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> RMVXP - version 0.8.4
Jens of Zanicuud
post Oct 28 2012, 12:13 PM
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RMVXP

version: 0.8.4
release date: 28th October, 2012
system: RGSS // RPG Maker XP

Introduction

This isn't exactly a script. It's a RGSS project which works with RGSS2 (i.e. RMVX) scripts.
In practice, by means of this you'll be able to script in RGSS2 with RMXP.

Link to the project

RMVXP

Script

It's a complete set of scripts which makes RMXP "talk" with RGSS2. Just open the Demo and see how much work did it cost smile.gif

Terms of use

I don't own neither the software nor right on RGSS or RGSS2. Anyway, I'd like to be credited for my work, since it costed something like three days to complete the compatibility procedure. Feel free to use it and enjoy, but remember I made it all.

Features

Almost every function of RMXP was made compatible with RMVX scripts, except for a couple of functions:

1. Fogs aren't present in RMVX, so I will make an addon later. As a result, fogs commands aren't available or working properly.
2. I wasn't able to script Radial Blur in RGSS. I'll try adding this feature later.
3. Viewport association as a separate method was impossible for me to script in RGSS. I'd be glad if someone has some idea smile.gif

NEW!

Attributes like Pharmacology, Dual Wield etc. are finally available. Just check the demo and talk with the four Fake Sephiroth Clones to learn how to use them smile.gif

Notes

>Most of the features can be modified only via script: I've created the RMVXP module script (just above Materials) in which you can modify almost every RMVX database function. Things such as Status Icons can be modified here.
>I can't provide a proper instruction booklet for now.
>Some of the RMVX missing functions (the one which regards vehicles, for example) are available through scripts. Just see the Missing Functions script above the RMVXP module script

Remember to add your own script under the Materials label. Use as many aliases you can.

This is intended as a beta version. If you find some bug / have some notes / request, just ask /reply.

Credits

>Wave Effect script by: zecomeia
#date: 01/03/2010
#for: RGSS
#version: 1.0
#www.colmeia-do-ze.blogspot.com

>snap_to_bitmap script by: Keroro
@http://www.rpg2s.net

>XPML comment reader (probably) by Rataime
I've found little information about it. Many scripts I found use it, but there's no precise reference to the author of the comment reading section.

>Every other script under the @Compatibility label modified by me.

Ask for troubleshooting anytime.

Jens of Zanicuud


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yamina-chan
post Nov 2 2012, 12:51 PM
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So basically, this replaces the XP Script system with one that's like the VX, right?
So you could have the mapping features and everything from the XP, but the engine from the VX? (Thus also no custom XP scripts in this)
It does sound interesting. I'd like to see how this works, however, I encounter a problem right at the start:

The Line refered to in that message is empty, but even if I delite all blank lines in the script untill the "end" is the last line there, I get the same message, always refering to the last line in Game_Interpreter, no matter what that line is.

This post has been edited by yamina-chan: Nov 2 2012, 12:54 PM


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Jens of Zanicuud
post Nov 2 2012, 12:59 PM
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Hey, yamina-chan smile.gif
It was a long time since I saw you on the forum.

BTW, thanks, I'll check it.

Found: line 508 - add an end below the return true

The error is here:

script: *Game_Interpreter

CODE
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def command_222
    if $game_message.visible
      return false
    else
    Graphics.transition(40, "Graphics/Transitions/" + @params[0])
    return true
    end #this is the missing end :(
  end


and here (line 498 - another end missing)

CODE
  #--------------------------------------------------------------------------
  # * Freeze Screen
  #--------------------------------------------------------------------------
  def command_221
    if $game_message.visible
      return false
    else
    Graphics.freeze
    return true
    end #another missing end...
  end


Anyway, yes it should work as a sort of RMXP with RGSS2 mounted on. There are some missing functions I have to implement yet, but the most is done smile.gif

Thanks again for the bug report,

Jens


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"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

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Rukiri
post Nov 3 2012, 03:32 AM
Post #4


emerge -avt awesome! Wait... it brings me.... HERE?!
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Now if you could get RGSS3 working then we'd have something here.


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yamina-chan
post Nov 3 2012, 03:55 AM
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Yeah, it's been a while since I posted here, I have been quite busy and didn't have much time to spend on anything RPG Maker reladed.
I've decided to spend time this weekend however =)

After I fixed the missing "ends" I tried once again to load this up and give it a try. Next thing I noticed is that you are missing an Audiofile called "Town1" in the BGM Folder in your Demo, but that's easy enough to fix myself *laughs*
However, I encounter the the next script related error bevore I reach the map.

However, this only happens if I try to load your savefile, which is a bit strange. While tring to talk to the NPCs on the map I encountered more missing recources. I borrowed Woratana's File Missing Error Preventor Script to get a list of missing items I found for you.
*Bitmap* :Graphics/Windowskins/Paper02
*Audio* :Audio/SE/Battle2
*Audio* :Audio/BGM/Battle1
*Transition* : Water1

Also, the Event with the ID 002 (Woman, upper right corner) froze my game due to the fact that she was supposed to walk a certain moveroute and the Wait for Moves completion command without the 'ignore if can't move' box ticked. Thus she walked straight into a solid event and that was the end XD'

I know, these infos do not relate to the scripting part, yet they do mess up your demo XD'
The scripting itselfs seems to have no other bugs so far, which presents some great posibilitys =) The character selection from a set with more then one character however does not work. I was confused at first about the strange selection part, always picking half of an entire charachter set when changin an event graphic. In game it does not work at all. I selected a character on the top right of a set for example, in the game itself you saw only the one on the very left.
One thing I love is the picture frame arround the game, that's a clever idea to hide the diffrent size =D
The wobly battleback made me feel somehat seasick however XD' I haven't found out where I need to look to change that so far.
Overall I really need to compliment you on an impressive job tough =D


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Jens of Zanicuud
post Nov 3 2012, 04:57 AM
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I apologize sad.gif
I'm uploading a new demo of the script, these problems were related to a bad use of RTP sad.gif

QUOTE
The character selection from a set with more then one character however does not work. I was confused at first about the strange selection part, always picking half of an entire charachter set when changin an event graphic. In game it does not work at all. I selected a character on the top right of a set for example, in the game itself you saw only the one on the very left.


1. I've fixed it. Provided I can't modify the editor itself, to select a character's appearance you have to use the comment lines you see in the event page.

for example...

>begin charas_setup
>charas_index 4
>charas_pattern 1
>direction 2

is equal to selecting the fifth character of the sheet, facing down and fixed on the second frame...
However, you can also call:

CODE
RMVX.char_change(event_id, char_name, char_hue, char_index, char_direct,
  char_pattern)


from call script.

2. to remove the waving battle background, just go to the *Spriteset_Battle script under @Compatibility and remove these lines:

CODE
    @battleback_sprite.wave_amp = 8
    @battleback_sprite.wave_length = 240
    @battleback_sprite.wave_speed = 120


Thanks for the feedback, I've spent loads of time on this project smile.gif

QUOTE
Now if you could get RGSS3 working then we'd have something here


That is the aim, but I wanted to tet RGSS2 before doing that smile.gif

Jens

P.S. Link fixed smile.gif


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

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Clord
post Nov 3 2012, 07:04 AM
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Be careful or Enterbrain might sell you a "love" letter. wink.gif

Anyways, that's is kind of cool achievement.


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Legacy
post Nov 3 2012, 07:54 AM
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This looks promising Jens, I'm a keep my eye on this. ninja.gif


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yamina-chan
post Nov 3 2012, 09:31 AM
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Well, your fixed link doesn't seem to be all that...er...functional. Not the link, the actual project that is.
On Startup:


Thanks for telling me how to remove the waving background tough =)


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Legacy
post Nov 3 2012, 09:53 AM
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I got it a working a little further, but there's a problem with "RGSS-RTP RPGVX not found"

I changed the the library location in the game.ini file. from

CODE
Library=RGSS100J.dll


to

CODE
Library=RGSS104E.dll


I'm looking a little more into it, seeing what I can do. ninja.gif

EDIT:

I have it working. You have to manually change the RTP in the editor.

Game > Select RTP, change 2 to none, and 1 to standard.


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yamina-chan
post Nov 3 2012, 02:25 PM
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Ah, that works =D
The brown haired Lady in the upper right corner still freezes the game if spoken to and her way is locked, by the way XD'
And the Guy with the long, white hair still has his SE missing.
Other then that...
Now I suppose the challenge begines in what to do with these new posibilitys =)
And possibly in finding VX scripts that work with this mix XD
Overall tough I still find this to be an impressive task =)


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Jens of Zanicuud
post Nov 4 2012, 02:42 AM
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@yamina-chan

QUOTE (yamina-chan @ Nov 3 2012, 11:25 PM) *
Now I suppose the challenge begines in what to do with these new posibilitys =)
And possibly in finding VX scripts that work with this mix XD
Overall tough I still find this to be an impressive task =)


Thanks smile.gif I should make some further modifications, since not every function is working properly and I still miss these damn features from VX (Pharmacology, Super Guard, Dual Wield...)

I've got a nice idea on how to implement them... so next version will be issued with those methods working smile.gif

Uhm... okay, let's give a brief summary.
I've almot managed not to override commonly used methods and used as many aliases as I could.
Theoretically, this script system could work with virtually every RMVX script...

Well, if you find something and want to test it, just reply here smile.gif
I'd like to add a sort of compatible script list.

@Legacy
I was an idiot smile.gif I totally forgot to remove the RTP I'm using sad.gif
I'll upload a slightly modified version...

BTW... any help 'bout radial blur and viewport assignation after initialization, would be really welcome smile.gif

@Clord
This is not against their EULA. I'm neither selling anything, nor hacking the program.
I've only used RGSS2 scripts on my RMXP. That's all. There's no rule against it.
From what they know, I could have scripted them from zero.
There's absolutely no problem smile.gif

Jens

P.S. I've fixed the RTP issue in the downloadable demo.

P.P.S I've made the demo a little more explanatory. Check it smile.gif I've also added a couple features...


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

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Legacy
post Nov 4 2012, 09:05 AM
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QUOTE (Jens of Zanicuud @ Nov 4 2012, 10:42 AM) *
@Legacy
I was an idiot smile.gif I totally forgot to remove the RTP I'm using sad.gif
I'll upload a slightly modified version...

BTW... any help 'bout radial blur and viewport assignation after initialization, would be really welcome smile.gif


Happy I could help. ^^

I know how to create radial blur in RGSS, so I'll take a shot at that one for you in a bit, as for viewport assignation I'm not really sure about that, but I'll look into it for you. happy.gif


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Jens of Zanicuud
post Nov 4 2012, 11:20 AM
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QUOTE (Legacy @ Nov 4 2012, 06:05 PM) *
QUOTE (Jens of Zanicuud @ Nov 4 2012, 10:42 AM) *
@Legacy
I was an idiot smile.gif I totally forgot to remove the RTP I'm using sad.gif
I'll upload a slightly modified version...

BTW... any help 'bout radial blur and viewport assignation after initialization, would be really welcome smile.gif


Happy I could help. ^^

I know how to create radial blur in RGSS, so I'll take a shot at that one for you in a bit, as for viewport assignation I'm not really sure about that, but I'll look into it for you. happy.gif


Thanks, Legacy smile.gif
I really appreciate your help, since I have limits as regards scripting (and I have no problems in recognizing it).
I'm looking forward to seeing what you'll manage to do smile.gif

EDIT: New update. In RMVX you're able to select a different name for some classes' skills (i.e. you can make a paladin have "Paladin Arts" instead of "Skills". I've implemented the function in a new manner. You can simple add a tag like <Paladin_Arts> to the class name to have the "Skills" command renamed "Paladin Arts" for that class smile.gif

I'll upload a new demo soon smile.gif

Jens


__________________________
"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
>

official website: TryAdIne eFfeCt

>

Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


Awards

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