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> Enable Usage of RMXP Character Graphic, Make RMVX support RMXP character graphic
snstar2006
post Mar 7 2008, 05:17 PM
Post #1


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CODE

class Game_Character
#--------------------------------------------------------------------------
# *initialize
#--------------------------------------------------------------------------
alias old_ini initialize
def initialize
old_ini
@original_pattern = 2
end
#--------------------------------------------------------------------------
# * strength
#--------------------------------------------------------------------------
def straighten
@pattern = 2 if @walk_anime or @step_anime
@anime_count = 0
end
end

class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# * Update Transfer Origin Bitmap
#--------------------------------------------------------------------------
def update_bitmap
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
self.bitmap = tileset_bitmap(@tile_id)
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$\#\%]./]
if sign != nil
# for single VX character
if sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
@vx_or_xp = 0
# for XP single character
elsif sign.include?('#')
@cw = bitmap.width / 4
@ch = bitmap.height / 4
@vx_or_xp = 1
# for XP character set in VX format
else
@cw = bitmap.width / 16
@ch = bitmap.height / 8
@vx_or_xp = 1
end
# for VX character set
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
@vx_or_xp = 0
end
self.ox = @cw / 2
self.oy = @ch
end
end
end

#--------------------------------------------------------------------------
# ● update Transfer origin rect
#--------------------------------------------------------------------------
def update_src_rect
if @tile_id == 0
index = @character.character_index
# XP format
if @vx_or_xp == 1
pattern = @character.pattern < 4 ? @character.pattern : 1
sx = (index % 4 * 4 + pattern) * @cw
# VX format
else
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
end
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end


I didn't write all this myself, but i fixed te original code of the author.
The original code only make you use XP graphics
I make it support both
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ERZENGEL
post Mar 7 2008, 05:28 PM
Post #2


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It's again a good script that's not helpful for me but certainly for others who don't use the CharConverter or want to use the 4 frames of the XP-Characters.

P.S.: You should mention the author of the original script for credits.
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snstar2006
post Mar 7 2008, 08:26 PM
Post #3


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I would like to include the name of the author but it's in chinese(in fact chinese simplified + a c\japanese character) so i don't know if it will display?

let me try:
the Original Author is : 诡异の猫
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OMG_RAWR!
post Mar 7 2008, 08:53 PM
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Seems pointless =X since either the Chara converter works or ya know you could manually cut off the end pose...


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snstar2006
post Mar 8 2008, 05:42 AM
Post #5


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this is not just making XP character work in VX,
the advantage of XP character is that it has 4 frames where VX only has 3

and also some people doesn't know how to use converter, or how to cut the the end column
(or too lazy to do all those work)

as for myself, i have hundreds of XP character graphic, if i cut them manually i will be crazy.

Some of the XP grahic are also use for other purposes(like made to put some items on the desk)
if you use converter you cut off some part of it.

Like it or not it is useful
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sargunster
post Jun 13 2008, 10:18 AM
Post #6


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how would you upload xp characters with this?


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Stress
post Jun 14 2008, 04:02 PM
Post #7


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I appreciate this as I've been having a hell of a time with getting those characters to work in VX.

Thanks!
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N2Y
post Jun 15 2008, 07:21 AM
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Very good job! This could be very helpful for game makers. Too bad not everyone realises that yet...


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сто4ко
post Jul 11 2008, 07:40 AM
Post #9



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Where should I put this code.. anyone ?
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HiyruuAzuretiem
post Jul 12 2008, 04:42 PM
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I too would like to know where to put this code? The first post just assumes you know where to put it. Would it be in Materials above main? But below everything else? (Making it the bottom most script?)
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jens009
post Jul 12 2008, 06:15 PM
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Yes. Just paste it above main since it will overide any previously defined methods in the script.
Well, I don't know about you guys but I think it's rather useful. I know you could either use a character converter or even cut an xp character into three frames. However you look at it, just importing XP characters using this script saves a lot of time. Besides, you get an extra frame of animation.


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HiyruuAzuretiem
post Jul 12 2008, 08:49 PM
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Hmm, I think I have a slightly better handle on VX and script placement than I thought... that was an off-the-cuff guess based on others. But what happens if you have two or three scripts that all need to be "Below everything else" Does game explode?


Edit: Extended Question

Also, when you say Above main... do you mean above in "Main Processes" Or Above in "Materials" (I also got the catepillar system that someone made will they conflict?)

This post has been edited by HiyruuAzuretiem: Jul 12 2008, 09:07 PM
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Ratty524
post Jul 12 2008, 09:16 PM
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*facepalm*

Look. In the RGSS2 editor, scroll down to where there will be a section called "Materials". Click where it says "(Insert Here)", THERE you can input your script. You could also ADD more scripts into that section ABOVE MAIN.

Sorry if I sounded a bit confrontational, but you guys NEED to just discover these type of things on your own, as they are not too elusive.

EDIT: To be on-topic, this script looks great. It makes xp graphics useful for a "more advanced" system.


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HiyruuAzuretiem
post Jul 13 2008, 02:23 AM
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-- edited --

Either way, thank you for the answer.

This post has been edited by HiyruuAzuretiem: Jul 13 2008, 02:26 AM
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RPGManiac3030
post Oct 13 2008, 01:07 PM
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Mabye I could use this and the 2k3 to XP converter to bring back the old charas!
Very useful.


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zax67
post Feb 28 2009, 08:39 AM
Post #16


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Excellent job making that script. Helped me keep a few good hours of copy+pasting tongue.gif

however there is this issue (not an error) that whenever i stop walking with a vx \ 3 pose character set the character stays in stepping pose,
meaning hes standing with one foot in front and one behind as if he's froze walking huh.gif

after reviewing my scripts alittle, i temporarily deleted this script and checked the game to see if it was this script causing it.

turns out it was ohmy.gif (Dum Dum DUUUUUM ♪♫)

its not really urgent but i wonder if anyone else noticed it or knows how to fix it or both...

srsly appreciated wink.gif


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beelzibub
post Mar 16 2009, 04:43 PM
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This script doesnt work for me and i would really like it to unfortunately it doesnt. I put it in where it was suppposed to go and the character when put in was all screwed up and skewed so can anyone give me help.


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SuperMega
post Mar 16 2009, 05:49 PM
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Well, this is a fairly nice script right here. I might just have to give it a try.


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buny
post May 16 2009, 05:46 PM
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GREAT!
NOT WORK...
what code... i must put???
i have a blood... picture that should be on vx...
but can't not worked....


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MajinBangFlash
post Aug 14 2010, 10:13 AM
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Nice one!

Really handy for my tons of XP styled characters.


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