Introduction Hello! And welcome to the first script I have ever posted. This script is by Brokensin but I asked him if I could post it and he said yes. He had made this script for me because there weren't any.
Airship scripts like this. He said 'its basically just VX's on XP and mode 7-ified' - real quote btw -.
But yeah, enough talk, and on with the script! (btw, I don't know why he won't post it.) Only works with Neo Mode-7. What you need Neo Mode-7 Script Airship Graphic = the title has to be Airship.whatever like Airship.png Airship.bmp and placed in the Characters folder Shadow Graphic = Er.
You need a shadow, don't you? Place your shadow file in the Pictures folder. Your map must have NM7 in the map name. The Script Place this above 'Main.' Get the script from the demo ^^.
If the demo doesn't work, oh well =(. Line 16 is Impassable terrain (1 and 2 are recommended) Line 17 is Unlandable terrain Line 18 is the title of your music. Make a event on a map and go to page 3, script. And paste this. Credits go to Brokensin for his awesome script!
And of course, the great MGCaladtogel for the NM7 script in the first place! If I didn't explain well enough, please tell me.
I'm not a really good explainer XD. And before anyone says this is mine, I'm going to say, for the 3rd time, this is not my script. This is brokensin's and he said it was okay for me to post this. And he and I are close to friends. Lol I'm kidding Mr.Teddy.
He's like my bestest internet buddy XD. A = Zoom out S = Rotate In case anyone didn't understand this, its part of the controls. To get on the airship, just stand under it and hit enter. To get off, his enter again. Then, while on board the airship, pressing 'A' will zoom the screen out and pressing 'S' will rotate the screen.
I think that might be all. And about a demo, well.
Since Celes is too lazy to get off her lazy ass and make one, you're all out of luck because the original script has been deleted due to my computer reformatting.
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Hello everyone, Since MV is out, let's start serious business. As you all know, a Ace to MV converter has been developed by Shaz, but we're currently lacking a XP to MV converter. Unlike VXAce which is similar to MV in terms of database, XP is a tad older, and uses different mechanics. Because of this, a conversion is more difficult to achieve. Several choices are to be done. I will propose here one possibility of conversion, but I'd also like to discuss with you other opportunities to transfer from XP to MV.
The converter is in two parts. First, you'll have to use a RGSS script to include in your RPG Maker XP project. The script will convert the database items to JSON files for MV. It will also list all resources in use and analyze the maps for the second part, a separate program. This program will read the export result from the RGSS script and look through your project folder and the RTP folder, in order to copy or convert the resources of your XP project to MV. Anyone owning XP and MV can use the script. If you convert your project using this script, simply credit me if you want.
Rtp(Runtime Package)
If you do not want to read all specifications, here is a summary of the most important parts: - As any RPG Maker XP project, it can only run while the game window is active. You must wait for it to be completed by keeping the window active. Elements absorption have been removed in MV.
Fog graphics cannot be ported to MV for now. You'll have to check the balance of damages of the actor and the enemies. You may obtain wrong graphics for charsets restricted to the first column in XP, since the columns has been removed. There is no passability property converted for the autotiles, you'll have to do it manually. Each maps is associated to its own tilesets.
Waterfall and deep water autotiles will probably fail upon conversion, as there was no way to deduce them. Graphics conversion will leave semi transparent borders for now on the tiles; use that as a placeholder more than real graphics. Part 1 - RGSS script In order to open the discussion about what was done, I will list here any changes made by the conversion from XP to MV. First, concerning the database, then concerning the event commands and maps. Database Actors and Classes In RPG Maker XP, the possible equips were Actor dependent, while it has become Class dependent in RPG Maker MV. To reproduce XP's data, a single class was created per actor in MV.
RPG Maker MV
Also, in MV is set one equipment type per XP's item. Concerning the stats, XP had STR,DEX,AGI,INT, while the items were giving ATK,PDEF and MDEF. MV's system is different.
It works based on ATK,AGI,MATK,LUK,PDEF,MDEF. This time all actors have base PDEF and MDEF too. For now, I used the following conversion, but i'll probably need to make changes since the battles end up with misses only. MV:ATK = XP:STR + XP:ATK - MV:AGI = (XP EX + XP:AGI) / 2 - MV:MAT = XP:INT - MV:LUK = (XP:STR+XP EX+XP:AGI+XP:INT) / 4 - MV EF = XP:STR - MV:MDF = XP:INT The experience curve has been changed between XP and MV. Since MV has one more growth parameter, it now takes the value of Xp's growth parameter. The experience for the first levels will be higher in MV for now. A plugin should also fix that.
Classes can not absorb elements anymore. Instead, a no damage behavior is set in MV. For now, I couldn't convert the charset hue, since the options has disappeared from MV. A later plugin should fix that. Stats will have to changed too, since the formula are far too different. Armors Armor automatic states do not exist in MV.
For now this option is not converted. Later, creating a plugin to reproduce this behavior should fix it. Enemies While a single enemy command in XP could have many conditions, MV only allows one. Hence, only one of the XP conditions is given, in the following priority order: Switch, Turn, HP, level. Elemental absorption having disappeared from MV, it is set to zero damages instead.
Items In XP, variance was possible for HP and SP recovery at the same time. However, the option is not directly possible in MV, hence the Item variance has been removed for now. Skills MV requires four default skills for the basic XP commands, Attack, Guard, Escape and Do Nothing. The four default skills of MV are ket, and the other XP skills are added below. The skill damage formula in MV have been set to reproduce XP's variance formulas coming from the stats of the user. The EVA parameter of XP has not been converted.
You will have to change the animation for the default MV attack skill, in order to set it to the animation you used in XP. Or else, it will take the first animation by default.
States MV requires default states for K.O., Guard and Immortality. Hence, the default MV states have been kept, and XP states have been added below. States do not have animations anymore in MV. It has been replaced by icons.
Since there is no default icon in XP for states, it will remain blank. Another change comes from the probability of state auto-removal. The probability has become a range of turns in MV. Hence, they have been recalculated from the probability. XP's states could remove other states.
It isn't possible in MV anymore, and I have no fix for now. System As weapon and armor types did not exist in XP, each item is given a type. Concerning the battle mode, XP was front view. Also, no caterpillar system existed without script at that time. Troops In MV, there is no immortal monster from the start, while it was possible in XP. To reproduce XP's behaviour, a 0th turn event page has been added to the troop to add the Immortality states to the enemies. Weapons States removal during an attack are not possible anymore in MV.
Only added states are converted. Events Some event commands have changed between XP and MV, or have been simply removed. Any removed command is replaced by a comment to indicate it was at this place. Change Text Option: Removed - Button Input Processing: Removed - Map settings: Removed for Fog settings, since Fog does not exist anymore - Wait for move completion: Removed. MV includes it in other events, but it was not possible to deduce it from the following Wait commands. Prepare for transition: Removed - Execute transition: Removed - Battle animation: Removed for actors since they do not appear in battle.
Deal damage: Not possible on actors anymore since the index changed. A script will be required. MoveRoute - Always on top ON/OFF: Removed (commented in a script to keep track of it) For some other commands, changes take place. Message: The G escape character of XP has been replaced to $ to properly show the gold window in MV. Wait: XP's wait was 20 FPS, while it is 60 FPS in MV. Hence, the wait has been multiplied by three.
Conditional button: MV has less buttons than XP. The following conversion has been applied: B=cancel, C=ok, X=shift, L=pageup, R=pagedown, A=shift, Y=shift, Z=shift. Conditional script: Set by default to TRUE. The former RGSS script is written in comment besides it. Variables set to parameters: Use of the converted parameters, and MV's Luck instead of XP's Evasion. Variable set to Event's terrain Tag: MV's command is based to variables, while XP's was directly event dependant.
The command has been replaced by A JS script call that will give the event's terrain tag. Change windowskin: The color tone is set to the new windowskin. Pictures: The SUB blend mode of XP does not exist in MV, and has been replaced by normal. Battle force action: In MV all actions are set to NOW, because the option is now page dependent instead of command dependent.
Script: The whole script is commented of course. MoveRoute - ChangeGraphics: In order to reproduce XP's possibility to turn a character by changing its graphic, the corresponding turn command has been added in MV. Maps The conversion of maps is tricky, as MV's tileset are not unlimited like XP's. Fortunately, the double layer of MV can reproduce XP's layers. First, one tileset will be created by XP map.
It is mandatory to save spaces, getting rid of unused ground resources. To do so, the tiles use on XP first layer are analyzed, and put in the A5 tileset. Then, the layer 2 and layer 3 are done using B-E tiles and the new double layer system. Possible issue: MV does not have the priorities of XP.
Doing so, some tiles might be wrongly shown as the converter puts layer 3 over layer 2. Concerning autotiles, they are converted as much as I could. Animated auto tiles are placed into A1 tilesets, while the other autotiles are set in A2 tilesets. Since the A2 tileset right part can overlap the left part, I set the autotiles accordingly to their position in the maps; layer 2-3 autotiles end up in the right part of the A2 tileset. Issue: The current setting does not work for multiple water autotiles from XP. I don't know how to fix that for now.
Autotiles at layer 2 and 3 might also completely bug for now. I'll try to solve that problem later on. Part 2 - Resource converter Here comes a screen capture of the software. It only requires to select the path to the RPG Maker XP project and the RTP path. Normally, the RTP path is automatically determined from the registry, but if for some reason it could not find it, you can browse yourself to the folder. I will now list here what was done for the conversions, and the possible issues coming along.
Animations The size of XP animations frames are exactly the same size as MV's frames. Hence, everything was kept in the same size. This could however result in smaller animations in MV.
Autotiles Autotiles are converte dand put in A1 and A2 tilesets. Only multiple water tiles fail for now.
Battlebacks While XP had only a single 640x480 battleback, MV works with two 1000x740 battlebacks, representing ground and back. To keep the same battlebacks as before, it is exported for both battlebacks, and resized to 1000x740. Hence, the battleback is slightly vertically deformed. Battlers For XP, battlers were either actors or enemies. In MV, actors do not appear anymore in front view, so the folder has been renamed enemies.
The format is the same as XP, a single picture. The size as been multiplied by 1.5 to fit in MV increased resolution. Characters The base character format in XP was 4 frames of 32x48 pixels for 4 directions. MV however only uses 3 frames of 48x48 for 4 directions, and many characters in a single file. To be able to use a single character per file, the $ sign has been added to the resource names. Since MV can also use taller sprites, the base size of XP sprites has been multiplied by 1.5.
Also, the first frame has been removed to fit in MV style. However, this might incur a problem if the first column of XP was specifically selected for events. A way to prevent this problem would be to create a single charset for every columns for events. Fogs As MV do not possess a fog option by default, the resources are not converted. If I finally create a plugin to mimic XP's behavior in XP, I'll add them back. GameOver The GameOver picture selected in the options will be set in MV's project.
Only one GameOver file may be set in MV by default. Icons Icons in XP were separate files in the icons folder. However, they have become a single IconSheet in MV img/system folder. The software will hence adapt the icon to MV's size and place them in a single sheet, following the order set by the RGSS script. Panoramas Panoramas have become parallaxes in RPG Maker MV, and are also properly grown by 1.5. Pictures I didn't work on them yet.
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They'll probably have to be resized to fit RPG Maker MV screen. Tilesets The Tilesets were a bit more tricky as MV do not work with a single file.
In order to properly reproduce XP behaviour while working with MV, the first layer tiles have been analyzed and put in a A5 tileset. Here, only the tiles in use are set, allowing up to 128 different tiles. Then, the XP tileset has been entirely split into B,C,D,E tilesets for MV. Since the first cell of the B tileset must remain blank in MV, the XP tileset has been shifted by one tile down.
Hence, any XP tileset less than 4064 pixels high can be completely inserted into MV. Titles The title screen has been increased to fit MV resolution, while losing 16 pixels on the left and right. It is set in title1 for MV, since the foreground title screen did not exist in XP. Transitions Transition have disappeared in MV, so they are not converted from XP. WindowSkin The Windowskin selected in XP database is converted to MV. However, MV does not include a possibility to change the windowskin without plugin. The corresponding command will hence only change the tone of the windowskin.
Note: You can now choose to keep the graphics on a 32 pixels grid instead of 48. Simply check the 'do not resize characters and tilesets' box.
Download Everything is inside the Zip File. Extract everything in a Folder, and maker sure that the ColorSet.png file stays besides the executable file. Open the.rb file with a text editor and copy the contents inside a script in RPG Maker, just over Main. The installer of the software is here.