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> VX to XP Animation Converter, A small utility to convert Battle Animations
Kread-EX
post Feb 25 2010, 08:26 AM
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VX to XP Animation Converter

Version: 1.0
Author: Kread-EX


Introduction

This script makes animations created with RMVX useable with RMXP.
"What the point ?", you might ask.
Well, I had to make this for my own use, so I release it in case others need it.

Basically, RMVX animations use 2 bitmap files which is great. If you have animated battlers
with a lot of special moves, you might end up with tons of bitmap files to bloat your project's size.
In that case, you can create animation data in RPG VX and convert them to the XP format.


Script
Just here.

Installation

1 - Download the script and paste it just above Main.

2 - Make your animation file with RPG Maker VX.

3 - Create a backup for all your animation files, you never know what might happens.

4 - Locate the file named "Animations.rvdata" in the "Data/Animations/" folder of your VX project and paste it in your XP project folder.

5 - Run your RMXP game executable from the editor.

6 - Copy the resulting "Animations.rxdata" file into the "Data/Animations/" folder of your XP project.

7 - Although you won't see the result in the editor, both bitmaps will be loaded by the game.

Disclaimer

This script is not designed to be widely used. I just know that 99% of people won't use it. It's normal. I made it for me in the first place, but you never know if someone might need it.


Terms and Conditions

None, really. I don't mind this to be ditributed anywhere you want, as long as you don't claim it as yours.


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chaizzxx
post Mar 8 2010, 04:37 AM
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Thankyou... Its usefull...

This post has been edited by chaizzxx: Mar 8 2010, 04:39 AM
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jnt_acf
post May 15 2010, 07:45 PM
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Hey awesome script! i have just 2 questions, is there a way to convert the xp animations to vx, so you can edit them there and then switch back to xp? do you know if your script intefieres with the rtab connected attacking?
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Kread-EX
post May 16 2010, 12:45 AM
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If you rename the Animations.rxdata file to Animations.rvdata and put it into a VX project, you can edit them, yes.


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jnt_acf
post May 16 2010, 09:50 AM
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I have realized the RTAB modifies the sprite class so i dont think your script is going to work on my proyect, is there a way to make them compatible? it would be great if you could help me. just in case, here is the sprite class on the rtab

CODE
module RPG

class Sprite < ::Sprite
def initialize(viewport = nil)
super(viewport)
@_whiten_duration = 0
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
@_damage = []
@_animation = []
@_animation_duration = 0
@_blink = false
end
def damage(value, critical, type = 0)
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
if type == 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(176, 144, 255)
end
else
if type == 0
bitmap.font.color.set(255, 255, 255)
else
bitmap.font.color.set(255, 176, 144)
end
end
if type == 2
bitmap.font.color.set(255, 224, 128)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
string = "CRITICAL"
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, string, 1)
bitmap.draw_text(+1, -1, 160, 20, string, 1)
bitmap.draw_text(-1, +1, 160, 20, string, 1)
bitmap.draw_text(+1, +1, 160, 20, string, 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, string, 1)
end
num = @_damage.size
if type != 2
@_damage.push([::Sprite.new, 40, 0, rand(40) - 20, rand(30) + 50])
else
@_damage.push([::Sprite.new, 40, 0, rand(20) - 10, rand(20) + 60])
end
@_damage[num][0].bitmap = bitmap
@_damage[num][0].ox = 80 + self.viewport.ox
@_damage[num][0].oy = 20 + self.viewport.oy
if self.battler.is_a?(Game_Actor)
@_damage[num][0].x = self.x
@_damage[num][0].y = self.y - self.oy / 2
else
@_damage[num][0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
@_damage[num][0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
@_damage[num][0].zoom_x = self.zoom_x
@_damage[num][0].zoom_y = self.zoom_y
@_damage[num][0].z = 3000
end
end
def animation(animation, hit)
return if animation == nil
num = @_animation.size
@_animation.push([animation, hit, animation.frame_max, []])
bitmap = RPG::Cache.animation(animation.animation_name,
animation.animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
if @_animation[num][0].position != 3 or
not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation[num][3].push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation(@_animation[num])
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
# update_loop_animation
end
def dispose_damage
for damage in @_damage.reverse
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
end
def dispose_animation
for anime in @_animation.reverse
sprite = anime[3][0]
if sprite != nil
@@_reference_count[sprite.bitmap] -= 1
if @@_reference_count[sprite.bitmap] == 0
sprite.bitmap.dispose
end
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def effect?
@_whiten_duration > 0 or
@_appear_duration > 0 or
@_escape_duration > 0 or
@_collapse_duration > 0 or
@_damage.size == 0 or
@_animation.size == 0
end
def update
super
if @_whiten_duration > 0
@_whiten_duration -= 1
self.color.alpha = 128 - (16 - @_whiten_duration) * 10
end
if @_appear_duration > 0
@_appear_duration -= 1
self.opacity = (16 - @_appear_duration) * 16
end
if @_escape_duration > 0
@_escape_duration -= 1
self.opacity = 256 - (32 - @_escape_duration) * 10
end
if @_collapse_duration > 0
@_collapse_duration -= 1
self.opacity = 256 - (48 - @_collapse_duration) * 6
end
for damage in @_damage
if damage[1] > 0
damage[1] -= 1
damage[4] -= 3
damage[2] -= damage[4]
if self.battler.is_a?(Game_Actor)
damage[0].x = self.x + (40 - damage[1]) * damage[3] / 10
damage[0].y = self.y - self.oy / 2 + damage[2] / 10
else
damage[0].x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2 +
(40 - damage[1]) * damage[3] / 10
damage[0].y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y + damage[2] / 10
damage[0].zoom_x = self.zoom_x
damage[0].zoom_y = self.zoom_y
end
damage[0].z = 2960 + damage[1]
damage[0].opacity = 256 - (12 - damage[1]) * 32
if damage[1] == 0
damage[0].bitmap.dispose
damage[0].dispose
@_damage.delete(damage)
end
end
end
for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
update_animation(anime)
end
end
if @_loop_animation != nil and (Graphics.frame_count % 2 == 0)
update_loop_animation
@_loop_animation_index += 1
@_loop_animation_index %= @_loop_animation.frame_max
end
if @_blink
@_blink_count = (@_blink_count + 1) % 32
if @_blink_count < 16
alpha = (16 - @_blink_count) * 6
else
alpha = (@_blink_count - 16) * 6
end
self.color.set(255, 255, 255, alpha)
end
@@_animations.clear
end
def update_animation(anime)
if anime[2] > 0
frame_index = anime[0].frame_max - anime[2]
cell_data = anime[0].frames[frame_index].cell_data
position = anime[0].position
animation_set_sprites(anime[3], cell_data, position)
for timing in anime[0].timings
if timing.frame == frame_index
animation_process_timing(timing, anime[1])
end
end
else
@@_reference_count[anime[3][0].bitmap] -= 1
if @@_reference_count[anime[3][0].bitmap] == 0
anime[3][0].bitmap.dispose
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.viewport.rect.height - 320
else
sprite.y = self.viewport.rect.height - 160
end
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
sprite.y = self.y - self.oy * self.zoom_y / 2 +
self.viewport.rect.y
if position == 0
sprite.y -= self.src_rect.height * self.zoom_y / 4
elsif position == 2
sprite.y += self.src_rect.height * self.zoom_y / 4
end
else
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
if position != 3
sprite.zoom_x *= self.zoom_x
sprite.zoom_y *= self.zoom_y
end
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
def x=(x)
sx = x - self.x
if sx != 0
for anime in @_animation
if anime[3] != nil
for i in 0..15
anime[3][i].x += sx
end
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].x += sx
end
end
end
super
end
def y=(y)
sy = y - self.y
if sy != 0
for anime in @_animation
if anime[3] != nil
for i in 0..15
anime[3][i].y += sy
end
end
end
if @_loop_animation_sprites != nil
for i in 0..15
@_loop_animation_sprites[i].y += sy
end
end
end
super
end
end
end
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Kread-EX
post May 16 2010, 10:49 AM
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RTAB modifies the animation system, so yeah, this won't work. I'll make a RTAB patch. Check out if a day or two, ok ?


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jnt_acf
post May 29 2010, 12:50 PM
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Thanks! i will be waiting
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Kread-EX
post May 30 2010, 04:50 AM
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Try to put this after both the RTAB and the converter.

[Show/Hide] Spoiler
CODE
module RPG

class Sprite < ::Sprite

   def animation(animation, hit)
    return if animation == nil
    num = @_animation.size
    @_animation.push([animation, hit, animation.frame_max, []])
    animation_name = animation.animation_name
    animation_name2 = animation.animation2_name
    animation_hue = animation.animation_hue      
    animation_hue2 = animation.animation2_hue
    @bitmap = RPG::Cache.animation(animation_name, animation_hue)
    @bitmap2 = RPG::Cache.animation(animation_name2, animation_hue2) rescue @bitmap2 = nil
    if @@_reference_count.include?(@bitmap)
     @@_reference_count[@bitmap] += 1
    else
     @@_reference_count[@bitmap] = 1
    end
    if @bitmap2 != nil
     if @@_reference_count.include?(@bitmap2)
      @@_reference_count[@bitmap2] += 1
     else
      @@_reference_count[@bitmap2] = 1
     end
    end
    if @_animation[num][0].position != 3 or
    not @@_animations.include?(animation)
     for i in 0..15
      sprite = ::Sprite.new
      sprite.visible = false
      @_animation[num][3].push(sprite)
     end
     unless @@_animations.include?(animation)
      @@_animations.push(animation)
     end
    end
    update_animation(@_animation[num])
   end

   def animation_set_sprites(sprites, cell_data, position)
    for i in 0..15
     sprite = sprites[i]
     pattern = cell_data[i, 0]
     if !pattern.nil? && pattern < 100
      sprite.bitmap = @bitmap
    elsif !pattern.nil?
      sprite.bitmap = @bitmap2
     end
     if sprite == nil or pattern == nil or pattern == -1
      sprite.visible = false if sprite != nil
      next
     end
     sprite.visible = true
     sprite.src_rect.set(pattern % 5 * 192, pattern % 100 / 5 * 192, 192, 192)
     if position == 3
      if self.viewport != nil
       sprite.x = self.viewport.rect.width / 2
       if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
        sprite.y = self.viewport.rect.height - 320
       else
        sprite.y = self.viewport.rect.height - 160
       end
      else
        sprite.x = 320
        sprite.y = 240
      end
     else
      sprite.x = self.x + self.viewport.rect.x -
      self.ox + self.src_rect.width / 2
      if $game_temp.in_battle and self.battler.is_a?(Game_Enemy)
       sprite.y = self.y - self.oy * self.zoom_y / 2 +
       self.viewport.rect.y
      if position == 0
       sprite.y -= self.src_rect.height * self.zoom_y / 4
      elsif position == 2
       sprite.y += self.src_rect.height * self.zoom_y / 4
      end
     else
      sprite.y = self.y + self.viewport.rect.y -
      self.oy + self.src_rect.height / 2
      sprite.y -= self.src_rect.height / 4 if position == 0
      sprite.y += self.src_rect.height / 4 if position == 2
     end
    end
    sprite.x += cell_data[i, 1]
    sprite.y += cell_data[i, 2]
    sprite.z = 2000
    sprite.ox = 96
    sprite.oy = 96
    sprite.zoom_x = cell_data[i, 3] / 100.0
    sprite.zoom_y = cell_data[i, 3] / 100.0
    if position != 3
     sprite.zoom_x *= self.zoom_x
     sprite.zoom_y *= self.zoom_y
    end
    sprite.angle = cell_data[i, 4]
    sprite.mirror = (cell_data[i, 5] == 1)
    sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
    sprite.blend_type = cell_data[i, 7]
   end
  end
end
end


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jnt_acf
post May 31 2010, 06:01 PM
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thanks!, ...mmm the game crashes when playing an animation in battle. i get something like

QUOTE
undefined local variable or method `animation2_name' for #<Sprite_Battler:0x13ca248>
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MagitekElite
post May 31 2010, 07:55 PM
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You might be missing an image file. I'm no scripter...but that's my guess.

Anyway, great script, Kread! I actually like the animations in VX a little more than XP, so this is good for me ^.^


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Kread-EX
post Jun 1 2010, 12:16 AM
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Typo... Fixed. tongue.gif


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archeart
post Jun 1 2010, 01:39 AM
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whoah nice script you have here kread tongue.gif hope to see more in the future :3


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jnt_acf
post Jun 27 2010, 12:18 PM
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mmm nop. i don't think it's about a missing file, hey here is a mini demo with the error, please take a look at it.
http://rapidshare.com/files/403343569/rtab.rar.html
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Kread-EX
post Jun 27 2010, 12:49 PM
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It was the same typo, which was more present than I thought. And for some reason, the original converter is corrupted in your demo. I'm going to update the download link right now, so maybe you should re-download it.


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jnt_acf
post Jun 27 2010, 04:19 PM
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mmm i got the same error, in rtab update_animation in line "@@_reference_count[anime[3][0].bitmap] -= 1" mmm i think this method needs to be edited to include the bitmap2 somehow

CODE
def update_animation(anime)
if anime[2] > 0
frame_index = anime[0].frame_max - anime[2]
cell_data = anime[0].frames[frame_index].cell_data
position = anime[0].position
animation_set_sprites(anime[3], cell_data, position)
for timing in anime[0].timings
if timing.frame == frame_index
animation_process_timing(timing, anime[1])
end
end
else
@@_reference_count[anime[3][0].bitmap] -= 1 #<------------------------ error line
if @@_reference_count[anime[3][0].bitmap] == 0
anime[3][0].bitmap.dispose
end
for sprite in anime[3]
sprite.dispose
end
@_animation.delete(anime)
end
end
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Kread-EX
post Jun 28 2010, 02:13 AM
Post #16


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Ah, yes. It's not a problem with my patch but rather a RTAB problem (it can happen with other scripts as well). Just add: if @@_reference_count[anime[3][0].bitmap] != nil after @@_reference_count[anime[3][0].bitmap] -= 1 (on the same line).


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jnt_acf
post Jun 28 2010, 12:02 PM
Post #17


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mmm the game doesn't crashes anymore, but it doesn't display the second animation, i also realized the patch should say
CODE
animation_name = animation.animation_name
animation_name2 = animation.animation2_name
animation_hue = animation.animation_hue
animation_hue2 = animation.animation2_hue
@bitmap = RPG::Cache.animation(animation_name, animation_hue)
@bitmap2 = RPG::Cache.animation(animation_name2, animation_hue2) rescue @bitmap2 = nil

there were some typing errors, but still no second animation
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Kread-EX
post Jun 29 2010, 02:45 AM
Post #18


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Copy the last patch I provided (I edited the post), the non-corrupted original converter, and do the correct modification of the RTAB script, and it will work. I did it with your demo and didn't have any problem.


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jnt_acf
post Jun 29 2010, 04:42 PM
Post #19


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thanks, it works now biggrin.gif
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Locke
post Jun 30 2010, 10:59 PM
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Nice one smile.gif I haven't seen new scripts from XP in 5 or 6 or 7 days tongue.gif
But this should be good thumbsup.gif


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