Over 999 Animations? Is it possible/codeable?
#1
I've a question/issue which I wanted to ask about it. But I was too afraid from the reactions.
I think now its time to talk.
Im using RPG XP btw.

First of all, hear me out.
In my project The battle system has a very important meaning. This is why I included many skills and animations for both heros and enemies. And actually im very proud at what I did. Honestly.
But over time as I proceeded withhin the project, I understood that Im coming more and more to the limit. I only have some empty spaces left. Like 40 - 50. Now you'll ask me why I posting this while I still have some animations left. Well, I want to engage the problem beforehand. I dont want me to be in a situation where I cant continue. This is why im asking now. Beforehand.

I know that the Maker only has a limit of 999 Animations. And I know that this is officially the maximum amount of animation. But the limit for maps for example is also limited to 999 and we all know that we can get pass 999 maps via script. I've seen alot of these scripts. And im currently reading some of them to better understood how they work.

Now, you will ask me how this could be look like or work like?
Wouldnt it be possible to edit the script or create another script that reads the animation from a second date which is called Animations2.rxdata? The extra 999 animations could be assigned to skills, status, items via script.
For example like:
ExtraAnimationSkill_Assign[1] = [560]
ExtraAnimationStatus_Assign[2] = [561]
ExtraAnimationItem_Assign[3] = [561]

The code would mean:
The Skill (ID 1) has the animation 560 from the Animations2.rxdata...

My Project depends on whether this could be implemented or not. I think it is possible. But of course theory and practice are different.
Reply }
#2
There is no need for a second .rmxp-file or something like this.

You can easily bypass the 999 limit of the database with a script like this: http://forum.chaos-project.com/index.php?topic=4474.0

I will never understand why they always put these limitations in RPG Maker.
Reply }
#3
Hm.... the code seems very very simple for such an gigantic effect. Can you provide me with a demo or are there any way of approaches for this script?

I  put the code (which is below) above main, changed it so that skills will be limited to 3000. Saved. Then I closed RPG XP and started the game not from the maker. The game closes it self. Then I opened and nothing changed at all. The database was still limited to 999 and if I try to start the game it closes its self.....

What exactly am I doing wrong?


EDIT: Okay, it worked, now i have access to 3000 animations. But what do I do with the Database Limit Breaker script? Because If I run the game, it will shut down itself. Do I have to delete the script? And what will happen if I delete the script afterwards I have 3000 slots for my animation database.
And wont the script conflict with Battle systems like Atoa Custom Battle System? Will the script read those newly added animations scripts just if they are part of the core RPG XP?
I mean, wont there be conflicts? 

Code:
#==============================================================================

# Database Limit Breaker XP
# Author: Shdwlink1993
# Version: 1.0
# Type: Limit Breaker
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# DLBXP Date 1.0b: 8/24/2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# #  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
# #
# # Note that if you share this file, even after editing it, you must still
# # give proper credit to shdwlink1993.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    ~= Function =~
#
# This script is designed to break the database limits of 999 for anything
# (except elements and maps).
#
# Before running, make sure that the project is not open in RPG Maker XP! This
# is important because otherwise it will not read the new data!
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                               ~= Version History =~
#
# Version 1.0b ---------------------------------------------------- [8/24/2009]
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                 ~= Customization =~
#
# For whatever you want changed, simply change the number after it to the number
# you want avaliable (you'll understand when you see it).
#
# If you do NOT want to change it, then leave the number at 0.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                               ~= Compatability =~
#
# - Will not work with Blizzard's Creation System.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                             ~= Special Thanks =~
#
# - Blizzard, because this entire script is based on a five-line snippet he
# provided.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

Actors = 0
Animations = 3000
Armors = 0
Classes = 0
CommonEvents = 0
Enemies = 0
Items = 0
Skills = 0
States = 0
Tilesets = 0
Troops = 0
Weapons = 0

def ops(num, filename, st)
 return if num == 0
 data = load_data(filename)
 num = num-data.size
 struct = eval(st)
 if num > 1
   num.times { data.push(struct) }
 else
   (-num).times { data.pop }
 end
 File.open(filename, 'wb') {|f| Marshal.dump(data, f) }
end

begin
 ops(Actors, 'Data/Actors.rxdata', 'RPG::Actor.new')
 ops(Animations, 'Data/Animations.rxdata', 'RPG::Animation.new')
 ops(Armors, 'Data/Armors.rxdata', 'RPG::Armor.new')
 ops(Classes, 'Data/Classes.rxdata', 'RPG::Class.new')
 ops(CommonEvents, 'Data/CommonEvents.rxdata', 'RPG::CommonEvent.new')
 ops(Enemies, 'Data/Enemies.rxdata', 'RPG::Enemy.new')
 ops(Items, 'Data/Items.rxdata', 'RPG::Item.new')
 ops(Skills, 'Data/Skills.rxdata', 'RPG::Skill.new')
 ops(States, 'Data/States.rxdata', 'RPG::State.new')
 ops(Tilesets, 'Data/Tilesets.rxdata', 'RPG::Tileset.new')
 ops(Troops, 'Data/Troops.rxdata', 'RPG::Troop.new')
 ops(Weapons, 'Data/Weapons.rxdata', 'RPG::Weapon.new')
 exit
end
Reply }
#4
Our forum has a really handy "code" function that makes it much easier to visualise code with a scrollbar within the post. The button is next to the "quote" button, give it a try! :D
Code:
blah
blah
blah
blah
blah
blah
blah
blah
blah
blah
blah
blah
blah
Good luck finding your solution.
Reply }
#5
As far as I know there won't be any conflicts. It doesn't matter if you only have 999 animations or 3000. The 999 is only a stupid limit which Enterbrain put into the database editor for unknown reasons.

After using the script you can delete it. You need to run it only once to extend the rmxp-file.
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   RMXP SKill animations too bright (overlaying the battle screen) Starmage 4 10,151 06-13-2016, 03:41 AM
Last Post: Starmage
   Combat animations via scripting; How? ZeroSum 2 5,110 09-20-2013, 06:58 PM
Last Post: ZeroSum
   Using animations in a scene (unrelated to battles and maps) PK8 4 9,013 11-17-2009, 10:54 AM
Last Post: PK8
   animations b4 titlescreen maxx070994 1 4,337 08-20-2009, 09:01 PM
Last Post: Miss Lalaba



Users browsing this thread: 1 Guest(s)