第一步,提取素材。
把你的所有的素材复制到游戏目录下的相应目录。(就是把x:\RGSS\Audio与Graphics里面的材料对应复制。)想偷懒就这样:
先点菜单的“游戏——选择RTP——把Standard改成“无” ”
然后运行以下脚本:
#=======================================================================
# 本脚本来自www.66rpg.com,转载请保留此信息。
# 核心作者:RoyRoy
# 使用方法:
# 1、首先输入RMXP的标准素材库地址,下面给出的是默认地址
# 2、运行脚本就OK了。
# ★★特别声明!!运用此脚本会删掉你给的路径的素材库★★请自己备份好★★★★
#=========================================================================
RMXP = "D:/Program Files (x86)/RPG Maker XP/RGSS/Standard/" # 素材库地址
#注意路径,是用/而不是用Windows中的\
module DumpRgss
def self.dump
@rgss_list = []
@rgss_dir = {
'BGM' => 'Audio/BGM',
'BGS' => 'Audio/BGS',
'ME' => 'Audio/ME',
'SE' => 'Audio/SE',
'Animations' => 'Graphics/Animations',
'Autotiles' => 'Graphics/Autotiles',
'Battlebacks' => 'Graphics/Battlebacks',
'Battlers' => 'Graphics/Battlers',
'Characters' => 'Graphics/Characters',
'Fogs' => 'Graphics/Fogs',
'Gameovers' => 'Graphics/Gameovers',
'Icons' => 'Graphics/Icons',
'Panoramas' => 'Graphics/Panoramas',
'Pictures' => 'Graphics/Pictures',
'Tilesets' => 'Graphics/Tilesets',
'Titles' => 'Graphics/Titles',
'Transitions' => 'Graphics/Transitions',
'Windowskins' => 'Graphics/Windowskins'
}
base_data = ['Actors', 'Animations', 'Armors', 'Enemies', 'Items',
'Skills', 'Tilesets', 'Weapons']
rgss_data = {
'menu_se' => 'SE',
'animation_name' => 'Animations',
'battler_name' => 'Battlers',
'battleback_name' => 'Battlebacks',
'character_name' => 'Characters',
'fog_name' => 'Fogs',
'icon_name' => 'Icons',
'panorama_name' => 'Panoramas',
'tileset_name' => 'Tilesets'
}
for fnbase in base_data
rxdata = self.open_file(fnbase)
for data in rxdata
for data_key in rgss_data.keys
begin
data_value = eval('data.' + data_key)
self.push_to_list(rgss_data[data_key], data_value)
rescue
end # begin
end # for data_key
# Animations.rxdata
if fnbase == 'Animations'
begin
for timing in data.timings
self.push_to_list('SE', timing.se)
end # for timing
rescue
end # begin
elsif fnbase == 'Tilesets'
begin
for autotile_name in data.autotile_names
self.push_to_list('Autotiles', autotile_name)
end # for timing
rescue
end # begin
end
end # for data
end # for fnbase
# System.rxdata
rgss_data = {
'battleback_name' => 'Battlebacks',
'battler_name' => 'Battlers',
'windowskin_name' => 'Windowskins',
'gameover_name' => 'Gameovers',
'title_name' => 'Titles',
'battle_transition' => 'Transitions',
'title_bgm' => 'BGM',
'battle_bgm' => 'BGM',
'battle_end_me' => 'ME',
'gameover_me' => 'ME',
'cursor_se' => 'SE',
'decision_se' => 'SE',
'cancel_se' => 'SE',
'buzzer_se' => 'SE',
'equip_se' => 'SE',
'shop_se' => 'SE',
'save_se' => 'SE',
'load_se' => 'SE',
'battle_start_se' => 'SE',
'escape_se' => 'SE',
'actor_collapse_se' => 'SE',
'enemy_collapse_se' => 'SE'
}
rxdata = self.open_file('System')
for data_key in rgss_data.keys
begin
data_value = eval('rxdata.' + data_key)
self.push_to_list(rgss_data[data_key], data_value)
rescue
end # begin
end # for data_key
# CommonEvents.rxdata
rxdata = self.open_file('CommonEvents')
for data in rxdata
begin
self.dump_event_list(data.list)
rescue
end # begin
end
# Troops (events) data
rxdata = self.open_file('Troops')
for data in rxdata
begin
for page in data.pages
self.dump_event_list(page.list)
end # begin
rescue
end
end
# Map (events) data
fldata = 'Data/MapInfos.rxdata'
mapinfos = load_data(fldata)
for mapinfo in mapinfos
rxdata = self.open_file(sprintf('Map%03d', mapinfo[0]))
begin
self.push_to_list('BGM', rxdata.bgm)
self.push_to_list('BGS', rxdata.bgs)
rescue
end # begin
# Events
for event in rxdata.events.values
for page in event.pages
begin
self.push_to_list('Characters', page.graphic.character_name)
self.dump_custom_move_list(page.move_route.list)
self.dump_event_list(page.list)
rescue
end # begin
end
end
end
# Save
@rgss_list.shift
f = open('./dump_rgss.txt', 'w')
begin
for rgss in @rgss_list
printf(f, '%s%s', rgss, "\n")
end
ensure
f.close
end
p 'dump end'
end
def self.open_file(fndata)
fldata = sprintf('Data/%s.rxdata', fndata)
@rgss_list.push('')
@rgss_list.push(sprintf('[%s]', fldata))
return load_data(fldata)
end
def self.push_to_list(dir_key, value)
# Audio/SE
if value.is_a?(RPG::AudioFile)
value = value.name
end
if value != ''
flrgss = sprintf('%s/%s', @rgss_dir[dir_key], value)
if File.exist?(RMXP+flrgss+".jpg")
File.rename(RMXP+flrgss+".jpg",flrgss+".jpg")
end
if File.exist?(RMXP+flrgss+".bmp")
File.rename(RMXP+flrgss+".bmp",flrgss+".bmp")
end
if File.exist?(RMXP+flrgss+".png")
File.rename(RMXP+flrgss+".png",flrgss+".png")
end
if File.exist?(RMXP+flrgss+".wav")
File.rename(RMXP+flrgss+".wav",flrgss+".wav")
end
if File.exist?(RMXP+flrgss+".mp3")
File.rename(RMXP+flrgss+".mp3",flrgss+".mp3")
end
if File.exist?(RMXP+flrgss+".mid")
File.rename(RMXP+flrgss+".mid",flrgss+".mid")
end
if File.exist?(RMXP+flrgss+".wma")
File.rename(RMXP+flrgss+".wma",flrgss+".wma")
end
if File.exist?(RMXP+flrgss+".ogg")
File.rename(RMXP+flrgss+".ogg",flrgss+".ogg")
end
#if @rgss_list.include?(flrgss)
#flrgss = sprintf('>%s', flrgss)
#end
@rgss_list.push(flrgss)
end
end
def self.dump_event_list(event_commands)
for event_command in event_commands
self.dump_event(event_command)
end
end
def self.dump_event(event_command)
parameters = event_command.parameters
case event_command.code
when 131
self.push_to_list('Windowskins', parameters[0])
when 132
self.push_to_list('BGM', parameters[0])
when 133
self.push_to_list('ME', parameters[0])
when 204
case parameters[0]
when 0
self.push_to_list('Panoramas', parameters[1])
when 1
self.push_to_list('Fogs', parameters[1])
when 2
self.push_to_list('Battlebacks', parameters[1])
end
when 209
dump_custom_move_list(parameters[1].list)
when 222
self.push_to_list('Transitions', parameters[0])
when 231
self.push_to_list('Pictures', parameters[1])
when 241
self.push_to_list('BGM', parameters[0])
when 245
self.push_to_list('BGS', parameters[0])
when 249
self.push_to_list('ME', parameters[0])
when 250
self.push_to_list('SE', parameters[0])
when 322
self.push_to_list('Characters', parameters[1])
self.push_to_list('Battlers', parameters[3])
end
end
def self.dump_custom_move_list(move_commands)
for move_command in move_commands
self.dump_custom_move(move_command)
end
end
def self.dump_custom_move(move_command)
parameters = move_command.parameters
case move_command.code
when 41
self.push_to_list('Characters', parameters[0])
when 44
self.push_to_list('SE', parameters[0])
end
end
end
DumpRgss.dump
所用的素材会被删除,事先备份就OK。
然后进入游戏,删除这段脚本。然后素材提取完毕。(不删的话每次都要运行,人家有RTP说不定就被你全删除了...)
第二步:
进入x:\Windows\System32\(64位的是C:\Windows\SysWow64\)
用查找功能寻找RGSS102J.dll(如果是RPG Maker xp 1.03版本就找RGSS103J.dll)
复制到跟Game.exe相同文件夹下。
第三步:
发布。这个不用说吧......
给最佳。
那是你没弄成‘独立状态’
在你的那个游戏文件夹里放上对应游戏里用的素材
还要放上一个dll文件
在windows system文件里找,然后打包就可以了