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All You Need to Know About RGSS2
By SeeYouAlways
December 12, 2007 - The limited trial version of RPG Maker VX has been released just yesterday and the excitement is building up for the community. Today we will explore the scripting side of RPG Maker VX, regarding the mysterious "RGSS2".
The best feature in RPG Maker XP, compared to the previous RPG Makers, was the introduction of the scripting function, using a scripting language called the Ruby Game Scripting System, or more commonly referred to as RGSS.
This function allowed users to do limitless things with the popular game engine, which appealed especially to the advanced users. Beginners were also able to benefit by using scripts that were already made by others. Many of you would be happy to learn that the scripting feature will also be featured in RPG Maker VX, the next installment of the RPG Maker game engine series.
However, the scripting language is not the same as we know it. Enterbrain has now dubbed it "Ruby Game Scripting System 2", or RGSS2. Many of you scripters or just interested users out there will be curious as to what the difference between RGSS and RGSS2 is, or most importantly, whether the current scripts built for RPG Maker XP will be compatible with RPG Maker VX or not. We will unravel the mysterious and myths of RGSS today. Hang on tight!
Let us just say that firstly, we are basing the facts we know from the trial version of RPG Maker VX released yesterday. It is a "light-weight" version, with many functions disabled, so we are not completely sure whether the information posted here will change in the final version. Most of them should apply to it, however.
Some information is also a guesswork judging from currently known information, and we will state that it is. We will do our best to keep this guide updated and have all the information here to the best accuracy possible.
[Deleted: Script Editor Image]
The trial is in Japanese, so most of us will have no idea what it means. The documentation, which is currently being translated, is also in Japanese, but it is almost complete. The above image is the script editor in RPG Maker VX. Very familiar to the one in XP. Shall we begin now?
RPG Maker XP and RPG maker VX both use the same version of Ruby (1.81). This means scripting will not be too much different, and the standard library should almost be the same. Likewise, anyone who knows Ruby should be able to script both in RPG Maker VX and RPG Maker XP without any difficulty.
[Deleted: 'About..' Window in RMVX (I think)]
This is a quote from RPG, a skilled RGSS scripter:
QUOTE
"Some differences to RGSS (both XP and VX use the same version of Ruby):
Main changes to built-in classes:
- Graphics.resize_screen(width, height) can scale the window to a different size such as 640x480 or 320x480. Since the default scripts still assume a window size of 544x416, this is not as useful as it might seem (you'll still have to use a script)
- Graphics.snap_to_bitmap stores the screen into a Bitmap object, they use that in conjunction with Bitmap#blur to achieve the blurred background effect of the main menu.
- Graphics.brightness to control the brightness of the game.
- Bitmap#gradient_fill_rect allows filling a rect with a smooth gradient, they use it for HP and MP bar in the menu. (doable in XP with some simple scripting)
- Bitmap#blur blurs the bitmap!
- Font#shadow to turn on/off text shadow (very easy to script in RMXP)
- Sprite has a set of wave properties now, to achieve an effect similar to RPG Maker 2k/3 wave which is missing in XP.
- Structural changes to the RPG classes to fit new features. They also added a base class for items and spells for better organization.
Some changes to the provided classes (ones you can directly edit in the script editor):
- Cache is now exposed in the script editor, and is no longer under the RPG module
- Default sounds and vocabulary words are now in their own modules for easier access
- The classes are generally more organized with less reliance on dumping everything in Game_Temp like RMXP used to do.
- A more modular approach similar to that of the script SDK for RMXP where update method is divided into different update methods (makes scripts more compatible in general)
- Big classes are no longer split into different script sections (like Interpreter 1, Interpreter 2, etc. in RMXP)
- Enemies are now assigned letters next to their names such as Skeleton A/Skeleton B
- Many classes are now under base classes for better organization. This is similar to the structure of the RMXP SDK where they had a Scene_Base class for all scenes. This generally helps scripts compatibility with each other.
- There are many more but I got bored...
Main changes to built-in classes:
- Graphics.resize_screen(width, height) can scale the window to a different size such as 640x480 or 320x480. Since the default scripts still assume a window size of 544x416, this is not as useful as it might seem (you'll still have to use a script)
- Graphics.snap_to_bitmap stores the screen into a Bitmap object, they use that in conjunction with Bitmap#blur to achieve the blurred background effect of the main menu.
- Graphics.brightness to control the brightness of the game.
- Bitmap#gradient_fill_rect allows filling a rect with a smooth gradient, they use it for HP and MP bar in the menu. (doable in XP with some simple scripting)
- Bitmap#blur blurs the bitmap!
- Font#shadow to turn on/off text shadow (very easy to script in RMXP)
- Sprite has a set of wave properties now, to achieve an effect similar to RPG Maker 2k/3 wave which is missing in XP.
- Structural changes to the RPG classes to fit new features. They also added a base class for items and spells for better organization.
Some changes to the provided classes (ones you can directly edit in the script editor):
- Cache is now exposed in the script editor, and is no longer under the RPG module
- Default sounds and vocabulary words are now in their own modules for easier access
- The classes are generally more organized with less reliance on dumping everything in Game_Temp like RMXP used to do.
- A more modular approach similar to that of the script SDK for RMXP where update method is divided into different update methods (makes scripts more compatible in general)
- Big classes are no longer split into different script sections (like Interpreter 1, Interpreter 2, etc. in RMXP)
- Enemies are now assigned letters next to their names such as Skeleton A/Skeleton B
- Many classes are now under base classes for better organization. This is similar to the structure of the RMXP SDK where they had a Scene_Base class for all scenes. This generally helps scripts compatibility with each other.
- There are many more but I got bored...
Due to these changes it is safe to assume most RMXP scripts aren't compatible with VX without a bit of tweaking.
In general most of the changes are either structural or to accommodate for the new features. There are a few nice additions to the Bitmap and Graphic classes. I still think RMVX is not worth its price tag though, everything you could do here you could probably do it with XP. It's more user-friendly, but what they give you back is what they took away in RMXP, along with a really sucky default battle system. The layer system is weird as I can't figure out how to put something on another to achieve a 3 layer effect (the new tile overwrites the old tile), weird..."
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I think this might be useful
