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FFVII Materia System XP/VX - Both versions Fully Translated!

Atoa

Member

Oh yeah! do not forget to credit sephirot spawn!

Thanks Kain, I will use part of carbajosa VX translation in XP, so both scripts will look the same \o
I'll post it tomorrow =D then both version will be translated
 
I got a bug. It is not compatible with MOG's Title Screen Miria. Here is the script. Try and make it compatible, PLEASE!

##################################################
# Scene Title Screen Miria V1.0 #
##################################################
#Scripted By Moghunter
#Translated & Edited by: Mortician10101
# http://www.atelier-rgss.com
##################################################
# Animated Title Script.
#Create a folder with the name Title inside the Graphics folder.
#Put all of the images inside the Title folder.
#The following images are Necessary.
#
# Title #Image which contains the Title name
# Transition #The Transition Image used for the intro
# Plane1 #Image for Layer 1
# Plane2 #Image for Layer 2
# Plane3 #Image for Layer 3
# Com_01 #Image on selection of NEW GAME
# Com_02 #Image on selection of CONTINUE
# Com_03 #Image on selection of EXIT
#
#-------------------------------------------------
#############
# CONFIG #
#############
module MOG_VX01
# To Activate Full Screen. (true = activated or false = Deactivated)
FULL_SCREEN = true
# Transition Time.
TT = 120
# Activate "wave" style movement over title of game.
# (true = activated or false = Deactivated)
TWAVE = false
# opacity for Layer 1 image.
TPLANE1_OPA = 255
# opacity for Layer 2 image.
TPLANE2_OPA = 0
# opacity for Layer 3 image
TPLANE3_OPA = 0
# Velocity of Horizontal Movement for Layer 1.
TPLANE1_X = 0
# Velocity of Vertical Movement for Layer 1.
TPLANE1_Y = 0
# Velocity of Horizontal Movement for Layer 2.
TPLANE2_X = 0
# Velocity of Vertical Movement for Layer 2.
TPLANE2_Y = 0
# Velocity of Horizontal Movement for Layer 3.
TPLANE3_X = 0
# Velocity of Vertical Movement for Layer 3.
TPLANE3_Y = 0
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_miria"] = true
#-------------------------------------------------
###############
# Module Cache #
###############
module Cache
def self.title(filename)
load_bitmap("Graphics/Title/", filename)
end
end
#############
# Scene_Title #
#############
$full_screen = 0
class Scene_Title
include MOG_VX01
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG_VX01::FULL_SCREEN == true and $full_screen == 1
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
end
start
perform_transition
post_start
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def start
load_database
create_game_objects
check_continue
create_title_graphic
create_command_window
play_title_music
end
def perform_transition
Graphics.transition(TT , "Graphics/Title/Transition")
end
def post_start
open_command_window
end
def pre_terminate
close_command_window
end
def terminate
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
def update
@command_window.update
case @command_window.index
when 0
@com.bitmap = Cache.title("Com_01")
when 1
@com.bitmap = Cache.title("Com_02")
when 2
@com.bitmap = Cache.title("Com_03")
end
@sprite_title.opacity += 2
@com.opacity += 2 if @sprite_title.opacity > 150
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
end
def update_slide
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
end
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
end
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
def create_title_graphic
@sprite_title = Sprite.new
@sprite_title.bitmap = Cache.title("Title")
@sprite_title.opacity = 0
@com = Sprite.new
@com.bitmap = Cache.title("Com_01")
@com.opacity = 0
@sprite = Plane.new
@sprite.bitmap = Cache.title("Plane1")
@sprite2 = Plane.new
@sprite2.bitmap = Cache.title("Plane2")
@sprite3 = Plane.new
@sprite3.bitmap = Cache.title("Plane3")
@sprite.opacity = TPLANE1_OPA
@sprite2.opacity = TPLANE2_OPA
@sprite3.opacity = TPLANE3_OPA
@sprite.z = 1
@sprite2.z = 2
@sprite3.z = 3
@com.z = 4
@sprite_title.z = 5
if TWAVE == true
@sprite_title.wave_amp = 8
@sprite_title.wave_length = 240
@sprite_title.wave_speed = 320
end
end
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite2.bitmap.dispose
@sprite3.bitmap.dispose
@com.bitmap.dispose
@sprite_title.bitmap.dispose
@sprite.dispose
@sprite2.dispose
@sprite3.dispose
@com.dispose
@sprite_title.dispose
end
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.opacity = 0
@command_window.contents_opacity = 0
if @continue_enabled
@command_window.index = 1
else
@command_window.draw_item(1, false)
end
end
def title_fade
if TWAVE == true
@sprite_title.wave_amp = 34
@sprite_title.wave_length =120
@sprite_title.wave_speed = 800
end
for i in 0..120
@sprite_title.opacity -= 3
@sprite_title.update if TWAVE == true
@com.opacity -= 3
case @command_window.index
when 0
@sprite.zoom_x += 0.01
@sprite.zoom_y += 0.01
@sprite2.zoom_x += 0.01
@sprite2.zoom_y += 0.01
@sprite3.zoom_x += 0.01
@sprite3.zoom_y += 0.01
@sprite.ox += 2
@sprite.oy += 2
@sprite2.ox += 2
@sprite2.oy += 2
@sprite3.ox += 2
@sprite3.oy += 2
end
update_slide
Graphics.update
end
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
def confirm_player_location
if $data_system.start_map_id == 0
print "プレイヤーã
 
Hamstt said:
I got a bug. It is not compatible with MOG's Title Screen Miria. Here is the script. Try and make it compatible, PLEASE!

Hmm.. thats odd.. Im using that script too and never encountered any bug..
Try to put it below that script and above main
##################################################
# Scene Title Screen Miria V1.0 #
##################################################
#Scripted By Moghunter
#Translated & Edited by: Mortician10101
# http://www.atelier-rgss.com
##################################################
# Animated Title Script.
#Create a folder with the name Title inside the Graphics folder.
#Put all of the images inside the Title folder.
#The following images are Necessary.
#
# Title #Image which contains the Title name
# Transition #The Transition Image used for the intro
# Plane1 #Image for Layer 1
# Plane2 #Image for Layer 2
# Plane3 #Image for Layer 3
# Com_01 #Image on selection of NEW GAME
# Com_02 #Image on selection of CONTINUE
# Com_03 #Image on selection of EXIT
#
#-------------------------------------------------
#############
# CONFIG #
#############
module MOG_VX01
# To Activate Full Screen. (true = activated or false = Deactivated)
FULL_SCREEN = true
# Transition Time.
TT = 120
# Activate "wave" style movement over title of game.
# (true = activated or false = Deactivated)
TWAVE = false
# opacity for Layer 1 image.
TPLANE1_OPA = 255
# opacity for Layer 2 image.
TPLANE2_OPA = 0
# opacity for Layer 3 image
TPLANE3_OPA = 0
# Velocity of Horizontal Movement for Layer 1.
TPLANE1_X = 0
# Velocity of Vertical Movement for Layer 1.
TPLANE1_Y = 0
# Velocity of Horizontal Movement for Layer 2.
TPLANE2_X = 0
# Velocity of Vertical Movement for Layer 2.
TPLANE2_Y = 0
# Velocity of Horizontal Movement for Layer 3.
TPLANE3_X = 0
# Velocity of Vertical Movement for Layer 3.
TPLANE3_Y = 0
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_miria"] = true
#-------------------------------------------------
###############
# Module Cache #
###############
module Cache
def self.title(filename)
load_bitmap("Graphics/Title/", filename)
end
end
#############
# Scene_Title #
#############
$full_screen = 0
class Scene_Title
include MOG_VX01
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG_VX01::FULL_SCREEN == true and $full_screen == 1
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
end
start
perform_transition
post_start
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def start
load_database
create_game_objects
check_continue
create_title_graphic
create_command_window
play_title_music
end
def perform_transition
Graphics.transition(TT , "Graphics/Title/Transition")
end
def post_start
open_command_window
end
def pre_terminate
close_command_window
end
def terminate
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
def update
@command_window.update
case @command_window.index
when 0
@com.bitmap = Cache.title("Com_01")
when 1
@com.bitmap = Cache.title("Com_02")
when 2
@com.bitmap = Cache.title("Com_03")
end
@sprite_title.opacity += 2
@com.opacity += 2 if @sprite_title.opacity > 150
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
end
end
def update_slide
@sprite.ox += TPLANE1_X
@sprite.oy += TPLANE1_Y
@sprite2.ox += TPLANE2_X
@sprite2.oy += TPLANE2_Y
@sprite3.ox += TPLANE3_X
@sprite3.oy += TPLANE3_Y
@sprite_title.update if TWAVE == true
end
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
end
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
def create_title_graphic
@sprite_title = Sprite.new
@sprite_title.bitmap = Cache.title("Title")
@sprite_title.opacity = 0
@com = Sprite.new
@com.bitmap = Cache.title("Com_01")
@com.opacity = 0
@sprite = Plane.new
@sprite.bitmap = Cache.title("Plane1")
@sprite2 = Plane.new
@sprite2.bitmap = Cache.title("Plane2")
@sprite3 = Plane.new
@sprite3.bitmap = Cache.title("Plane3")
@sprite.opacity = TPLANE1_OPA
@sprite2.opacity = TPLANE2_OPA
@sprite3.opacity = TPLANE3_OPA
@sprite.z = 1
@sprite2.z = 2
@sprite3.z = 3
@com.z = 4
@sprite_title.z = 5
if TWAVE == true
@sprite_title.wave_amp = 8
@sprite_title.wave_length = 240
@sprite_title.wave_speed = 320
end
end
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite2.bitmap.dispose
@sprite3.bitmap.dispose
@com.bitmap.dispose
@sprite_title.bitmap.dispose
@sprite.dispose
@sprite2.dispose
@sprite3.dispose
@com.dispose
@sprite_title.dispose
end
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.opacity = 0
@command_window.contents_opacity = 0
if @continue_enabled
@command_window.index = 1
else
@command_window.draw_item(1, false)
end
end
def title_fade
if TWAVE == true
@sprite_title.wave_amp = 34
@sprite_title.wave_length =120
@sprite_title.wave_speed = 800
end
for i in 0..120
@sprite_title.opacity -= 3
@sprite_title.update if TWAVE == true
@com.opacity -= 3
case @command_window.index
when 0
@sprite.zoom_x += 0.01
@sprite.zoom_y += 0.01
@sprite2.zoom_x += 0.01
@sprite2.zoom_y += 0.01
@sprite3.zoom_x += 0.01
@sprite3.zoom_y += 0.01
@sprite.ox += 2
@sprite.oy += 2
@sprite2.ox += 2
@sprite2.oy += 2
@sprite3.ox += 2
@sprite3.oy += 2
end
update_slide
Graphics.update
end
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
def confirm_player_location
if $data_system.start_map_id == 0
print "プレイヤーã
 

Atoa

Member

It not an bug... it only an compatibilyt issue...

Fists i suggest you trying to change the order of the scripts.

If it not work, make an request on RSSG/RGSS2 support i'm really busy.
 
I did find a bug.

When you use the ALL materia together with the FIRE materia in a combination slot, the character does not cast Fire on all enemies, just the selected one. Obviously the whole point of the ALL materia is ignored...
 
New2Ya":311te3j9 said:
I did find a bug.

When you use the ALL materia together with the FIRE materia in a combination slot, the character does not cast Fire on all enemies, just the selected one. Obviously the whole point of the ALL materia is ignored...

Maybe its not paired? There's an equipment with 2 slots but not paired together.

You're right.. same here. Im using Tankentai side view battle so.. maybe its because of that.
 

Atoa

Member

haven't i corrected the all "all" (lol this was really weird '-') bugs?
i will give an look here

EDIT:
After testing "All" materia and i've found no bugs.
Maybe it caused by SBS Tankentai.

I've reuploaded the demo.

@carbajosa
I recommend you edit the demo link you've posted in rpgrevolution to the one i've posted here.
 
Atoa":16lhsc6m said:
haven't i corrected the all "all" (lol this was really weird '-') bugs?
i will give an look here

EDIT:
After testing "All" materia and i've found no bugs.
Maybe it caused by SBS Tankentai.

I've reuploaded the demo.
I just used your demo from the start, didn't implement the Tankentai. It's not my version of RMVX either, it's legal.

The problem does not occur with say Slow. But it does occur when you combine All with Fire/Thunder/Cure and probably Ice and Wind and that kind of magic too.

The moment you select Fire in the Skill menu, you have to choose the enemy to perform the attack against. That doesn't occur when the All materia does work. Like in Slow. When I combine Slow with All, it immediatly knows to attack all enemies, instead of me having to choose.

It's not the Tankentai.
 
I just tested the demo and the all and fire materia works fine. The only issue I can think of is that you two are setting them materia in two non combined slots.

Edit

Also, if your using the translated version, you need to make sure EVERYTHING is translated from the materia's name to the effects found further in the script
 

Atoa

Member

I've foud the error, it was in the translation.
there was a 2 lines that wasn't translated, so it caused support materias to no recognize all materias.

And don't forget to configure the "Negate_All_ID" because if you add the Negate All ID to the skills, them will ignore the All materia effect.

try downloading the versio that i just uploaded.

UPDATE - XP version fully translated!
 
Atoa":24tlhmx6 said:
I've foud the error, it was in the translation.
there was a 2 lines that wasn't translated, so it caused support materias to no recognize all materias.

And don't forget to configure the "Negate_All_ID" because if you add the Negate All ID to the skills, them will ignore the All materia effect.

try downloading the versio that i just uploaded.

UPDATE - XP version fully translated!

Woops :X
Sorry lol xD I think I missed those lines~
 
1 Biiiig problem, when I downloaded it for XP it said that it is in an old version of XP and cannot be loaded, why's that?
 

Atoa

Member

@starky
Just start an new project and copy the 3 "Game" archives from the new project and paste it on the demo.
i really dont know why this happening, since i've got an english demo form another topic and just copy/paste the data/graphics folder on it.
 
System=RMVX
I want to make it so you can only equip materia to the weapon and nothing else. Any idea on what i should do? What i mean is i don't want to be able to scroll down to the armor and stuff. just the weapon and no faded area by the armor, sheild, etc.

Thanks in advance
 
Woot! Good find on the error! Guess I might use this script now. It's starting to peak my interest!

Any way this was a good on Atoa and I have to give you props on this one even if it wasn't all your script.

BTW,

I added a few add-ons if anyone wants them and Atoa don't mind if I distributing them. :wink:

Only one's I'm making...

Compatibility Issues

-Tankentai Sideview Battle System (All Materia doesn't work... Sorry guys!)

-Tankentai Sideview Battle System ATB (All Materia doesn't work here to)

Addons

-AP based store (When you sell materia they sell based on there AP of the materia [If it has 6 EXP it well sell for 6 gold] and you can buy AP for Materia from AP buying stores. [Editable price will be added if I can release these, base for now is 5 gold an AP]

-Elemental and Status Effects have Tiers now (Before when you equiped it it reduced damage elemental damage by 1/2 now it goes [In my game were it has 7 levels...] 1/2, 1/3, 1/4, 0, 25% Absorb, 50% Absorb.)

That's it. See if Atoa will let me release them lol.
 

Atoa

Member

@Necro_100000
the AP price already was added. but in an different way: you set the buy and master value, then the materia prices grows proportionaly to AP.

The elemental / status tier is really interesting.
I want to see this!
 
-BlackShadow-":jvbptgpq said:
System=RMVX
I want to make it so you can only equip materia to the weapon and nothing else. Any idea on what i should do? What i mean is i don't want to be able to scroll down to the armor and stuff. just the weapon and no faded area by the armor, sheild, etc.

Thanks in advance
ummm... im still waiting...
 

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