- Joined
- Mar 1, 2012
- Messages
- 434
- Reaction score
- 310
- First Language
- English
- Primarily Uses
Intro
Do you want to convert your RPG Maker VX project to RPG Maker VX Ace? I created this program so that others can convert their vx projects to ace. vx2ace.exe is your solution.
What it Does
This program converts the following to ace:
vx2ace.exe also copies any graphics from the original VX project that isn't included in the ace project folders. If the image name is not found in the corresponding ace project folder, the image is copied over from the VX project folder. If it's from the vx RTP, you must copy it yourself.
Music is copied as well.
vx2ace.exe needs the following to run correctly:
An rmvx project with all of the data saved. All the .rvdata in the Data/ folder must be present. Scripts.rvdata will not be touched.
An rmvxAce project with Tilesets.rvdata2 present in the Data/ folder.
How To
What it Doesn't Do
This program converts most, if not all, of your project to Ace. However, there are some things that haven't been added in, can't be 100% converted, or simply can't be converted period.
These include:
To Do
Comments/Suggestions/Etc
I would love if you'd give your feedback for this utility. Thanks.
Also, It would be wise to go through and fix stuff to your general liking within your newly converted project, as this is still a program and cannot do the work of a human. That being said, happy rm-img.
Credit Chaz Domerese, aka FenixFyreX.
The Program
Here's a mediafire link: vx2ace.exe
Also, this scriptlet is necessary for the ace system to function AFTER conversion:
The Skills with the notes:
_.::~|-ATTACK-|~::._"
_.::~|-DEFEND-|~::._"
DO NOT REMOVE THOSE NOTETAGS. This will probably result in a crash of the game, or improper Actor and Enemy function. If these notetags are not found in the respective skill, the default Ace ones will be used(1 and 2).
Do you want to convert your RPG Maker VX project to RPG Maker VX Ace? I created this program so that others can convert their vx projects to ace. vx2ace.exe is your solution.
What it Does
This program converts the following to ace:
- Actors
- Classes
- Skills
- Items
- Weapons
- Armors
- Enemies
- Troops
- States
- Animations
- Common Events
- System(Including Terms)
- Maps(and everything upon those maps)
- Areas to Regions(up to 63)
vx2ace.exe also copies any graphics from the original VX project that isn't included in the ace project folders. If the image name is not found in the corresponding ace project folder, the image is copied over from the VX project folder. If it's from the vx RTP, you must copy it yourself.
Music is copied as well.
vx2ace.exe needs the following to run correctly:
An rmvx project with all of the data saved. All the .rvdata in the Data/ folder must be present. Scripts.rvdata will not be touched.
An rmvxAce project with Tilesets.rvdata2 present in the Data/ folder.
How To
- Open vx2ace.exe.
- A window will open. There are two blank boxes with a button each on the right. One is labeled Vx: and one is labeled Ace: You also have a Convert button, a log window and a Clear Log button.
- Press each Browse... button to select the respective project's INI file. The boxes will display the project directory after you've selected them.
- Press the Convert button when you've selected the projects. The system will tell you when it is finished in the log window.
- You are finished! But there are a few things you need to know, so keep reading:
What it Doesn't Do
This program converts most, if not all, of your project to Ace. However, there are some things that haven't been added in, can't be 100% converted, or simply can't be converted period.
These include:
- Actor EXP Curve and Params: All of your actor's exp curve and parameters become their startup class' exp curve and params. Also note that while I converted the EXP parameters very close to what they were in vx, they can't quite be the same due to 2 inflation values and a correction value, instead on a singular inflation value.
- Class Equipment and Weapons: There is a single weapon type and single Armor type: General. VX did not use Weapon Types or Equipment Types, thus I could not convert a class' weapon/equipment equip restrictions. You'll have to set this up by yourself.
- Skills: Skill Types were not in VX, so I couldn't setup skill types per skill. Thus, I created one skill type: Skills. All skills are included within this subset.
- States: State slip damage, State nonresistance, State offset by opposite, and State reduce hit ratio are not supported yet. All will be supported in the next version.
- States: Cannot use magic, Cannot Move, and Cannot Move or Evade are all changed to Unable to Act. The editor does not support the former 3.
- RTP Graphics/Sounds: You need to copy all VX RTP materials into your directory OR select new graphics/sounds for each and every one of the occurrences in your projects. This includes but not limited to: Events, Common Events, and the Database.
To Do
- Fix all of the above issues/oddities to the best of my ability.
Comments/Suggestions/Etc
I would love if you'd give your feedback for this utility. Thanks.
Also, It would be wise to go through and fix stuff to your general liking within your newly converted project, as this is still a program and cannot do the work of a human. That being said, happy rm-img.
Credit Chaz Domerese, aka FenixFyreX.
The Program
Here's a mediafire link: vx2ace.exe
Also, this scriptlet is necessary for the ace system to function AFTER conversion:
Code:
class Game_BattlerBase
def attack_skill_id
$data_skills ||= load_data("Data/Skills.rvdata2")
text = "_.::~|-ATTACK-|~::._"
id = $data_skills.find {|s| s.note.include?(text)}.id rescue 1
return id
end
def guard_skill_id
$data_skills ||= load_data("Data/Skills.rvdata2")
text = "_.::~|-DEFEND-|~::._"
id = $data_skills.find {|s| s.note.include?(text)}.id rescue 2
end
end
_.::~|-ATTACK-|~::._"
_.::~|-DEFEND-|~::._"
DO NOT REMOVE THOSE NOTETAGS. This will probably result in a crash of the game, or improper Actor and Enemy function. If these notetags are not found in the respective skill, the default Ace ones will be used(1 and 2).
Last edited by a moderator:


