Scripter / RGSS Modder
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Seen 1 Week Ago
What is PSDK ?The previous RPG Maker's screen resolution was 544x416 pixels. RPG Maker MV's screen resolution is now 816x624 pixels. The size of all graphical assets (including animations) are now 1.5 times the previous versions of RPG Maker. For example, characters used to be 32x32, and now they are 48x48.
Pokémon SDK (also know as PSDK or SDK) is a set of tools allowing you to make a 2D Pokémon Like Fan Game. It’s currently maintained by Nuri Yuri and some people in the French Community is helping to implement features in PSDK.
Why using PSDK while there’s Essentials ?
Well, PSDK is another way of doing the thing. What PSDK tries to do is providing a Kit that is using modern technologies while Essentials does reinvent the wheel because it’s using old technologies that doesn’t allow to do another way.
![Rpg maker xp step counter Rpg maker xp step counter](/uploads/1/2/5/6/125609432/326735846.png)
You may think that 32 updates is a lot and it’s hard for the maker to follow but in fact that’s the complete opposite of how update are done under Essentials. Under PSDK to update you project you only click on a button & tada! You’re up-to-date!
Sometimes PSDK requires manual actions during the updates (when common events are updated or switch are updated) but most of the time you have nothing more to do than clicking this button.
PSDK also have something that makes the Games running under it way better than Games running under Essentials : It uses SFML (which uses OpenGL). This way PSDK runs in 60, 144 or even 240FPS (the game always process 60FPS for now because of the RPG Maker compatibility) and can go 1080p if you designed your game with the right native resolution. (A plugin will come later for Game that was made for 320×240 to turn then in 640×360 to allow 720p & 1080p).
What’s the PSDK features ?
System Features
- Time & Tint System (using virtual or real clock)
- Particle System (display animation on characters according to the terrain without using RMXP animations)
- FollowMe
- Quests
- Double & Online Battles (P2P)
- Running shoes
- Key Binding UI (F1)
- Multi-DayCare
- Berry System
- Online Trades (P2P)
- GTS (you need to add an external script)
- Shadow under events system
- Extended event info (using the event name)
- This feature allow the maker to specify various thing like the event graphics y offset, if the event display shadow or even if the event needs to display a sprite (optimization).
- SystemTags (Give more info about the terrain and allow specific interactions)
- Wild info System Tags (+Particles) : Tall Grass, Cave, Sea/Ocean, Pond/River, Sand, Snow etc…
- Mach Bike tiles (muddy slopes & cracked tiles)
- Accro Bike tiles (white rails & bunny hop rocks)
- Slopes (HGSS thing)
- Strairs (4G+ stairs)
- Bridges (With event support)
- Ledges
- Rapid water tiles (forcing direction) / Ice (sliding)
- Wet sand (Water particle on player)
- Headbutt
- Dialog / Text Database allowing easier translation for the game using CSV format
- Special Warp fades (5G out->in & 3G transition)
- Weathers : Rain, Harsh sunlight, Sandstorm, Snow, Fog
- Premade common events : Strength, Dig, Fly, DayCare Hosts, Berry Trees, Dowsing Machine, Head Butt, Cut, Rods, Rock Smash, WaterFall, Flash, Whirlpool, Rock Climb, Teleport, Defog
- Voltorb Flip
- Ruins of Alpha puzzle
- Join the Pokémon Workshop Discord (we’re French but English is allowed)
- Gently ask for the download access in #access_psdk (hello + please is required for the bot).
- Go to #windows and download the last full version.
- Go to #ruby-host and download the english version (it’s the database editor)
- Extract Pokémon SDK & Ruby Host in a World Writable folder (without any special chars like é ç or ö or stuff like that in the full path).
- Start the launcher & update PSDK (because the full archive aren’t always up-to-date).
- Enjoy using PSDK with RPG Maker XP.
For now, enjoy some screenshot of the PSDK UIs
Party Menu
Summary UI
Pokédex List
Pokédex Info
Town Map in the Pokédex
Trainer Info
Key Binding UI
#Rxdata Versioning Utility###Version: 1.0.6
##By: Raku ([email protected])###Updated by: Gegerlan ([email protected]) &
Mobius ([email protected])
####Introduction
Have 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.
####Features
General
- 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).
####Downloads
A demo project showing plugin system usage (Just extract archive somewhere and run Game.bat, instead of Game.rxproj).
####Sample Files
A 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)
####InstructionsRequirements
- Ruby Interpreter - Get the most recent version here. 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 Git, Mercurial, or Subversion.
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 PLUGIN_SYSTEM_ROOT and RMXP_PROJECT_ROOT 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. I.e. 'Start RMXP.bat' for RMXP projects.
- After copying the batch file, open it with a text editor (like notepad) and find the line ' SET RMXP_PROJECT_ROOT='../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. I.e. '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. 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.
####Compatibility
I'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/rgss_mod.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 Table, Color, and Tone class implementations in Ruby.
- Yeyinde: His forum topic here 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 rgss_internal.rb, or you can email me and I'll send them to you. :)
####Terms and Conditions
This utility is free for any use, commercial or otherwise.