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-   -   [RMVX] RPG Maker VX 1.01 added Script (http://zelaron.com/forum/showthread.php?t=44650)

Goodlookinguy 2008-02-18 08:58 PM

RPG Maker VX 1.01 added Script
 
If you were working on a game for the old Japanese RPG Maker VX version 1.00 and updated that to RPG Maker VX v1.01 (not the English v1.02), they added a script to it. Without it, your games will not play. So here is the script.

Code:

#==============================================================================
# ■ VX_SP1
#------------------------------------------------------------------------------
#  プリセットスクリプトの不具合を修正します。 (A bug was fixed in the script presets)
#==============================================================================

#------------------------------------------------------------------------------
# 【SP1 修正内容】 (SP1 Fixes/Changes)
#------------------------------------------------------------------------------
# ■アニメーションにて、番号の大きいセルが番号の小さいセルより画面の上にあると
#  き(Y座標が小さいとき)、セルの表示の優先順位が仕様通りにならなくなる不具
#  合を修正しました。
# ■アニメーションの反転表示時、Y座標の計算方法が誤っている不具合を修正しまし
#  た。
# ■同じアニメーションを連続して表示する際、必要なグラフィックを誤って解放して
#  しまう場合がある不具合を修正しました。
#  I will explain what the script does since I have some time to write more about it.
#------------------------------------------------------------------------------

# Start class Sprite_Base inheriting Class Sprite
class Sprite_Base < Sprite
  #--------------------------------------------------------------------------
  # ● アニメーションの解放 (Free/Release Animation [...from memory])
  #--------------------------------------------------------------------------
  # dispose_animation is set as alias for eb_sp1_dispose_animation
  alias eb_sp1_dispose_animation dispose_animation
  # Define function dispose_animation
  def dispose_animation
    eb_sp1_dispose_animation
    # Instance Variable animation_bitmap1 is null
    @animation_bitmap1 = nil
    # Instance Variable animation_bitmap2 is null
    @animation_bitmap2 = nil
  end
  #--------------------------------------------------------------------------
  # ● アニメーションスプライトの設定 (Sprite animation settings)
  #    frame : フレームデータ (RPG::Animation::Frame) (Frame Data)
  #--------------------------------------------------------------------------
  # animation_set_sprites is set as alias for eb_sp1_animation_set_sprites
  alias eb_sp1_animation_set_sprites animation_set_sprites
  # Set Class animation_set_sprites with parameters "frame"
  def animation_set_sprites(frame)
    # Use function eb_sp1_animation_set_sprites using parameters of parent "frame"
    eb_sp1_animation_set_sprites(frame)
    # Cell data is set as parameter "frame".cell_data
    cell_data = frame.cell_data
    # For i = 0; i < 15; i auto-increment
    for i in 0..15
      # sprite equals instance variable animation_sprites array value of i
      sprite = @animation_sprites[i]
      # end for if sprite is null
      next if sprite == nil
      # Check if out of cell_data length (example, if cell_data = "hello", then cell_data[4,0] = "", but cell_data[6,0] = nil, on the other hand)
      pattern = cell_data[i, 0]
      # End for if pattern is null or pattern is equal to -1
      next if pattern == nil or pattern == -1
      # if instance variable animation_mirror is true or 1
      if @animation_mirror
        # sprite.y equals instance variable animation_oy + celldata[i, 2]
        sprite.y = @animation_oy + cell_data[i, 2]
      end
      # sprite.z equals this class.z value plus 300 plus i
      sprite.z = self.z + 300 + i
    end
  end
end


Coriander 2008-02-18 09:53 PM

Thanks for postin it.

Michael_sama 2008-02-18 10:05 PM

Yes, if you want to check out games made by the creators on the Japanese version of the game you’ll need the update. Besides, once you slap this update on say goodbye to lag. It’s really crazy how smoothly the game runs now.

I’ve seen a little of the VX game made by the creators of VX (requires the update), and it makes since why they are the game creator of a game creator system… Anyhow, just using the RTP, there are still amazing features presented by the scripting.

I’m just plugging in more information to help feed the ego that is my little brother. He’s not feeling well, so today I’ll be nice. (Normally I attack his ego.)

Coriander 2008-02-18 10:17 PM

Really now? I will hunt for some video's for it. >.> Well attacking younger brothers is what older brothers do, after all i should know being the youngest in my family >.<

Goodlookinguy 2008-02-19 07:22 PM

Quote:

Originally Posted by Coriander
Really now? I will hunt for some video's for it. >.> Well attacking younger brothers is what older brothers do, after all i should know being the youngest in my family >.<

We are both the youngest, we know how it feels...

I updated the Wikipedia article on RPG Maker VX http://en.wikipedia.com/wiki/RPG_Maker_VX

Disappointments
Hacking Issues
Updates

If any of you think you could word it better than I did, do it please.

Atnas 2008-02-19 07:40 PM

I'll look at what you wrote when I have more time, but isn't Algus a sample game as well?

http://www.enterbrain.co.jp/digifami...game/Algus.exe

Goodlookinguy 2008-02-19 08:20 PM

Quote:

Originally Posted by Atnas
I'll look at what you wrote when I have more time, but isn't Algus a sample game as well?

http://www.enterbrain.co.jp/digifami...game/Algus.exe

Yes, I think it is. I already downloaded it about 2-days ago.

Anewtime 2009-07-17 06:38 PM

How?
 
Quote:

Originally Posted by Goodlookinguy (Post 620515)
If you were working on a game and updated the RPG Maker VX, they added a script to it. Without it, your games will not play. So here is the script.

Code:

#==============================================================================
# ■ VX_SP1
#------------------------------------------------------------------------------
#  プリセットスクリプトの不具合を修正します。
#==============================================================================

#------------------------------------------------------------------------------
# 【SP1 修正内容】
#------------------------------------------------------------------------------
# ■アニメーションにて、番号の大きいセルが番号の小さいセルより画面の上にあると
#  き(Y座標が小さいとき)、セルの表示の優先順位が仕様通りにならなくなる不具
#  合を修正しました。
# ■アニメーションの反転表示時、Y座標の計算方法が誤っている不具合を修正しまし
#  た。
# ■同じアニメーションを連続して表示する際、必要なグラフィックを誤って解放して
#  しまう場合がある不具合を修正しました。
#------------------------------------------------------------------------------

class Sprite_Base < Sprite
  #--------------------------------------------------------------------------
  # ● アニメーションの解放
  #--------------------------------------------------------------------------
  alias eb_sp1_dispose_animation dispose_animation
  def dispose_animation
    eb_sp1_dispose_animation
    @animation_bitmap1 = nil
    @animation_bitmap2 = nil
  end
  #--------------------------------------------------------------------------
  # ● アニメーションスプライトの設定
  #    frame : フレームデータ (RPG::Animation::Frame)
  #--------------------------------------------------------------------------
  alias eb_sp1_animation_set_sprites animation_set_sprites
  def animation_set_sprites(frame)
    eb_sp1_animation_set_sprites(frame)
    cell_data = frame.cell_data
    for i in 0..15
      sprite = @animation_sprites[i]
      next if sprite == nil
      pattern = cell_data[i, 0]
      next if pattern == nil or pattern == -1
      if @animation_mirror
        sprite.y = @animation_oy + cell_data[i, 2]
      end
      sprite.z = self.z + 300 + i
    end
  end
end


How/where in the script do you put this?

Wed-G 2009-07-18 07:29 PM

Hmm. Never saw this thread before. Stickied.

GLG, could you provide more info in your original post so users won't have to search for instructions?

Goodlookinguy 2009-07-18 09:55 PM

Quote:

Originally Posted by Wed-G (Post 678730)
Hmm. Never saw this thread before. Stickied.

GLG, could you provide more info in your original post so users won't have to search for instructions?


Instructions? What instructions do you need? When I got the 1.01 version of the game I started a new game, found that in it, and stuck it in my 1.00 version of the game and it worked. There's nothing special. Only thing I suppose is that you need to stick the script where it tells you to stick scripts. To be honest though, the first official English version was version 1.02. Which I now also own.

Wed-G 2009-07-23 08:24 AM

Hmm. From my brief read through, I thought it was a script you had to put in, not one that came with the update. Oh well.


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