
            00~03: First number of the current save (constant=0, see variable)
            04~07: First number of shared save (constant=0, see variable)
            08~11: Size (constant=0, variable, variable number variable)
        02: Type of data (Switch=0, Variable)
        03: Value of current save
        04: Value of shared save
        05: Value of size
        

        
@> Change Picture ID:
@> Change Picture ID:
    As the name suggests, this command changes the ID of a picture.
    If you use the "Ignore out of range errors" setting
    If you use the "Ignore Out-of-Range Errors" setting, moving from/to an out-of-range ID will be replaced by a simple delete operation.
    
    
    Move
        It changes the picture ID of (size) from (target 1) to (target 2).
        If the number (2) is in use, it will be erased.
        
    Exchange
        The picture ID of (size) from (target 1) is replaced with (target 2).

    Slide
        The picture ID of (size) from (target1) is shifted by (distance).
        
    Code: 3017
    String arguments: None
    Numeric arguments: None
        00: Operation details (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)
            08~11: Object 2 (Constant=0, Variable, Variable number)
        02: Value of object 1
        03: Value of size
        04: Value of target 2 or distance
        05: Ignore out-of-range errors (enable=0, disable)
    
    
    
@> Set Game Option:
@> Set Game Option:
    This command allows you to set the overall behaviour of the game.
    
    Inactivity behaviour
        Specifies whether to pause the game when the window becomes inactive.
        The default is wait. This setting is reflected in the saved data.
        
    Fatal Mix
        This item is mainly for debugging.
    
        FPS
        The speed at which the game runs.
        This setting is not reflected in the saved data.
        
        Test Play
        This is the same as the "TestPlay" start-up option.
        This setting will be reflected in the saved data.
        
        Right Shift to skip messages
        While holding down the right shift key, all messages will be displayed momentarily and will close automatically.
        This setting is reflected in the save data.
        
    Maximum number of pictures
        This is the maximum number of pictures that can be displayed.
        This number has a big influence on the running speed of the game and the loading time of the saved data.
        This setting is reflected in the saved data.
        
    Frame skipping
        Changes the default drawing process from every frame to once every n frames.
        This setting is reflected in the save data.
        
        
    Code: 3018
    String arguments: None
    Numeric arguments: None
        00: Type of value for argument 02 (constant = 0, variable, variable number variable)
        01: Type (Inactive=0, Fatal, Picture, Frame skip)
        02:
            Inactive: Action (Weight=0, Run)
            Fatal: FPS value
            Picture: maximum value
            Skip: value (none=0, 1/5, 1/3, 1/2)
            
        03:
            Fatal:
                00~03: Test play (Do not change=0, Disable, Enable)
                04~04: Sentence skip
        
@> Call Command:
@> Call Command:
    This command is intended for advanced users. Please make sure you fully understand the command specifications before using it.
    
    Calls an arbitrary command (with exceptions) with arbitrary arguments.
    If a non-existent code is specified, the behaviour depends on the value
    (1) Do not execute anything
    Execute one of the existing commands.
    (2) Execute one of the existing commands.
    
    Commands that cannot be used
        "The command is called.
      
    Commands that do not work
        "Set labels
    
    Commands that do not work properly
        "Displaying options
        "Handling of battles *only when branching
        "Shop handling" *only when branching
        "Handling of innkeepers - Only when branching
        "Conditional branching
        "Conditional branching (in combat)"
        "Repetition".
        "Display of text" *from the second line onwards
        "Annotations" (from the second line onwards)
        
        
    Code: 3019
    String arguments: code dependent
    Numeric Arguments: Code dependent
        00: Type of each value
            00~03: Code (constant=0, variable, variable number variable)
            04~07: First numerical argument (constant=0, variable, variable number)
            08~11: Number of numerical arguments (constant=0, variable, variable number)
        
        01: Code
        02: Leading number of numerical arguments
        03: Number of numerical arguments
        
        

    
----- renewal version -----


The following commands do not yet have a form provided by the editor
You can use an external tool (TPC) to generate and edit them.
The following sample is also based on TPC code

 

@> Control String Variables:
@> Control String Variables:
    Provides the same controls for string variables as for numeric variables
    
    
    [left side value].

    Single (constant) T[1].
    Range (constant) T[1..5].
    Single (variable) T[V[1]]
    Range (variable) T[V[1]. .V[5]]


    [Operation]

    Assignment .asg
    Concatenation .cat
    Numeric conversion .toNum
    Get length .getLen
    Search .inStr
    Split .split
    File output .toFile
    Extract one line .popLine
    Search (regular expression) .exInStr
    Extraction (regular expression) .exMatch


    [operand]
    The "operand" varies depending on the operation


    [operand for assignment/concatenation]

        String
        T[1].asg "qwe"
        T[1].asg T[2].
        
        numeric value
        T[1].asg 234
        T[1].asg V[234]
        
        Switch
        T[1].asg S[234] - Switch
        T[1].asg S[V[234]]]
        
        -Name
        Actor T[1].asg.actor[1].name
        Special skills T[1].asg.skill[1].name
        Item T[1].asg.item[1].name
        Enemy character T[1].asg.enemy[1].name
        Enemy group T[1].asg.troop[1].name
        Terrain T[1].asg.terrain[1].name
        Attribute T[1].asg.element[1].name
        State T[1].asg.state[1].name
        Battle animation T[1].asg.anim[1].name
        Chipset T[1].asg.tileset[1].name
        Switch T[1].asg.s[1].name
        Variable T[1].asg.v[1].name
        String variable T[1].asg.t[1].name
        Common event T[1].asg.cev[1].name
        Occupation T[1].asg.class[1].name
        Battle animation 2 T[1].asg.anim2[1].name
        Map T[1].asg.map[1].name
        Map event T[1].asg.mev[1].name
        Party member T[1].asg.member[1].name


        Connected
        T[1].asg.cat "qwe", "rty"
        T[1].asg.cat "qwe", "rty", "uio"
        T[1].asg.cat T[3], T[4], T[5]
        
        
        Insert
        T[1].asg.ins "qwe", 1, "|" //T[1] == q|we
        
        
        Replace
        T[1].asg.rep "qwe", "e", "|" //T[1] == qw|
        

        Substitution (regular expression)
        T[1].asg.exrep "0q1w2e3", "\d", "" //T[1] == qwe
        
        
        Partial deletion
        T[1].asg.rem "qwe", 0, 2 //T[1] == e
        
        
        Cut out
        T[1].asg.subs "qwe", 1, 2 //T[1] == we
        
        
        Array
        T[1].join "|", V[1], 3 //T[1] == (value of V[1])|(value of V[2])|(value of V[3])
        T[1].join ", ", T[5], 3 //T[1] == (value of T[5]), (value of T[6]), (value of T[7])
        
        
        File
        T[1].asg.file "qwe", .utf8 //T[1] == (Contents of Text\qwe.txt)


    [operand of quantification].
        T[1].toNum V[1] //V[1] == T[1] as numeric value (0 on failure)


    [operand to get length].
        T[1].getLen V[1] //V[1] == T[1] as number of characters
        
        
    [operand of "search"] T[1].
        T[1].inStr "qwe", V[1] //V[1] == position of qwe in T[1] (-1 on failure)
        

    [operand of split].
        T[1].split "|", T[5], V[1] //T[5]~ == content of T[1] split by|, V[1] == number of splits


    [operand for file output]    
        T[1].toFile "qwe", .utf8 //Text\qwe.txt == (contents of T[1])


    operand] [operand with 1-line extraction
        T[1].popLine T[2] //T[2] == (the first line of T[1]), T[1] == (the contents of T[1] minus the first line)


@> Get Game Info:
@> Get Game Info:
    Get various game runtime values.


    [Map Size].
    Gets the size of the map the main character is on, in squares.

    @sys.getInfo.mapSize.dst V[1] //V[1] is the number of horizontal squares on the map, V[2] is the number of vertical squares


    [chipID].
    Get chip ID in any rectangle from the map where the protagonist is

    ・Upper layer
        @sys.getInfo.tiles 2, 3, 10, 10 .upper.dst V[1]
        //outputs 10*10 chip IDs from the position (2, 3) in the map to V[1]~.

    Lower layer
        @sys.getInfo.tiles 2, 3, 10, 10 .lower.dst V[1]
        //output 10*10 chip ID from position (2, 3) in map to V[1]~.


    [Window Size (Equal)].
    Get the size of the game screen

    @sys.getInfo.winSize.dst V[1] //Width of the window in V[1], height in V[2]


    [in-game screen pixels].
    Get pixel data from the game screen in an arbitrary rectangle

    @sys.getInfo.pixel 2, 3, 10, 10 .dst V[1].
    //output 10*10 pixel data from position (2, 3) in screen to V[1]~.


    [Number of simultaneous battle animations].
    @sys.gameOpt.animLimit 10        
    //change the limit to 10


@> Edit Picture:
@> Edit Picture:
    Change the picture data of a picture directly.
    This can be done for both normal and string pictures
    Any changes made to the picture will be reflected in the saved data


    @pic[1].setPixel .xywh 2, 3, 10, 10 .src V[1].
    //rewrite the 10*10 pixel data from the position (2, 3) in the graphic of picture 1 to the value read from V[1]~.

 

@> Output Image:
@> Output Image:
    Output the game screen or picture image in 32bit PNG format
    
    
    [Output Game Screen].
    @img.save.screen.dst "qwe" //output game screen as qwe.png


    [output picture]
    @img.save.pic 1 .dst "qwe" //output picture 1 to qwe.png
        
        

@> Add Character Move:
@> Add Move Route:
    You can add a move route by following the command to specify the move route for your character
    This command is intended for readability in the editor and for variable values.
    Only one move can be specified per command.
    
    @ev.addAction
        .moveUp(a) move up
        .moveRight(a) move right
        .moveDown(a) move down
        .moveLeft(a) Move left
        .moveUpperRight(a) Move to upper right
        .moveLowerRight(a) Move lower right
        .moveUpperLeft(a) Move to upper left
        .moveLowerLeft(a) Move to lower left
        .moveRandom(a) Move randomly
        .moveToward(a) Move closer to the protagonist
        .moveAway(a) Move away from the protagonist
        .moveForward(a) Move forward one step
        .move(a, b) Move b steps to a
        .faceUp Look up
        .faceRight Look to the right
        .faceDown face down
        .faceLeft Turn left    
        .turnRight Turn 90 degrees to the right
        .turnLeft Turn 90 degrees to the left
        .turnBack Turn 180 degrees
        .turnSide Turn 90 degrees to the right or left
        .turnRandom Randomly change direction
        .turnToward Turn towards the main character
        .turnAway Turn the other way    
        .face(a) Face a
        .pause Pause        
        .beginJump Start of jump    
        .endJump End of jump
        .fixDir Fix direction    
        .unfixDir Unfix direction
        
        .speed(a) Specify movement speed
        .freq(a) Frequency of movement
        .trans(a) Specify the transparency
        .switch(id, val) Switch operation
        .setBody(file, idx) Change graphics
        .se(file, vol, pitch, balance) Sound effect
        .beginThrough start of a pass-through
        .endThrough end of the animation
        .pauseAnim Stop animation
        .resumeAnim Resume animation

@>Edit Picture(Tile):
@>Edit Picture(Tile):
    Draws a map with the specified tip ID for the picture.
    Implemented from renewed version


    @pic[n].drawTile

        .xywh (x), (y), (w), (h) rectangle to set the pixel
      
        .lower Draws the lower layer
        .upper Draws the upper layer

        .single (n) Draws a single tile n
        .range (n) Reads the tile ID of the specified range from the variable n

        .disableAutoTile Disable auto-typing in lower level drawing
        .wipe Clear the specified range before drawing

        .tilesetId (n) tileset to use for drawing
        .pattern (n) Animation pattern


        The tile ID is the same as the "Rewrite Map" command.
        If 0 is specified for tilesetId, the current map is used.
        If pattern is -1, the pattern of the same state as the map is used.

    
@> Load:
@> Execute load:.
    Added option to disable darkening.
    Implemented since the renewal version.

 

 


   

 

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.

 

 

               


 

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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!

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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

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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.

 

 

 

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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

 

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Patch aggiornata(incluso il primo post)!

Stavolta giusto qualche bug fix riguardante qualche comando che dava errore in determinate circostanze

Link Download:

https://ux.getuploader.com/xingqier/download/180

 

Sembrerebbe nulla di che se non fosse che finalmente qualcosa inizia a smuoversi sul prossimo update corposo!

 

direttamente dalle patch notes

[Additional changes]

·editor

Preparation for the next update (external linkage of command creation / editing)

 

Per chi non seguisse l'autore su twitter, vi spiego in poche parole il ragazzone lo sta modificando dalle "fondamenta" o giù di li rimettendo mano a tutto l'exe (non ne sono certo ma in sostanza è come se questa futura versione della patch riscrivesse da zero il tool).

 

So che esistono delle beta su un canale discord, ma essendo in lingua nipponica non mi ci sono avventurato per capire a che punto è di preciso, ma avrà delle belle feature.

 

Ps spero che si ricordi di quella per le sottocartelle che gli avevo accennato XD

Per il rimuovere il menu dell'autobattle mi aveva dato ascolto, incrociamo le dita!

 

 

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Ho acquistato giusto oggi la versione ufficiale, e mi sono subito prodigato a scaricare e ad installare questa patch! Devo ancora capire diverse cose, ma vedo che hai menzionato il fatto che sia possibile disattivare il menu dell'autobattle: in che modo è possibile fare ciò? Non ho visto alcun comando a riguardo, al momento...

 

La cosa che spererei venisse aggiunta è la possibilità di personalizzare il menu standard consentendo l'attivazione di switch quando si apre una specifica pagina... uno dei plugin DynRpg che ritengo più utili in assoluto!

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Per far si che funzioni prima di tutto crea un evento comune e come trigger utilizza "Begin Battle"(In modo che l'evento si avvii solo in caso di battaglia, una delle tante aggiunte della patch), non serve che gli assegni anche uno switch.

3azeVvQ.png

Dopodiché utilizzi il comando su citato(Change Battle Cmb Ex) e lasci la spunta solo su Row(se vuoi spostare in battaglia i pg nelle retrovie o viceversa) e su Fight.

qBK8pGY.png

Fine enjoy

 

Non badare alla grandezza del font nel primo screen, l'altro giorno stavo giocherellando con la grandezza del font nel tool e non l'ho rimessa apposto.

 

 

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Bazzicando qua e là ho notato che, con la Maniacs Patch, si può accedere al valore "ATB Gauge" di ogni personaggio coinvolto in battaglia.

 

Ora, così su due piedi... grazie a questo valore, ipoteticamente, si potrebbe creare una grafica in-battle che mostri chi sarà il personaggio che avrà l'azione prima degli altri (cosa ottenibile nella versione non ufficiale con il plugin Corti-MonsterDisplay)? 

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Teoricamente dovrebbe essere fattibile, non ci ho messo mano su quei comandi specifici, ma non vedo perché non debba funzionare.

Con lo stesso principio è possibile rimettere mano anche alle barre classiche dell'hud di battaglia per farne di verticali invece che orizzontali, naturalmente gestendo sempre il tutto tramite eventi comuni.

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Signori The Day Has Come!

Il nuovo aggiornamento è stato rilasciato, ho giusto dato un'occhiata veloce alle aggiunte fatte, una su tutte le stringe nelle variabili! *__*

Come dicevo ho dato un'occhiata veloce ma in segiuto ho perso una mezzoretta per capire come accedere a questi nuovi comandi, per poi capire che:

1°) Non ci stavano nella lista dei comandi evento

2°) Che dovevo scaricare pure un piccolo tool esterno chiamato TPC(Una sorta di "script editor" o meglio le chiamate a piccole parti di codice, come nei tool successivi che genera questi nuovi comandi)

è altamente probabile che nei prossimi aggiornamenti possano essere inseriti direttamente i comandi nella lista degli eventi.

 

Vista la mole di roba presente nella documentazione, vi consiglio di andare su questa pagina https://bingshan1024.github.io/steam2003_maniacs/

ed utilizzare un traduttore dal giapponese ad inglese(perché solitamente le traduzioni da qualsiasi lingua ad italiano fanno cagare!), qui troverete praticamente le stesse informazioni presenti nei readme all'interno dell'archivio della patch e non dovrete stare a fare copia incolla per ogni singolo file.

 

Alcuni appunti una volta patchato il tool(ricordatevi di fare un backup della cartella prima onde evitare danni, o fate come faccio io ogni volta copio la cartella di rpgmaker sul desktop ed uso direttamente quella per applicarci la patch).

!) Estraete il contenuto presente nella cartelletta TPC direttamente nella cartella principale in cui è presente rpg maker patchato.

2) Sempre nella stessa cartella create un file di testo chiamato rpg2003 con estensione .INI ed al suo interno inserite quanto segue:

[rpg2003]
FontName = MS Shell Dlg
FontSize = 10

Cambia il font utilizzato nel tool(quello che visualizzate mentre si creano gli eventi) e la grandezza dello stesso, il motivo del cambio è dovuto al fatto che se utilizzate il font standard ed aumentate la sua dimensione comparirà il simbolo dello Yen "¥" al posto del backslash "\" quando si va ad utilizzare una variabile, non è un problema della patch, ma proprio del font che è utilizzato dal tool di default.

3) Non l'ho provato ancora ma dovrebbe essere possibile cambiare pure la dimensione della finestra di gioco, tramite il file rpg_rt.ini presente nella cartella del gioco in questo modo:

WinW=Larghezza in pixel
WinH=Altezza in pixel

In pratica se ho capito bene il funzionamento, se create una mappa da 40*15 nel tool ed i valori impostati nel file sono 640*240 la mappa verrà mostrata per intero.

 

 

Al momento non ho fatto altro che provare le stringhe come variabili e verificarne il funzionamento, ma ci stanno pure altri comandi che possono essere utilizzati tramite TPC che è accessibile nella finestra degli eventi tramite click destro, troverete i seguenti comandi "edit with TPC"/tasto F2 e "Create with TPC"/tasto F3, si aprirà una finestrella per inserire del testo, che verrà elaborato in comando.

 

 

 

Link Download:

Patch: https://ux.getuploader.com/xingqier/download/184

TPC: https://ux.getuploader.com/xingqier/download/181

 

Primo post aggiornato

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Continuano gli esperimenti!

Spoiler

XFsUMye.png

 

Se vi dicessi che 1) la mappa appare completa su schermo con il metodo citato nel post precedente e 2) l'immagine che vedete l'ho creata tramite comando con quel TPC mi credereste? XD XD XD

 

@img.save .screen .dst "qwe"

questa stringa tramite TPC crea un comando che mi fa lo screenshot della mappa e lo chiama qwe.png

 

Come godo come godo il nuovo menu di debug adesso è una finestra a parte e quando lo apri mette il gioco in pausa, ma puoi premere nuovamente f9 per farlo ripartire e fare modifiche sul momento senza doverlo chiudere figata atomica

Spoiler

Gx62i3u.pngTHsmfsT.pngvU6hHVd.pngME5qjfN.png

 

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Patch nuovamente aggiornata!

Risolto qualche bug tra cui uno riguardante una feature che avevo omesso la volta scorsa, proprio perché avevo già segnalato all'autore che non funzionava via twitter.

Si trattava della sostituzione dei glifi senza l'utilizzo di resource hacker e tool affini, infatti adesso è possibile cambiare i glifi inserendo il file con i propri glifi direttamente nel progetto all'interno di una cartella chiamata Font e nominandolo "exfont.bmp" in questo modo verranno caricati i vostri glifi al posto di quelli di default.

Aggiunto qualche nuovo comando via tpc sulle operazioni tramite array.

 

Link Download:

Patch: https://ux.getuploader.com/xingqier/download/185

TPC: https://ux.getuploader.com/xingqier/download/186

 

 

 

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Patch aggiornata!(Incluso il primo post e le informazioni sotto spoiler)

Risolti alcuni dei bug segnalati ed alcune nuove aggiunte minori.

Spoiler

[Fixed]
Game Engine
    Saves:
    When a running parallel process event is included, changes made to the content are not reflected after loading.

    System:
    Fixed a bug that prevented the game from going dark after resetting under certain conditions.

    String Pictures:
    Auto-calculating size was incorrect in some cases

    Message Window:
    Fixed incorrect calculation of the number of lines displayed

    Images:
    Fixed transparency not working in 32bit format

    Saves:
    Map events/vehicle directions were not being saved correctly
    Fixed: map event image changes were not reflected correctly when loading

    Text window -> Choices:
    Fixed an error when multiple selections are made in one step

    Variable Manipulation Expressions:
    When the left-hand side is a range, the target range is no longer handled correctly.

    Control commands for system functions:
    Save/party menu permissions are now reversed.

    String variable manipulation Command -> File I/O:
    Fixed incorrect path handling when the path contains 2-byte characters.

    Combat command changes Command:
    Fixed incorrect interpretation of specified values
    
    Map Events:
    Fixes to unfasten orientation even when graphics are fixed
 
    Keystroke handling EX commands:
    Mouse wheel status was not being retrieved.

    Get Game Info command:
    Get Chip ID: fixed wrong argument handling.

    String Picture command:
    Fix incorrect handling of control characters.


[Additional changes]
Game engine
    Terminology :
    Some of EasyRPG's own additions are now supported (ID: 203~216)
    
    Variable manipulation commands:
    Added "Experience required for next level" to actor/member items.

    String variable manipulation commands -> File I/O:
    Added support for subfolders under the "Text" folder
    "Added automatic creation of Text folders and subfolders.
    
    Character flash commands:
    Support for variable arguments.

    [Iteration command:
    Added enumeration of map events.

    Get Game Info command:
    Added chipset ID for current map
    Added face grabs
    Added Walking Graphics
    Added camera position

    Conditional commands:
    Added an entry for whether the specified map event exists or not.

    Edit Picture (Tile) command:
    Add New

    Edit Picture command:
    Added option to ignore transparency values


 

 

 

Link Download:

Patch: https://ux.getuploader.com/xingqier/download/190

TPC: https://ux.getuploader.com/xingqier/download/188

 

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Ecco questo comando via TPC fa parte della QoL che è sempre mancata in rpgmaker 2k3, per ottenere questo valore dovevi o calcolarlo a mano oppure utilizzare plugin esterni, in questo modo scrivi una righetta e ti genera il comando come se si fosse usato un cambia variabile.

v[a] = actor[b].reqExp

a=id variabile
b=id pg(si può usare pure una variabile invece di inserire l'id a mano)
es:
v[1]=actor[2].reqExp ->come risultato da il valore dell'exp richiesta per salire di livello
v[1]=actor[v[5]].reqExp ->come risultato da il valore dell'exp richiesta per salire di livello

 

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Patch aggiornata!(Incluso il primo post e le informazioni sotto spoiler)

 

Spoiler

@> Addition change:
Editor

[Special skill]
・ Added "Calculate hit rate" option

[Variable / Switch] -Added
name editing function (F4, F5 on command edit screen) in TPC linkage

[Command edit]
-Adopted Footy2 in TPC linkage



Game engine

[String variable operation command] -Release
folder restrictions for file output
-Part Add the operand of delete string
, regular add the operand of the replacement string by representation
add a search operation by, regular expressions
add the extraction operation by, regular expression

[display command of the combat animation]
add the selected function of and playback buffer
, Added reverse playback function-Added
picture tracking, coordinate specification, and variable binding to the position setting method-
Disable cache retention by default

[Game option setting command] -Added
upper limit change of the number of simultaneous display of battle animation

[Picture Display command]
・ (Normal drawing only) Added the function to specify the enlargement ratio separately for vertical and horizontal directions.
-Added an animation function that specifies the range on the sprite sheet

[Picture move command]
-(Normal drawing only) Added a function to specify the enlargement ratio separately vertically and horizontally

[Character string picture display command] -Added
character string variable specification

[Conditional branch command] -Added
a judgment that file output is possible

[Load execution command] -Added
an option to disable blackout



Game Engine (English Version)

[RPG_RT.ini]
Added a new item to the RPG_RT section.

Encoding = (Number)

* Currently it is only relevant for text file IO. 
* The default value is 0.


[System]
Added the ability to set all thread locales to the system default at startup.



@> Fix: 
Game Engine

[Load]
· Change Fixed that the chipset was not reflected

[Sound]
-Fixed that the control of the wave file that was ringing just before the game reset was incorrect

[Title logo]
-Fixed that the window size was not displayed correctly when it was smaller than the default

[Picture]
-Fixed that the effect of the same ID picture that was used immediately before in the game reset was inherited

[Map]
- Fixed that the enemy did not appear when the number of steps of enemy appearance was 25

[Game option setting command]
-FatalMix-> Fixed that test play was enabled even if the test play state was not changed

[Character string Variable operation command]
-Fixed the behavior was incorrect when the target or search character string and the output destination were the same variable in the split operation-Fixed the
incorrect handling of the start position in the search operation-
Large file Fixed an error when reading

[Main character name change command]
[Main character title change command]
-Fixed that when an empty character string was specified, it was not reflected in the save data

[Occupation change command]
-Fixed the possibility that an error occurred when executing it more than once while learning special skills

[Picture display command]
-Fixed an error when reading a large PNG file
-Reset Fixed that the vertical enlargement ratio was not initialized at the time of loading

[Picture move command] -Fixed the
case where the contents were not updated by moving without changing the remaining time

[Character string picture display command]
- Fix handling of control characters

Picture Edit (chips) command]
- Single ID when drawing the lower chip, Fixed chip ID is not correctly reflected
the edits to perform after the weights based process Fixed a case where was not reflected

[Game information acquisition command]
-Fixed that the execution line of the interpreter did not go back in the hierarchy If

 

 

 

Link Download:

Patch: https://ux.getuploader.com/xingqier/download/194

TPC: https://ux.getuploader.com/xingqier/download/193

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Si cazzo SIIIII!

Finalmente si potranno usare più glifi!(ma non solo se ho ben capito dagli screen)

La tentazione di saltare definitivamente al tool ufficiale è tanta, ma ci stanno robe che per il momento solo Dynrpg mi permette ç__ç

tradotto in inglese:

Text colours and external characters can now be specified as 1 or 2 dimensional arrays with subscripts. In addition, the material standard has been modified so that it can be expanded to any length and width as memory permits.

 


 

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Così tanto per fare test sto provando a rifare la pagina principale del menu utilizzando le nuove funzioni della patch.

è mooolto più easy specialmente se puoi utilizzare funzioni simili.

 

Nome della mappa ottenuto dal database, questo mi risparmierebbe un evento comune per i luoghi da visualizzare nel menu dato che è possibile utilizzare direttamente il nome della mappa in cui si trova al momento il pg.

Spoiler

t[1] è una variabile stringa, in cui è possibile inserire beh delle stringhe alfanumeriche in questo caso il nome della mappa.

Ma nulla vieta di assegnargli il classico Hello World!

uBSUKWt.png

Che si traduce in un comando evento (quello evidenziato in azzurro)

Dopodiché si utilizza il comando che replica il text plugin per mostrarla a schermo ed il gioco è fatto!(come si vede è possibile usare anche i tag per cambiare colore ai testi come nei messaggi normali.

aJY0vie.png

 

 

In questo modo invece è possibile assegnare ad una variabile il livello del primo membro del party,
Lo 0 indica la posizione nel party del pg(da 0 a 3 in quanto si possono avere solo 4 pg nel party di default)
Quindi in automatico andrà a prendere il livello di chi sta in quel momento nella prima posizioine.
 

Spoiler

X8ZYqx8.png

zEUUb2X.png

 

Di default non è possibile farlo, ma bisogna assegnare i valori per ogni pg dovendo allungare il codice

Spoiler

jJQmFeI.png


Ma come dicevo qualche giorno fa prima di fare il salto ci vorrà un bel po visto che molta roba che permette Dynrpg è assente al momento, ma tengo comunque un occhio su eventuali update.
 

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  • Contenuti simili

    • Da kaine
      Sostituisce il comando per richiamare la schermata del negozio con l'impostazione di alcuni interruttori e variabili. Questo è stato pensato per essere utilizzato quando si desidera creare schermate di negozio personalizzate, pur mantenendo la comodità di poter definire i dati di base e l'assortimento di un negozio con un solo comando.

      ★ Impostare l'interruttore #1015 su ON se è selezionato normale o acquisto, altrimenti su OFF.
      ★ Impostare l'interruttore #1016 su ON se è selezionato normale o vendita, altrimenti su OFF.
      ★ Impostare la var #3409 sul tipo di testo selezionato (A|B|C >>0|1|2).
      ★ Impostare la var #3410 sul numero di articoli disponibili nel negozio.
      ★ Riempire le variabili che iniziano con #5001 e impostarle sugli ID degli articoli selezionati.

      Non accadrà nulla di visibile senza ulteriore lavoro. Si consiglia di chiamare un evento comune che contenga il processo della schermata del negozio personalizzato subito dopo aver definito il negozio. Inoltre, l'opzione Casi per trattamenti diversi dopo gli acquisti se il giocatore ha comprato/venduto qualcosa non farà nulla o smetterà di funzionare completamente quando questa patch sarà applicata.
       
      Tool e versioni supportate:
      Rpgmaker 2000: v1.07-v1.10-v1.50-v1.51-v1.52-v1.60-v1.61-v1.62
      Rpgmaker 2003: v1.00-v1.03-v1.05-v1.08-v1.09
       
      Autore: KotatsuAkira
       
      Link Download:
      https://www.mediafire.com/file/pvgg5rhmgmye3zc/RPGMakerPatch_ShoppingShortcut.7z/file
       
       
      Se avete l'ultima versione di dynrpg mettete la patch direttamente nella cartella dynpatches. Altrimenti dovete applicarla tramite lunar ips che trovate qui:
      http://www.mediafire.com/?5jf9r44itbm7674
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