Bom muito tem a mesma opinião do que a minha que os gráficos exeto o chars do VX são mais bonitos:
Mas as animações são D+, mas o que quero realmente mostrar com esse script é que é possível copiar todas as animações do VX e converter para o XP.
Como fazer:
Obs: Todas as outras animações no XP serão apagadas e modificadas pelas do VX.
Script:
Criador = Kread-EX
Disponibilizado por : Komuro
Crédito a nós
Bom uso.
Mas as animações são D+, mas o que quero realmente mostrar com esse script é que é possível copiar todas as animações do VX e converter para o XP.
Como fazer:
- Spoiler:
1° Coloque esse script acima do Main como de costume.
2° copie a pasta animation do vx e cole em seu projeto.
3° entre em data e copie o Animations.rvdata do vx e cole na pasta Data do XP.
5° rode o projeto.
6° Copie o resultado das "Animations.rxdata" na pasta"Data/Animations/" do XP.
7° Pronto convertidos com suscesso
Obs: Todas as outras animações no XP serão apagadas e modificadas pelas do VX.
Script:
- Spoiler:
#==============================================================================
# ** Animation Converter
# v. 1.0
# Author: Kread-EX
# ------------------------------------------------------------------------------
# Converts vxdata animations files to rxdata.
#==============================================================================
# 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.
### INSTRUCTIONS ###
# 1 - Copy 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.
# NOTE: RPGXP Editor will not read the second bitmap of the animation but the game will.
#--------------------------------------------------------------------------
# * Converts the rvdata file
#--------------------------------------------------------------------------
module RPG
class Animation
attr_accessor(:animation1_name, :animation1_hue, :animation2_name, :animation2_hue)
class Timing
attr_accessor(:se)
end
end
class SE
attr_reader(:name, :volume, :pitch)
end
end
if $DEBUG && FileTest.exist?('Animations.rvdata')
array = [nil]
a = load_data('Animations.rvdata')
a.each {|anim|
next if anim == nil
b = anim
c = RPG::Animation.new
c.id = b.id
c.name = b.name
c.animation_name = b.animation1_name
c.animation_hue = b.animation1_hue
c.position = b.position
c.frame_max = b.frame_max
c.frames = b.frames
c.timings = b.timings
(0..c.timings.size-1).each {|i| c.timings[i].se = RPG::AudioFile.new(b.timings[i].se.name,
b.timings[i].se.volume, b.timings[i].se.pitch)}
c.animation2_name = b.animation2_name
c.animation2_hue = b.animation2_hue
array.push(c)}
save_data(array, 'Animations.rxdata')
end
#--------------------------------------------------------------------------
# * This part will allow the game to read the animation
#--------------------------------------------------------------------------
module RPG
#--------------------------------------------------------------------------
class Sprite < ::Sprite
#--------------------------------------------------------------------------
# * Process the animation
#--------------------------------------------------------------------------
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_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
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new(self.viewport)
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
#--------------------------------------------------------------------------
# * Sets the sprites
#--------------------------------------------------------------------------
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
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x - self.ox + self.src_rect.width / 2
sprite.y = self.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
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
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
Criador = Kread-EX
Disponibilizado por : Komuro
Crédito a nós
Bom uso.