- When in Test Play, you can now go back to the editor and look around. Normally a box saying "RM2k is now in Test Play" would prevent you, but you can close that to go back to RM2k. This was a VERY annoying problem, where in the middle of testing my game, I would have to just check something in RM2k for a second, but have to close the game, look, and open it back up. Now that's a thing of the past!
- The Ultra-Cool feature of being able to open more than one RM2k game at a time! To open two games at once, open this RM2k and a different RM2k at the same time (I recommend putting my Rm2k and keeping the old RM2k in the same directory). That's all. Regularly, if RM2k is open and you open a different RM2k, nothing would happen. Each RM2k has a certain ID as I like to call it. The standard RM2k has an ID of 0, v1.7 of my patch is 1, and v1.8 has 3. RM2k can only open one program with a certain ID at once.
== "Limit Breaks" and increased Data Maximums ==
There's some controversy about this whether or not this is needed. The answer is.. probably not, but hey! All changes I made to RM2k are safe. Anybody who plays your game does not need this patch installed to play it. Your RPG_RT.exe is not affected, so if they delete it to avoid viruses, there's no problem (unless you use one of those RM2k "protection" programs). So don't complain nor flame because I'm trying to help. Everything works here, so don't try to get into a technical, theoretical argument about how none of this could ever work; RM2k was not made to be optimized, and believe it or not all of numeric values are 4-bytes.
- The Data Maximum (this applies to switches, variables, and database things like items or monsters) is now 30,000. Though you can in fact hold more than 650,000 variables, to prevent errors and accidental deletions of the database, i kept it lower.
- Changed the Max Battle Animation Frames to 9999 (I doubt you'd ever need that many, but you never know)
- I set it so hero names can be up to 50 chars. Though your menu screen will look messed up with over 12 chars, you can use the 50 char hero names for use in messages, like if you wanted to give something a name that would only appear in messages anyway. Fork conditions also changed to test for hero names with chars up to 50. I don't see any reason to make it more than 50 chars (the message box can only fit a certain number anyway)
- You can now have 2 billion different labels. You'll probably never use more than 100, but I just had to go nuts!
- You can have panoramas that can go move up to the speed of 20, but it looks f**ked up that fast.
- Map sizes maxed out at 300x300. I suggest if you want to have a successful game to not even use more than 100x100 for your map; not everybody has super-fast computer (I would say lightning-fast, but its all at the speed of light anyway lol:|)
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== Fixed Enter Message up ==
- I changed the font to mono-spaced so the charecters line up, and the lines actually correspond to how many charecters per line fit with or without faces. RM2k 1.07 V2 patch by PheonixX_2 claimed he fixed it, but not completely. I changed the font to Courier New, which is thinner than other mono-spaced fonts, along with widening the message box, so you can fit more into there. Don't complain that I didn't fix the message box - make sure you have the Courier New font.
- I didn't like the larger fonts PheonixX_2 put in, and I preferred the standard ones.
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== Incorrect Wordage - What's real is the opposite ==
- Changed "Impossibile Death" to "Possible Death", a reverse-meaning translation that was also spelled wrong..
- Changed "Move All" to "Wait until Moved". The name of this action is misleading. It's actual function is to wait until all events are finished moving.
- Changed "Allow Event Overlap" to "Don't Allow Event Overlap."
- Changed "Free Escape" to "No Escape" because when it's on Free Escape you can't escape.
- Changed "Stop Event" to "Allow Escape", it's actual meaning.
- "Clear Timer" which in fact doesn't affect the timer whatsoever, is now "Delete Event"
- Changed "Get Damage value from Variable" to "Set Damage value to Variable" on the "Take Damage" dialog. There's a whole bunch of things that say Get instead of Set or Change, and vice versa, which can be VERY confusing.
- "Set Event/Terrain ID" is now "Get Event/Terrain ID" - Set is CLEARLY the incorrect translation. Because the actual function of the command is to return the event/terrain ID of the selected event/tile and set it TO a variable, not to change the event or terrain ID of a certain event/tile.
- Fixed where if you set a variable to the number of escapes you have, it says "fights."
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emperorevil@dark-dominion.com
dark-dominion.com/