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

Autore: BingShan

Link Download:

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/

 

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

 

Comandi Modificati:

Spoiler
@> Picture display:
@> Show Picture:
    An angle specification was added as a special effect.
    Added blend mode (multiplication, addition, overlay).
    Added horizontal / vertical flip function.
    
    
    
@> Move picture:
@> Move Picture:
    An angle specification was added as a special effect.
    Added blend mode (multiplication, addition, overlay).
    When moving time is specified as a negative value, the absolute value is handled in frame units.
    (Normally specified value * 6 frames)
  
  
  
@> Conditional branch:
@> Conditional Branch:
    Added judgment whether it is immediately after loading.
    Added the method of specifying by variable reference to the switch.
    Added a method to specify a variable number variable for the left-hand side value of a variable.
    Added a method to specify a variable number as a variable right-side value.
    Added the determination of the presence or absence of joypad.
    
    
@> Keystroke handling:
@> Key Input Processing:
    Added support for mouse input (left / right center click, wheel up / down scroll).
    Wheel scrolling is effective only under the condition of "Wait until pressed" because there is no pressed down state.

    

@> Variable operations:
@> Control Variables:
    Added range specification by variable value to the operation target.
    When a> b in a batch operation, it is handled as b ~ a.
    Added logical sum (or), logical product (and), exclusive logical sum (xor), and logical left / right shift (shl, shr) to the operation.
    Added ID and ATB gauge items for the main character and enemy characters of the operand.
    Added items for current date, time, and elapsed frame in addition to operands.
    Added a switch to the operand. ON is treated as 1 and OFF is treated as 0.
    Added a variable designation method for each operand item, hero, event, and enemy character.
    Added party members to operands. It is the same as the main character except that it is specified by the party index.
    Added mathematical functions to operands.
        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) Perform the same operation as “Operation details” in b.
        
        Pow: Calculates a to the power of b.
        Sqrt: Calculates the square root of a * c. The decimal part is rounded down.
        Sin: Calculate sine * c of (a / b) degrees. The decimal part is rounded down.
        Cos: Calculate cosine * c of (a / b) degrees. The decimal part is rounded down.
        Atan2: Calculates the arc tangent * c of a (Y coordinate) and b (X coordinate). The decimal part is rounded down.
        Min: Returns the smaller value 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 the "random number" operand.
        
    Added ternary operations to operands.
    Added ternary operations to operands.
    The patch version was added to the operand.
        The lower 20 bits represent the date (YYMMDD).
        The most significant bit represents im / pf (im = 0, pf).
        The rest is reserved area.
        * Since this item was implemented in 190920, all bits are 0 in earlier versions.

        Taking a date value
        @> Manipulating variables: [0001] Assignment, Maniacs version
        @> Variable manipulation: [0001] And, -1 >> 12

        How to take im / pf judgment
        @> Manipulating variables: [0001] Assignment, Maniacs version
        @> Working with variables: [0001] Shr, 31
    
@> Event call:
@> Call Event:
    Added a method to specify variables in common events.
    Added a method to specify the variable number in the common event.
    
    
    
@> Iteration:
@> Loop:
    The condition can be specified. The switch is treated as a numerical value with ON being 1 and OFF being 0.
    If the loop jumps into the loop, the repeat count and index are not set correctly.
    
    ∞:
    Infinity:
        Conventional infinite loop.
        
    Number of times specified:
    X Times:
        Repeats the specified number of times. Optionally, an index starting from 0 can be output to the variable.
        
    count up:
    Count Up:
        Repeat while adding one index in the range from a to b.
        As an example, if you set 2 ~ 5, it becomes a loop of 2, 3, 4, and 5 times.
        Optionally, the current index can be output to a variable.
        
    Countdown:
    Count Down:
        Repeat while subtracting the index one by one in the range from a to b.
        As an example, if 3 ~ 1, 3 loops of 3, 2, 1 will occur.
        Optionally, the current index can be output to a variable.
    
    While:
    While:
        Repeat while the condition is true. Judged before execution of each loop.
        Comparison can be specified in the same way as conditional branching by variables.
        Optionally, an index starting from 0 can be output to the variable.
        
    Do While:
    Do While:
        Repeat while the condition is true. Judged after execution of each loop.
        Comparison can be specified in the same way as conditional branching by variables.
        Optionally, an index starting from 0 can be output to the variable.

        
    
@> Interruption of repeated processing:
@> Break Loop:
    A similar process has been added as the "Repeat" command is changed.
    Fixed behavior when executed inside multiple loops.
    
    
    
@> Battle handling:
@> Battle Processing:
    Added an option to disable the pre-battle flash.
    

 

 

Nuovi comandi

Spoiler
@> Get Save Info:
@> Get save information:
    This command retrieves the same information displayed on the default load screen.
    Stores date / level / 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.
    For this reason, the display will shift if the file contains more than 16 patterns.
    On the other hand, as long as it can be divided into four parts, there is no problem even if it falls outside the standard.
    
    The picture uses the original settings as it is, except for items related to files and sprite sheets.
    Please use the target picture number before going off 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 argument:
        00: How to specify save number (0: Constant 1: Variable)
        01: Save number
        02: Variable that receives the save date (YYMMDD)
        03: Variable that receives the 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: How to specify picture number (0: constant 1: variable)
        08: Picture number to receive the face graphic of member 1 (first character)
        09: Picture number to receive member 2's face graphic
        10: Picture number to receive member 3's face graphic
        11: Picture number to receive the member 4 face graphic
        

@> Save:
@> Save execution:
    This command is equivalent to the default save function.
    Save numbers 0 and lower 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 assignment to variables is done after saving.
    
    
    Code: 3002
    String argument: None
    Numeric argument:
        00: How to specify save number (0: Constant 1: Variable)
        01: Save number
        02: Whether to receive success or failure (0: not received 1: received)
        03: Variable for receiving success or failure
        
        
        
@> Load:
@> Load execution:
    This command performs the same processing as the default load function.
    Save number 0 or lower cannot be used (operation is ignored).
    
    As an option, there is a function to check the file before execution and abort the load if the result is invalid.
    The check performs processing equivalent to the “Get save information” command.
    If you are sure that the correct file exists, you can disable it, but it is not recommended.
    
    
    Code: 3003
    String argument: None
    Numeric argument:
        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 the load process:
    This command cancels the dark state after loading.
    Not valid for new games. Also, darkening is canceled naturally after 1 frame.
    
    * 18/12/07 postscript This command currently has no effect
    
    
    Code: 3004
    String argument: None
    Numeric argument: None



@> Get Mouse Position:
@> Get mouse coordinates:
    This command gets the relative position of the mouse in the window.
    Based on 320 * 240 resolution.
    
    * The value cannot be handled correctly when DirectDraw is specified as the rendering method in full screen.
    (There is probably no problem because there are almost no machines that have this setting currently.)
    
    
    Code: 3005
    String argument: None
    Numeric argument:
        00: Variable that receives the X coordinate
        01: Variable that receives the Y coordinate



@> Set Mouse Position:
@> Set mouse coordinates:
    This command sets the relative position of the mouse in the window.
    Based on 320 * 240 resolution.
    To avoid false clicks, the X coordinate is rounded to 0-319 and the Y coordinate is rounded to 0-239.
    
    * The value cannot be handled correctly when DirectDraw is specified as the rendering method in full screen.
    (There is probably no problem because there are almost no machines that have this setting currently.)
    
    
    Code: 3006
    String argument: None
    Numeric argument:
        00: Coordinate specification method (0: constant 1: variable)
        01: X coordinate
        02: Y coordinate


        
@> Show String Picture:
@> Display string picture:
    Generate 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 can be used in the string.
        A variable reference by \ V is valid for the value in [].
        
        $ a-zA-Z: Draw special characters.
        \\: Draw a single unit.
        \ C [n]: Change the text color to n.
        \ D [n]: Align variable values with at least n digits (padded with 0s).
        \ N [n]: Draw the nth main character.
        \ T [n]: Not implemented at this time.
        \ V [n]: Draw the variable number n.
        
    
    -Display position-> coordinates:
        Specifies the meaning of the position value.
        (Conventional picture is fixed at center coordinates)
        
        
    ・ Picture size:
        Specify the size of the picture to be generated.
        When the value type is set to "Automatic" or the value is set to 0, the size is adjusted appropriately.
        
        
    ・ Font name:
        Specifies the font used for drawing.
        If this is blank, the database system settings will be referenced.
    
    
    ·font size:
        Specifies the font size used for drawing.
        Valid values are 1 to 255, and the default is 12.
        
        
    ・ Character spacing:
        Specify the space to be opened for each character.
        Valid values are 0 to 255. The default is 0.
        
        
    ・ Line spacing:
        Specify the space to be freed for each line.
        Valid values are from 0 to 255. The default is 4.
        
        
    ・ Bold:
        Apply Bold to the font.
        
        
    System graphic:
        Specifies the graphic used for drawing.
        Select <System Settings> to see the database system settings.

        
    ·wallpaper:
        Specifies the background type of the window.
        
        
    ・ Draw a frame:
        Specify whether there is a window frame.
        If either the vertical or horizontal size is less than 8px, it will not be drawn regardless of the setting.
        
        
    • Enable outer margins:
        Specifies whether to consider the frame area when calculating the picture size and drawing position of characters.
        When enabled, the area is 8px left and right and 10px up and down.
        
        
    • Enable text gradation:
        Specify 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:
        Specify whether to enable the shadow of characters used in other functions such as text display.
        
        
    ・ Preview restrictions:
        Display position: Fixed at the upper left coordinate (0, 0).
        Size: Calculated automatically except when a constant is specified.
        Magnification rate: Fixed at 100% (the preview itself has a double display function).
        Transparency: Fixed at 0%.
        Effects: All are disabled.
        Font size: 12 if not specified.
        
    
    Code: 3007
    String argument:
        * 1 Character string to display * 1 File name * 1 Font name
        * 1 ... A byte-type prefix that indicates the type of value that follows. Currently only 0x01 is valid
   
    Numeric argument:
        00: Value type
            00 ~ 03: How to specify picture ID (constant = 0, variable, variable number variable)
            04 ~ 07: How to specify the display position (constant = 0, variable, variable number variable)
            08 ~ 11: How to specify the enlargement ratio (constant = 0, variable, variable number variable)
            12 ~ 15: How to specify transparency (constant = 0, variable, variable number variable)
            16 ~ 19: How to specify picture size (constant = 0, variable, variable number variable)
            20-23: Font size specification method (constant = 0, variable, variable number variable)
            24-27: Coordinate type specification method (center = 0, upper left, lower left, upper right, lower right, upper, lower, left, right)

        01: Picture ID
        02: Position X
        03: Position Y
        04: Zoom rate
        05: Transparency
        06: Red tone
        07: Green color
        08: Blue tone
        09: Saturation
        10: Types of special effects
        11: Special effect level
        12: Additional effects
            00 ~ 04: Blend mode (None = 0, Multiplication, Addition, Overlay)
            05: Horizontal flip
            06: Vertical inversion
        
        13: Option 1
            00 ~ 07: Linked with map scroll
            08 ~ 11: Background type (none = 0, enlarged, tile)
            12: Do not draw a frame
            13: Gradation disabled
            14: Shadow disabled
            15: Bold
            16: Margin disabled
            24-27: (for angle specification) Value 1 type
            28 to 31: (For angle specification) 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 conditions / screen effects to apply
        18: width of picture
        19: Length of picture
        20: Font size
        21: (For angle specification) Value 2
        

@> Get Picture Info:
@> Get picture information:
    This command gets the position and size of the picture being displayed.
    Special effects such as rotation are not reflected.
    
    Code: 3008
    String argument: None
    Numeric argument:
        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 that receives the value
        05: Variable 2 that receives the value
        06: Variable 3 that receives the value
        07: Variable 4 that receives the value
    

    
@> Control Battle:
@> Control of battle processing:
    Commands that allow the user to control some of the default battle processes.
    This command is valid only during battle and is canceled (no control) after the battle ends.
    Please use it together with common events that require the start of battle.
    In addition, you should not use a command with a weight in a common event to be processed.
    
    Currently, you can select 5 types of processing.
    
    ・ Increased ATB gauge:
        Controls the natural increase of gauge for each frame of characters including enemies.
        Gets or sets the value with the following four variables.
        
        1. Unit type (acquired): Allies = 0, Enemy = 1
        2. Unit number (obtained): Index for both enemies (not ID)
        3. Current gauge amount (acquired): Action possible at over 300,000
        4. Gauge amount to be increased (acquire / set)
        
    ・ Damage pop:
        Controls the notation when some damage or recovery occurs.
        When a common event is specified for this process, the default notation is not drawn.
        Gets or sets a value with the following six variables.
        
        1. Unit type (acquired): Allies = 0, Enemy = 1
        2. Unit number (obtained): Index for both enemies (not ID)
        3. Display position X (acquired)
        4. Display position Y (acquired)
        5. Value type (Acquisition): Damage = 0, Recovery = 1, Evasion = 2
        6. Value (acquired)
        
    ・ Targeting:
        Called just before the character's action, controls the target at the time of action.
        Gets or sets a value with the following six variables.
        
        1. Unit type (acquired): Allies = 0, Enemy = 1
        2. Unit number (obtained): Index for both enemies (not ID)
        3. Action type (acquired): * 1
        4. Action value (acquired): * 2
        5. Target type (Acquisition): Single opponent = 0, Total opponent = 1, Self army = 2, Self army = 3
        6. Target number (get / set): Index for both allies (not ID) * 3
        
        * 1:
            0: Basic action
            1: Special skills
            2: Makeover
            3: Item use
           
        * 2:
            For basic actions: Normal attack = 0, Continuous attack = 1, Defense = 2, Watching appearance = 3, Power = 4, Self-destruction = 5, Escape = 6, Do nothing = 7
            For special skills: Special skill ID
            For transformation: Enemy character ID
            For item use: Item ID
            
        * 3:
            The setting is invalid if the target is itself or the whole
            
    ・ State assignment:
        Called when a character is given a state.
        Gets or sets a value with the following three variables:
        
        1. Unit type (acquired): Allies = 0, Enemy = 1
        2. Unit number (obtained): Index for both enemies (not ID)
        3. Status ID (acquired)
        
    -Value fluctuations other than damage:
        Called when a value other than HP changes.
        Arguments are aligned so that they can be handled by the same event as damage pop.
        Gets or sets a value with the following six variables.
        
        1. Unit type (acquired): Allies = 0, Enemy = 1
        2. Unit number (obtained): Index for both enemies (not ID)
        3. Display position X (acquired)
        4. Display position Y (acquired)
        5. Value type (Acquisition): MP fluctuation = 3, attack power fluctuation = 4, defense power fluctuation = 5, mental power fluctuation = 6, agility fluctuation = 7
        6. Value (acquired)
        
    
    Code: 3009
    String argument: None
    Numeric argument:
        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: Start of variable used to get / set value


        
@> Control ATB Gauge:
@> ATB gauge operation:
    This command controls the gauge of characters including enemies.
    The valid range for the gauge is 0-300000.
    
    
    Code: 3010
    String argument: None
    Numeric argument:
        00: Target type (hero ID = 0, member, party, enemy character, all enemies)
        01: Target specification method (constant = 0, variable, variable number variable)
        02: Target value
        03: Operation details (Setting = 0, Addition, Subtraction)
        04: Type of gauge value (value = 0, percentage)
        05: How to specify gauge value (constant = 0, variable, variable number variable)
        06: Gauge value


        
@> Change Battle Commmadn EX:
@> Combat command change EX:
    This command is used to enable / disable the column change item of the battle command and edit the party command.
    
    ① Combat command
    This command is only valid during battle and will be canceled after the battle ends.
    Please use it together with common events that require the start of battle.
    
    This command can create a state where there are no combat command items,
    In that case, AI action will start when you try to select an action.
    
    (* Addition to 190220
    Changed the operation to change the formation by selecting the transparent item when there is no command. )
    
    ② Party command
    You can choose any four from “Fight”, “Auto”, “Run away”, “Victory” and “Defeat”.
    “Victory” and “Defeat” literally force victory / defeat in battle.
    If all five are selected, the first four will be used. If none is selected, the default three will be used.
    If only one of them is selected, the screen transition itself disappears.
    
    
    Code: 3011
    String argument: None
    Numeric argument:
        00: Presence / absence of command to change the convoy
        01: Party command flag
            00: "Fight" command
            01: "Auto" command
            02: "Run away" command
            03: "Victory" command
            04: "Defeat" command
   

   
@> Get Battle Info:
@> Get battle information:
    Get various values that appear in battle.
    Does nothing when out of combat.
    
    Information is output continuously starting from the specified variable number.
    ① Protagonist ID / Member / Enemy character
        ・ Ability correction value
            Acquires correction values for the ability to move up and down during battle in the order of attack power, defense power, mental power, and agility.
            
        ·Status
            Get the total number of all states and the turn that has elapsed since it took.
            The turn is 1 when an anomaly is granted and 0 otherwise.
            For example, if the database status is (1: Death, 2: Poison, 3: Darkness) and you get the character status immediately after the darkness
            v [specified variable] = 3
            v [specified variable + 1] = 0
            v [specified variable +2] = 0
            v [specified variable +3] = 1
            Will result.
            
        ·attribute
            Get the total number of values and the state of each resistance for the current attribute resistance.
            2 is stored for increased resistance, 1 for normal, and 0 for decreased resistance.
            Each resistance value may be omitted, in which case it is treated as the initial value (1).
            For example, if the database attributes are (1: sword, 2: spear, 3: blow)
            v [specified variable] = 3
            v [specified variable + 1] = 0
            v [specified variable +2] = 1
            v [specified variable +3] = 2
            Will result.
            
        ・ Other
            Get the following information of the specified character in order.
            Image center coordinate X
            Image center coordinate Y
            Action possible state (impossible = 0, possible)
            Defense state (none = 0, yes)
            Charge state (none = 0, yes)
            Appearance state (None = 0, Yes)
    
    
    Code: 3012
    String argument: None
    Numeric argument:
        00: Target type (hero ID = 0, member, party, enemy character, all enemies)
        01: Type of information
            Protagonist ID / Member / Enemy Character: (Ability Correction Value = 0, State, Attribute, Other)
            Party / Enemies: (Total = 0, Survivor, Actionable)
        02: Target specification method (constant = 0, variable, variable number variable)
        03: Target value
        04: The beginning of the variable that receives the value
    
    
    
@> Control Var Array:
@> Variable array operations:
    Operate with the variables of consecutive numbers as an array.
    Single operation is possible by setting the length of the array to 1.
    
    ·copy
        Copies values from target 1 to target 2.
    
    ·Exchange
        Swap the contents of target 1 and target 2.
    
    ・ Sort (ascending order)
    ・ Sort (descending order)
        Sort target 1 in ascending / descending order.
    
    ·shuffle
        Sort target 1 randomly.
    
    ・ Enumeration
        Stores the value for size while adding 1 to the target 1 from the initial value.
    
    ・ Addition to Shr
        Same as the variable operation command. The difference is that the operand is also an array.
    

    Code: 3013
    String argument: None
    Numeric argument:
        00: Operation details (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
                When enumerating (constant = 0, variable, variable number variable)
                Other (variable = 0, variable number variable)
        02: Value of object 1
        03: Size value
        04: Target 2 value
    
    
    
@> Key Input Proc EX:
@> Key-in processing EX:
    An extended version of the "Key Input Process" command.
    This command cannot wait until it is pressed.
    By assigning keys to the joypad, it is possible to make judgments including the pad when acquiring the keyboard status.
    
    ・ Get keyboard status list
        Get the status of the keys in the keyboard list of the form at once.
        
    ・ Keyboard status list acquisition (assignment disabled)
        Get the status of the keys in the keyboard list of the form at once.
        Ignore this even when assigning joypads.
    
    -Get status by specifying key code (assignment disabled)
        Specify the key code of 0 ~ 255 directly to get the key status.
        Use this when you want to get a key outside the list.
        
    ・ Get status list of Joypad
        Get the status of buttons in the form's joypad list in a batch.
        
    ・ Get joypad assignments
        Acquires the current joypad assignment status in a batch.
        -1 is returned for unassigned buttons.
        
    ・ Joypad assignment settings
        Assign a joypad button to any key in the key list at once.
        
    
    Code: 3014
    String argument: None
    Numeric argument:
        00: Operation details (from 0 to 5 in the above order)
        01: Start of variable array used to get or set value
        02: (* Only when key code is specified) How to specify the code
            (Constant = 0, variable, variable number variable)
        03: (* Only when key code is specified) Code
        

        
@> Rewrite Map:
@> Map rewrite:
    Rewrite the tile of the map where the hero is.
    Changes made by this command will not be reflected in the save, and will be lost if you move the map.
    
    
    Code: 3015
    String argument: None
    Numeric argument:
        00: Type of each value
            00 ~ 03: Tile ID
                Single unit (constant = 0, variable, variable number variable)
                When range (variable = 0, variable number variable)
            04 to 07: Left end of change range (constant = 0, variable, variable number variable)
            08 to 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 to 19: Length 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: Start of tile ID value or variable array
        04: Value at the left end of the change range
        05: Value at the top of the change range
        06: Change width value
        07: Vertical value of change range
        08: Auto tile (valid = 0, invalid = 1)
    


@> Control Global Save:
@> Shared save operations:
    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 as “Save.lgs”.
    
    ·open
        Load shared save data from a file.
        This operation in the loaded state is ignored.
    
    ·close
        Release the loaded shared save data.
        This operation is ignored when not loaded.
        Note that this operation does not save changes.
        
    ·save
        Saves the contents of the loaded shared save data to a file.
        This operation is ignored when not loaded.
        
    ・ Save and close
        Execute "Close" after "Save".
        
    ・ Copy from shared save
        Reads the specified value from the loaded shared save data into its own save data.
        If this operation is performed in the unloaded state, "Open" is executed before processing.
        
    ・ Copy to shared save
        Writes the specified value from the own save data to the loaded shared save data.
        If this operation is performed in the unloaded state, "Open" is executed before processing.
        
        
    Code: 3016
    String argument: None
    Numeric argument:
        00: Operation details (from 0 to 5 in the above order)
        
        * The following are copy operations only
        01: Type of each value
            00 ~ 03: Start number of current save (constant = 0, refer to variable)
            04 ~ 07: Start number of shared save (constant = 0, refer to 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

 

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 primo menu a tendina General Settings e selezionate English

21l7vic.jpg

 

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

2d1adqf.jpg

 

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

546kv5.jpg

 

Dopodiché selezionate la cartella di destinazione Destination

1j9084.jpg

 

Una volta selezionati i due percorsi cliccate sul pulsantone immediatamente sotto Execute

9iwbi1.jpg

 

Vi apparirà un messaggio premete si per confermare ed una volta che ha concluso l'installazione confermate nuovamente, vi si aprirà la cartella con il tool aggiornato.

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)

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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!

Edited by kaine (see edit history)

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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

Edited by kaine (see edit history)

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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.

 

 

 

Edited by kaine (see edit history)

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