Dev - RM2k3 [RK2K3] David & Goliath OVERDRIVE! Patch (120 Picture version) (Read 21324 times)

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Anyway, I'm taking this time to post a little update:

A heavily requested feature in rpgmaker has been

1) making the animation window much bigger
2) allowing more cells to be placed then 8 cells

and most importantly, the most desirable feature of rpgmaker:

3) heroes stats can go past 9999 AND you can do up to 99,999 HP damage to enemies with REGULAR ATTACKS! No coding, no eventing, just plain simple DBS.

more specifically:

99,999 HP
9,999 MP
9999 STR
9999 DEF
9999 INT
255 AGL

(Agility cap remains at 255 for both monsters and heroes)

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You are quite something bandito. Here I am, trying to help people, by making some useful tools to use with rpgmaker, and here you are with nothing better to do then come in my own help thread and try to pawn of cheap insults at me, while you yourself use my tools.
tsk tsk... :fogetnah:



Hey man, now that I think about it, why don't you make the message window bigger? I just find it annoying man.
Last Edit: January 13, 2009, 02:09:31 am by Bandito
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Ah, you should of made the class name longer I have long class names that I would like to fit in the text box but it's not fitting, is there a way that I could do it myself? Since it would be a hassle to release it again with only the class names longer.
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(Agility cap remains at 255 for both monsters and heroes)



I have a question about the agility cap. What exactly is wrong with it? When I make my monsters now, I open the original patch and can set it to 999, it'll work just fine. If anything, the ATB bar moves slow when everything is at 255, and the monsters hardly ever attack. I'm sure you must've done some experimenting with it, so does this only happen when you allow agility to exceed 255, or when the agility is actually set at a value higher than 255?

If the latter is the case, do you think you could let it go higher, and maybe just note that problems may occur if you set it higher than 255?
Last Edit: January 16, 2009, 03:18:30 am by Aliacram
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I'm sure, Overdrive is internally using my new patch (currently only german), which is allowing 9999 pictures for RM2k v1.07 and 126 picutures for all other versions. In the next version, I will let it mark the RPG_RT.EXE files, so everyone can see if one of my patches has been used.

Generally, the David/Goliath patches are quite easy to create, because all dialog windows of the RPG Maker are stored in so-called resources. Using a tool like Resource Hacker (http://www.snapfiles.com/get/resourcehacker.html) you can easily change any values, sizes and designs. Resouce Tuner (Shareware) makes it even more easier.

Agility: Thats easy. A byte can only contain values between 0 and 255. Agility is stored in a byte. If you now set it to a higher value, all bits that don't fit into the byte will be cut off. For example: if you set it to 999, it internally will be 999 mod 256 = 231. If you set it to 300, it will be 300 mod 256 = 44.
Last Edit: January 17, 2009, 06:48:33 am by Cherry
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Agility: Thats easy. A byte can only contain values between 0 and 255. Agility is stored in a byte. If you now set it to a higher value, all bits that don't fit into the byte will be cut off. For example: if you set it to 999, it internally will be 999 mod 256 = 231. If you set it to 300, it will be 300 mod 256 = 44.
I understand why it shouldn't work, but the thing is that it does. To test this, I did a test battle with 4 characters. One had Agility of 30 something, which isn't really relevant. One had 255, one had 256, and one had 511. Sure enough, the ATB bars of the two with 255 and 256 filled up at virtually the same rate, and the one with 511 filled up much more quickly, when it is still equivalent to 1 mod 255. Is this just something pertaining to the patch itself, that for some reason or another, agility is stored in only one byte in the overdrive patch, but not the original? I know little about hacking these, so would there have been some reason to compromise the storage?

It still works no matter which patch I use, the only difference is that I can't enter anything higher than 255 in Overdrive.
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Yeah agility seems to be fine for me too even at higher values for the original RM2K3, so I would also prefer to be able to choose 999 AGL if I download the patch, if it's just a matter of manually keeping AGL under 255 if problems arise.


Also Gutts, on the first post of the page, could you maybe paste an explanation there for how the David patch is different from the Goliath patch? Beacuse for those of us who don't frequent the forum such as myself, I had to kind of search through some pages before I found out that its for a lower resolution. It would be useful for all relevant info to be posted/pasted on the first page. Thanks!
Last Edit: January 24, 2009, 09:37:07 am by DyluckDyluck
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Quick question. Does this patch (or any others available) allow me to use \C[0] and other such tags in item/skill names? I've been running some ideas through my head today, and it would help quite a bit to be able to do such a thing.
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There's no download links that work :cries:
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There's no download links that work :cries:

If you had read the general section of the forum, you'll see that the site is changing servers and the pubaccess that holds the uploaded files has been temporarily disabled.
Last Edit: March 31, 2009, 04:40:47 am by Gutts
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1) making the animation window much bigger
2) allowing more cells to be placed then 8 cells

I would've loved you for this a year ago. But as it is, I'll probably still feel a significant attraction if you can make it work.

<3
Last Edit: March 31, 2009, 05:56:38 am by Neok
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1) making the animation window much bigger
2) allowing more cells to be placed then 8 cells
ohhh my battle animations are gonna be so nuts !!

seriously though when pubaccess is back I am gonna get this and see what's what, I'll report back with my findings.

EDIT: okay pubaccess is back here I go !!
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Anyway, I'm taking this time to post a little update:

A heavily requested feature in rpgmaker has been

1) making the animation window much bigger
2) allowing more cells to be placed then 8 cells

and most importantly, the most desirable feature of rpgmaker:

3) heroes stats can go past 9999 AND you can do up to 99,999 HP damage to enemies with REGULAR ATTACKS! No coding, no eventing, just plain simple DBS.

more specifically:

99,999 HP
9,999 MP
9999 STR
9999 DEF
9999 INT
255 AGL

(Agility cap remains at 255 for both monsters and heroes)

Have these been applied to the downloads or is this still in progress? I tried the David ones in the first post and they were the same as what I had still.
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No they haven't actually been applied, cause I lost interest in in since the time I posted that. (that and I forgot which address held the values for those, since i never wrote them down :(​)
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:(

those would be excellent features! (the animation ones at least)
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A pity you couldn't get the animation screen to be bigger  :fogetsad:

Anyway Aten, I gave this a shot and I want to clarify some things:

1. To install I would have to copy one RPG RT to a project of mine yes? And then, I have to use the 2003 application provided by the patch right? (why can't I use the original application btw?)

2. To uninstall the patch, what step should I take? I tried copying back the original RPG_RT into the folder and use the old application (not the one provided by the patch). Well, it worked, but should I attempt to use the patch application, the David/goliath patch still apply. Do I have to un/reinstall RPGMAKER to completely remove the patch? (i.e. should I worry about this)?

3. I liked the david patch, but I don't like the animation screen being a bit low (not in the middle). Is there a way you can change this?

Thanks in advance.

EDIT


Btw, if you use default Rm2k3 application after using david/goliath patch; enemies stats are changed (to 999 if you previously set it to 9999) dunno if the actual performance is changed though!

Also I find it funny that even after I uninstall/remove RM2k3 from my computer (via control panel); if I use the application from the patch, it still opens up RM2k3 as normal. I am not sure if this is suppose to happen heh.
Last Edit: April 05, 2009, 06:55:22 am by sleeping_wind
Sprites and Stuff
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1. To install I would have to copy one RPG RT to a project of mine yes? And then, I have to use the 2003 application provided by the patch right? (why can't I use the original application btw?)

yes and in the original rpgmaker when you use show pic command, the limit of the number input, (in the number box) stops at 50, in the patch, it goes to 100. I thought this was plainly obvious?

Quote
2. To uninstall the patch, what step should I take? I tried copying back the original RPG_RT into the folder and use the old application (not the one provided by the patch). Well, it worked, but should I attempt to use the patch application, the David/goliath patch still apply. Do I have to un/reinstall RPGMAKER to completely remove the patch? (i.e. should I worry about this)?

I've answered this same thing so many times now. When you make changes in the patch, then open it in the normal maker, the patch changes are still retained unless you manually change it in normal maker. Changing something to 9999 in the patch will show up as 999 in the normal maker, but will go back to 9999 if you open it in the patch. But if you CHANGED it in normal maker, to say 999, then the patch will also show 999.

Quote
Btw, if you use default Rm2k3 application after using david/goliath patch; enemies stats are changed (to 999 if you previously set it to 9999) dunno if the actual performance is changed though!

see above. And why the hell are you changing the makers around so much. Just use the patch, or the normal.

Quote
3. I liked the david patch, but I don't like the animation screen being a bit low (not in the middle). Is there a way you can change this?

if i ever made some big changes I'd do it.

Quote
Also I find it funny that even after I uninstall/remove RM2k3 from my computer (via control panel); if I use the application from the patch, it still opens up RM2k3 as normal. I am not sure if this is suppose to happen heh.

sorry, i didn't make rpgmaker so i don't know why this happens.
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Fair enough.

PS I am just testing/tried the patch that's why I switched back and forth (in retrospect perhaps not a good idea).

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Generally, the David/Goliath patches are quite easy to create, because all dialog windows of the RPG Maker are stored in so-called resources. Using a tool like Resource Hacker (http://www.snapfiles.com/get/resourcehacker.html) you can easily change any values, sizes and designs. Resource Tuner (Shareware) makes it even more easier.

My only problem (so far) with the patch is the message box fix (Just like a few other people). It wont let me edit any of my messages which is a bad thing. Im trying to find the values to "unfix" the Font patch that Gutts did (no offense) hopeing it will be able to work with my messages again but i cant find the values to make the message box wide....(Just like before) I need room for the color codes and such. RMText does a very nice job to format text. I did change some values and clicked "Compile Script" but when I opened up rm2k3 there was no change.....ether im saving it wrong or those are the wrong values. Has anyone figured this out? Or can Gutts state what and where he changed to make the message box smaller.
Last Edit: May 08, 2009, 01:03:26 am by Dart00
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Nah its ok, I know most of ya all's like to use big boxes, mine is set to be just the right size so theres no line cutoff's etc. Anyway, heres what you need: