Multipplayer BeTa A mutiplayer system with split-screen-not perfected yet as it is still in its BETA stages. Any problems just report to rmxp.org. SCRIPT Here it is! Insert this as a new RGSS Script called SDK # #. RMXP Standard Development Kit (SDK) - Documentation #- # Build Date - 2005-11-22 # Version 1.0. The SDK doesn't really add anything new to scripts, it's just a way of recording which versions of things you're using. Neoseeker Forums » PC Games » RPG Maker XP » Anti-lag script.
#Rxdata Versioning Utility###Version: 1.0.6##By: Raku ###Updated by: Gegerlan & Mobius #### IntroductionHave you ever wanted to work on an RPG Maker XP (RMXP), RPG Maker VX (RMVX), or RPG Maker VX Ace (RMVXA) game with a group of friends, but ran into trouble with conflicts when multiple people edit the same rxdata files? If you want to safely and efficiently version the data in your game, then read on!I have written a general plugin system for RPG Maker XP, VX, and VXA so that scripts can be run externally (using the normal Ruby interpreter) at startup and/or shutdown of RMXP. This allows for implementing more advanced functionality, such as exporting scripts and data from.rxdata files (scripts, system data, maps, etc.) into plain-text files which are human-readable and can be easily versioned with a versioning system such as Git, Subversion or Mercurial. I've also written scripts which can read these exported text files and import them back into.rxdata files so that RMXP can read them. Now, anytime two people change a map, a script, or any other game data, all of the conflicts can be easily resolved in plain text.I've been careful to make sure that the RGSS objects are always exported in the same way, so that unnecessary conflicts are avoided. The data files are exported as YAML files and the RGSS scripts are exported as normal Ruby files. This provides other benefits beyond just versioning the data.
For example, you could use your favorite text editor outside of RMXP to edit your scripts; just make sure you don't export the scripts before you import your changes. Also, seeing what changed in the YAML files when you do something in RMXP is really helpful in understanding how the game data works!Some other ideas for plugins that could be written are:. A patcher script which downloads updates for your RGSS scripts. A time and change logger script that records team member's work time between opening and closing RMXP, RMVX, or RMVXA and a comment regarding their changes.#### FeaturesGeneral. Plugins are runnable on startup and on shutdown of the editor. For example, below plugins provide automatic importing of all versioned text files into.rxdata files before starting RMXP.
When RMXP is closed, all.rxdata files are exported back into versionable text files. Plugin system behavior is configurable via a config.yaml file.DataImporterExporter plugin.
Exports.rxdata,.rvdata, or.rvdata2 files (except Scripts) to text files in the YAML data format. Imports YAML files back into.rxdata,.rvdata, or.rvdata2 files that RPG Maker editor can read. Only exports.rxdata,.rvdata, or.rvdata2 files if they need to be exported (i.e. Have been modified since RMXP was opened or haven't been exported yet).ScriptImporterExporter plugin. Exports all scripts contained in Scripts to individual Ruby files (via the ScriptImportExporter plugin).
Imports Ruby scripts previously exported back into a Scripts.rxdata (RMXP), Scripts.rvdata (RMVX), or Scripts.rvdata2 (RMVXA) file that RPG Maker can read. Only exports scripts if they are not empty (for example, place-holder scripts). Cleanup script (called clean.rb) provided to help identify stale scripts (i.e. Scripts which are added in RPG Makers's script editor, exported, and then later removed from the script editor, but still remain in your scripts directory).#### DownloadsA demo project showing plugin system usage (Just extract archive somewhere and run Game.bat, instead of Game.rxproj).#### Sample FilesA sample YAML file exported from System.rxdata.A sample export digest. This file is generated by the RGSS script exporter and is a list of all exported scripts.
It is used so they can be re-imported into Scripts.rxdata in the original order later. Notice that the third column (exported Ruby file name) for the second entry is EMPTY. No file is actually exported, since that script in RMXP was actually an empty entry.A sample config file for the utility.The default Game.bat file used to launch RMXP (instead of Game.rxproj).Sample Game.bat output (verbose mode)#### Instructions Requirements. Ruby Interpreter - Get the.
It is required to run the utility scripts outside of RMXP. You will need a version with the YAML and Zlib modules. RPG Maker XP - For RMXP games. RPG Maker VX - For RMVX games. RPG Maker VX Ace - For RMVXA games. Windows XP - I believe this should work on Windows Vista also. The only potential problem I forsee could be the batch file commands.
Windows 7 - Tested and working on windows 7. (Optional) Versioning System - If you want to keep track of versions of your exported data, you will need a versioning system like, or.Setup.Download the latest version of RMXP Plugin System in this repo (as a ZIP at top of this page or cloning using Git).Back up your project (just copy it somewhere for safe-keeping).Extract the archive into a directory or your choice. NOTE: If you wish to use this in multiple projects, it is best to create a folder in the same directory as your projects and extract to that folder. Just make sure to update the PLUGINSYSTEMROOT and RMXPPROJECTROOT variables set in Game.bat (see below default Game.bat).
A sample directory hierarchy is below:C:project - RmxpPluginSystem - ProjectA - ProjectB -. ProjectZWith the above structure, all projects can use the same version of the plugin system.In the folder 'default batch files', copy the batch file for your project type to your project folder. 'Start RMXP.bat' for RMXP projects.After copying the batch file, open it with a text editor (like notepad) and find the line ' SET RMXPPROJECTROOT='./Project1' '. If you followed the directory setup above, then all you'll need to do is change 'Project1' to your project folder's name.In the folder 'default config files', copy the config file for your project type to your project folder.
'RMXP Config.yaml' for RMXP projects.Modify any configuration parameters as necessary, in the config.yaml file, such as output directory paths for the YAML and Ruby files.Usage. Just run the 'Start' batch file. Kick back, relax, and let the batch file do everything for you.
NOTE: It will ignore importing the first time it is run, since no data has been exported yet. When you close RMXP, all of the data will be exported (as long as you don't close the command window that Game.bat opened).What to Version. The exported data YAML files. The exported Ruby scripts. The script export digest (digest.txt). The RMXP Plugin System scripts (so that everyone sharing your project has them). 'Start' batch file#### FAQ.Does this utility work for RMVX and/or RMVXA?Yes, by using the different 'Start' batch files.What versioning system does this utility work with?Theoretically, all of them.
![Rpg Rpg](http://i42.tinypic.com/2zzknwh.png)
Exported files should be version-able by anyversioning system that can version UTF8-encoded text files, which I thinkis all of them. I've tested this versioning two different RMXP projectswith Subversion with no problems.When versioning the exported files, why do I get conflicts when there is no change in the files?Probably this is due to editing the exported file in a text editor or diffprogram which modified the newlines in the file. Try telling yourversioning system to ignore new line differences or always convert themautomatically.Why are my changes not exported after I close RMXP?You may want to check that you have not accidentally closed the commandwindow that says, 'DO NOT CLOSE THIS COMMAND WINDOW!!!' The export stepshould automatically execute from the batch script when you close RMXP.#### CompatibilityI'm unsure of compatibility with SDK.This utility should be compatible with any script modifications, since it runs outside of RMXP and treats scripts as data. However, you may experience problems if you have directly modified any of the classes in the RPG module.
In general, one should not directly modify these classes, but in case you have, I've included a Ruby file for RGSS modifications (the default location is /Utility/rmxp/rgssmod.rb). You will need to add your changes to that file so that they can be automatically picked up by the importer/exporter scripts.#### Credits and Thanks. vgvgf: I modified his in Ruby. Yeyinde: His helped me figured out how to load the compressed scripts from the Scripts.rxdata file. Haraberu: For making the RGSS2 classes available.#### Author's Notes.
THIS UTILITY MODIFIES YOUR PROJECT'S.rxdata FILES! Make sure to back them up before using it. If you need Ruby implementations of the Table, Color, and Tone classes that can load and dump the.rxdata files that RMXP can read, they are included in the utility in rgssinternal.rb, or you can email me and I'll send them to you.:)#### Terms and ConditionsThis utility is free for any use, commercial or otherwise.
About This SoftwareRPG MAKER lets you create an original role-playing game without any prior specialized knowledge or training. RPG MAKER XP is full of the functions you've been asking for, including game data encryption and a scripting feature that lets you change the very heart of the RPG MAKER engine.By improving the operating environment, the program can now provide support for a full-colour display and greatly enhanced graphic capabilities. With support for PNG full-color mode and alpha channel, you can adjust the settings for graphic translucency as well as specify the transparent color. RPG Maker XP includes three map layers, allowing you to create complex and layered maps. The program includes a base set of graphics and sounds that you can use and modify at no extra charge. You can also import your own graphics and sounds, making your game truly stand out.RPG MAKER XP is equipped with the Ruby Game Scripting System (RGSS1), based on the Ruby language and customized especially for this program.
Though mastering RGSS may take some time, it is a powerful tool in fully customizing your game. You can use RGSS to change how your game looks, feels, sounds and plays. If programming is just not your forte, you can turn to a wide variety of user-created scripts that's shared within the RPG Maker community.RPG MAKER XP is perfect for beginners and experts alike.