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Cherry
31.03.2008, 17:39
Force Harmony

Hier etwas Obstsalat mit Bananen-Joe und Kirsche (wobei 90% an die Banane geht):

Force Harmony bringt den RPG Maker 2003 v1.05 oder höher, der normalerweise keine Harmony.dll mehr nutzt, letzteres doch zu tun (dies gilt auch für die Value!-Version). Somit werden alle Patches, die sonst nicht mit diesen Versionen kompatibel waren (z.B. der Tastenpatch), mit v1.05 und höher benutzbar!!!

Was hat das nun für einen Effekt?

+ Harmony-Patches nutzbar (siehe oben)
+ MIDI-Wiedergabe wie beim 2k, sprich: Leerstellen am Beginn der MIDI werden übersprungen
- MP3-Support geht verloren. Dem lässt sich leicht abhelfen, in dem man z.B. Disharmony von derula (http://www.rpga.info/forum/showthread.php?t=46125) nützt, damit kann man MP3s genauso abspielen, wie sonst auch im 2k3.

Außerdem wird nun der PP in eine harmony gequetscht, was mir mehr Möglichkeiten und dem Benutzer eine einfachere Bedienung bietet, ohne schlechtes Gewissen dass der "alle Versionen"-Support verloren ginge.

DOWNLOAD deutsch (http://cherry1.ch.funpic.de/forceharmony_deutsch.rar)
DOWNLOAD englisch (http://cherry1.ch.funpic.de/forceharmony_english.rar)

Viel Spaß!

mfG Cherry

Kelven
31.03.2008, 18:36
+ MIDI-Wiedergabe wie beim 2k, sprich: Leerstellen am Beginn der MIDI werden übersprungen

Mit den gleichen Bugs des 2Ks? Es ist ja bekannt, dass der 2K zig MIDIs nur mit Klavier abspielt bzw. Instrumente verschluckt.

Cherry
31.03.2008, 18:37
Hm, ja. Da lässt sicher aber vielleicht was machen. Daran hab ich jetzt gar nicht gedacht ^^

*für Glory Harmony merk*

mfG Cherry

EDIT: Falls irgendwer nicht versteht, wozu das ganze gut sein sollte:

hier mal die wichtigsten Änderungen von 1.05 und höher (besonders 1.05 ist interessant):


Version 1.09 (January 14, 2004)

Bug Fixes:

- When magic is reflected by a character with the "reflect" condition, the problem where the proper battle animation would sometimes not play on the new target was corrected.

- The problem where damage indication would occur on the fifth frame of the animation when using an item that mimics a skill was corrected.

- The problem where "Enable Combo" would not stick after certain battle events were executed was fixed.

- The problem where repeatedly changing class would cause the character's stats to drop regardless of class settings was fixed.

- The problem where weapon animation was slow or nonexistant in the weapon animation settings screen was corrected.

- The problem where the stat bonuses from some equipment would persist after changing class when that equipment was unequipped was fixed.


Version 1.08 (September 22, 2003)

Bug Fixes:

- Fixed the problem where games would randomly crash when a skill was used.

- The problem where skills that increased attack power would only do so for one turn was corrected.

- The problem where the character battle animations screwed up for characters that had been confused the previous battle was fixed.

- When a character is revived in combat, the game should no longer crash if an enemy is killed immediately following.

- In battles using the Traditional layout, a defeated enemy's name will now disappear from the monster list immediately instead of at the next targetting prompt.


Version 1.07 (July 15, 2003)

Bug Fixes:

- When using the "two weapons" option, the problem where the damage equation did not scale correctly to large numbers was fixed.

- The problem where the game would crash if a confused ally attacks with the long-range weapon animation setting "attack each enemy in turn" was used is now fixed.

- If a character had a status ailment that altered attack power coexisting with anothe status ailment, the damage dealt would not reflect the attack power change. This has been fixed.


Version 1.06 (June 24, 2003)

Changed Feature:

- When a skill is used, any damage value and any enemy deaths associated with it are shown at the end of the animation, regardless of the animation's length.

Bug Fixes:

- When a character attacks more than once due to "Enable Combo" and kills a monster, that character will move on to any remaining targets if additional attacks remain.

- The problem where save data from games made with version 1.04 or earlier could not be read was corrected.

- All MP3 files should be recognized, regardless of ID3 tags or encoding method.

- Optimized the program to work with certain MIDI synthesizers.

- The problem where sometimes the damage value shown was not equal to the damage actually recorded by the engine was fixed.

- If a character with the "two weapons" option uses weapons with different attack power levels and/or attributes, the weapons should now behave independently of each other for purposes of calculating damage.

- With regard to "key input processing", the repeat rate for the shift key was changed.

- When using "extended" battle animations for your character battle animations, the preview should now show properly in the editor.


Version 1.05 (May 13, 2003)

New Features:

- You can now nest "\n" and "\v", so you could do "\n[\v[1]]" to show the name of the character with ID stored in variable 1.

- The picture limit is increased from 40 to 50.

- When using "key input processing", it is now possible to disallow input of certain direction keys while allowing others.

- "Shift" was added as a possible key for "key input processing".

- You can make message text move more quickly by pressing the decision key during play (mirrors the feature that has always existed in test play).

- MP3 files can now be used for BGM.

- You can now target heroes when using the "show battle animation" battle event command.

- MP is now indicated in the "traditional" battle system type.

- "Input Number" has been added to the battle event options. No need to use a common event to invoke it now.

- You can now speed up the display of character battle animations in the editor so that you can see how they will look in battle more easily.

- You can now type in a message to display if an ability misses. For instance, if you use an ability that causes poisoning, but the monster has poison resistance, causing the attack to miss, the term you enter will show.

Changed Features:

- The image priority of pictures and battle animations was reversed.

- The variance in the number of steps between encounters for a given encounter rate has been reduced.

Bug Fixes:

- The problem where "half MP consumption" items were not showing the correct modified MP cost in the menu was corrected.

- The problem where a battle event would occur twice when the battle event start condition "number of turns taken by character" was used was corrected.

- The problem where a character's ATB gauge would freeze if the battle event start condition "[character] uses the [x] command" removed the character using it, then re-added the character to the party later, was fixed.

- Sometimes when the target of a status-removal spell was set to "self", and a mosnter used it, the status would not be cured and instead change to something random. This has been fixed.

- The problem where a battle event with the "[character] uses the [x] command" start condition combined with another start condition would execute even when only the battle command was chosen was fixed.


mfG Cherry