- Aug 12, 2017
- 707
- 1,948
A place to add RPGMaker Ace Scripts. Those that I'll add must be placed below "Materials" and above main.
All credit goes to their creators.
All credit goes to their creators.
=begin
================================================================================
Easy Script Importer-Exporter Version 4.0
by KK20 Jul 18 2018
--------------------------------------------------------------------------------
[ Introduction ]++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Ever wanted to export your RPG Maker scripts to .rb files, make changes to
them in another text editor, and then import them back into your project?
Look no further, fellow scripters. ESIE is easy to use!
[ Instructions ]++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Place this script at the top of your script list to ensure it runs first.
Make any changes to the configuration variables below if desired.
Run your game and a message box will prompt success and close the game.
If exporting, you can find the folder containing a bunch of .rb files in your
project folder. A new file called "!script_order.csv" will tell this script
in what order to import your script files back into RPG Maker. As such, you
can create new .rb files and include its filename into "!script_order.csv"
without ever having to open RPG Maker!
If importing, please close your project (DO NOT SAVE IT) and re-open it.
** As of Version 4.0, subfolders are now possible!
- Script names that start with the character defined in FOLDER_INDICATOR will
be subfolders within your exported scripts folder.
- You can specify the depth of subfolders by increasing the number
FOLDER_INDICATOR characters.
- Any scripts below the subfolder will be placed within it.
- A script name that only consists of FOLDER_INDICATOR characters indicates
"closing" that subfolder; scripts below will now be placed in the previous
(i.e. its parent's) subfolder.
- You may reuse a folder name multiple times. You can have subfolders named
after script authors and keep their scripts grouped together without
disrupting your script order (and potentially crashing your project).
Here's an example assuming FOLDER_INDICATOR is set to '@' :
Project Script List Project Directory
Scripts_Export_Folder/
EarlyScript ├ EarlyScript.rb
@Base Scripts ├ Base Scripts/
@@Game Classes │ ├ Game Classes/
Game_Temp │ │ ├ Game_Temp.rb
Game_System │ │ └ Game_System.rb
@@Sprite Classes │ └ Sprite Classes/
Sprite_Character │ └ Sprite_Character
@Custom Scripts ├ Custom Scripts/
MyScript │ └ MyScript.rb
@ │
Main └ Main.rb
[ Compatibility ]+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This script already has methods to ensure it will run properly on any RPG
Maker version. This script does not rely on nor makes changes to any existing
scripts, so it is 100% compatible with anything.
[ Credits ]+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
KK20 - made this script
GubiD - referenced his VXA Script Import/Export
FiXato and HIRATA Yasuyuki - referenced VX/VXA Script Exporter
ForeverZer0 - suggesting and using Win32API to read .ini file
================================================================================
=end
#******************************************************************************
# B E G I N C O N F I G U R A T I O N
#******************************************************************************
#------------------------------------------------------------------------------
# Set the script's mode. Will export the scripts, import the scripts, or do
# absolutely nothing.
# ACCEPTED VALUES:
# 0 = Disable (pretends like this script doesn't even exist)
# 1 = Export
# 2 = Import
# 3 = Playtest (import scripts from folder to playtest game; does not
# replace or create a 'Scripts.r_data' file)
#------------------------------------------------------------------------------
IMPORT_EXPORT_MODE = 1
#------------------------------------------------------------------------------
# Folder name where scripts are imported from and exported to
#------------------------------------------------------------------------------
FOLDER_NAME = "Scripts"
#------------------------------------------------------------------------------
# Character positioned at the start of a script name to indicate a subfolder.
# All scripts (or other subfolders) below it will be placed within this folder.
# This must only be a one character string.
#------------------------------------------------------------------------------
FOLDER_INDICATOR = '@'
#------------------------------------------------------------------------------
# This tag will be added to the end of a script name in the CSV file for any
# scripts that do not have code in them. This tag will be removed when imported
# back into the project. Note that this does not apply to scripts with no name.
#------------------------------------------------------------------------------
BLANK_SCRIPT_TAG = '~blank'
#------------------------------------------------------------------------------
# When exporting, if the folder FOLDER_NAME already exists, it will create
# another folder of the same name along with an ID. This will make sure you do
# not overwrite the changes you made to your scripts accidentally. If false,
# it will erase all the files in the folder prior to exporting.
# Useless for importing.
#------------------------------------------------------------------------------
MAKE_EXPORT_COPIES = true
#------------------------------------------------------------------------------
# Creates a duplicate of the Scripts.r_data file to ensure you don't break your
# project. The duplicate will be placed in the Data folder as "Copy - Scripts".
# Useless for exporting.
#------------------------------------------------------------------------------
CREATE_SCRIPTS_COPY = true
#------------------------------------------------------------------------------
# If true, converts any instances of tab characters (\t) into two spaces. This
# is extremely helpful if writing code from an external editor and moving it
# back into RPG Maker where tab characters are instantly treated as two spaces.
#------------------------------------------------------------------------------
TABS_TO_SPACES = true
#******************************************************************************
# E N D C O N F I G U R A T I O N
#******************************************************************************
#------------------------------------------------------------------------------
if IMPORT_EXPORT_MODE != 0
RGSS = (RUBY_VERSION == "1.9.2" ? 3 : defined?(Hangup) ? 1 : 2)
if RGSS == 3
def p(*args)
msgbox_p *args
end
end
# From GubiD's script
# These characters cannot be used as folder/file names. Any of your script
# names that use the characters on the left will be replaced with the right.
INVALID_CHAR_REPLACE = {
'\\'=> '&',
'/' => '&',
':' => ';',
'*' => '°',
'?' => '!',
'<' => '«',
'>' => '»',
'|' => '¦',
'"' => '\''
}
unless FOLDER_INDICATOR.is_a?(String) && FOLDER_INDICATOR.size == 1
raise "FOLDER_INDICATOR needs to be 1 character long!"
end
def mkdir_p(list)
path = ''
list.each do |dirname|
Dir.mkdir(path + dirname) unless File.exists?(path + dirname)
path += "#{dirname}/"
end
end
def traceback_report
backtrace = $!.backtrace.clone
backtrace.each{ |bt|
bt.sub!(/{(\d+)}/) {"[#{$1}]#{$RGSS_SCRIPTS[$1.to_i][1]}"}
}
return $!.message + "\n\n" + backtrace.join("\n")
end
def raise_traceback_error
if $!.message.size >= 900
File.open('traceback.log', 'w') { |f| f.write($!) }
raise 'Traceback is too big. Output in traceback.log'
else
raise
end
end
#-[ B E G I N ]-----------------------------------------------------------------
# Get project's script file
ini = Win32API.new('kernel32', 'GetPrivateProfileString','PPPPLP', 'L')
scripts_filename = "\0" * 256
ini.call('Game', 'Scripts', '', scripts_filename, 256, '.\\Game.ini')
scripts_filename.delete!("\0")
counter = 0
# Exporting?
if IMPORT_EXPORT_MODE == 1
folder_name = FOLDER_NAME
if File.exists?(FOLDER_NAME)
# Keep a history of exports? Or only one folder?
if MAKE_EXPORT_COPIES
i = 1
i += 1 while File.exists?("#{FOLDER_NAME}_#{i}")
Dir.mkdir("#{FOLDER_NAME}_#{i}")
folder_name = "#{FOLDER_NAME}_#{i}"
else
Dir['Scripts/*'].each { |file| File.delete(file) }
end
else
Dir.mkdir(FOLDER_NAME) unless File.exists?(FOLDER_NAME)
end
# Create script order list
script_order = File.open("#{folder_name}/!script_order.csv", 'w')
script_names = {}
folder_tree = [folder_name]
current_subfolder_level = 0
# Load the raw script data
scripts = load_data(scripts_filename)
scripts.each_index do |index|
# skip ESIE
next if index == 0
script = scripts[index]
id, name, code = script
next if id.nil?
# if this is a subfolder script name
subfolder_level, subfolder_name = name.scan(/^(#{FOLDER_INDICATOR}+)(.*)/).flatten
if subfolder_level
# Replace invalid filename characters with valid characters
subfolder_level = subfolder_level.size
subfolder_name.split('').map{ |chr| INVALID_CHAR_REPLACE[chr] || chr }.join
case subfolder_level <=> current_subfolder_level
when -1
(current_subfolder_level - subfolder_level).times do |n|
folder_tree.pop
current_subfolder_level -= 1
end
if subfolder_name.empty?
folder_tree.pop
current_subfolder_level -= 1
else
folder_tree[-1] = subfolder_name
end
when 0
if subfolder_name.empty?
folder_tree.pop
current_subfolder_level -= 1
else
folder_tree[-1] = subfolder_name
end
when 1
if subfolder_level - current_subfolder_level != 1
raise "Invalid sublevel for folder!\n" +
"Expected: #{FOLDER_INDICATOR * (current_subfolder_level + 1)}#{subfolder_name}\n" +
"Received: #{name}"
end
raise "Branching subfolder needs a name!" if subfolder_name.empty?
folder_tree << subfolder_name
current_subfolder_level += 1
end
mkdir_p(folder_tree)
script_order.write("#{name}\n")
# no need to continue further with this script, so go to next
next
end
# Replace invalid filename characters with valid characters
name = name.split('').map{ |chr| INVALID_CHAR_REPLACE[chr] || chr }.join
# Convert script data to readable format
code = Zlib::Inflate.inflate(code)
code.gsub!(/\t/) {' '} if TABS_TO_SPACES
if code.empty?
name += BLANK_SCRIPT_TAG unless name.empty?
script_order.write("#{name}\n")
next
end
name = 'no_script_name' if name.empty?
if script_names.key?(name)
script_names[name] += 1
name = "#{name}~@#{script_names[name]}"
else
script_names[name] = 0
end
# Output script to file
script_order.write("#{name}\n")
dir_path = folder_tree.join('/')
File.open("#{dir_path}/#{name}.rb", 'wb') { |f| f.write(code) }
counter += 1
end
script_order.close
p "#{counter} files successfully exported to folder '#{folder_name}'"
exit
end
# If importing or play-testing
if IMPORT_EXPORT_MODE >= 2
folder_tree = [FOLDER_NAME]
counter = 1
# If strictly importing, we want to replace the data directly in the scripts
# data file. Otherwise, just override the scripts global variable.
if IMPORT_EXPORT_MODE == 2
scripts_file = File.open(scripts_filename, 'rb')
import_obj = Marshal.load(scripts_file)
else
import_obj = $RGSS_SCRIPTS
end
# If strictly importing, create a copy of the scripts file in case something
# goes wrong with the import.
if IMPORT_EXPORT_MODE == 2 && CREATE_SCRIPTS_COPY
base_name = File.basename(scripts_filename)
dir_name = File.dirname(scripts_filename)
copy = File.open(dir_name + "/Copy - " + base_name, 'wb')
Marshal.dump(import_obj, copy)
copy.close
end
# Load each script file
File.open("#{FOLDER_NAME}/!script_order.csv", 'r') do |list|
list = list.read.split("\n")
list.each do |filename|
code = ''
script_name = filename.gsub(/(.*?)(?:~@\d+)?$/) {$1}
# Is this a subfolder?
level, subfolder = script_name.scan(/^(#{FOLDER_INDICATOR}+)(.*)/).flatten
if level
level = level.size
case level <=> (folder_tree.size - 1)
when -1
(folder_tree.size - 1 - level).times { |n| folder_tree.pop }
if subfolder.empty?
folder_tree.pop
else
folder_tree[-1] = subfolder
end
when 0
if subfolder.empty?
folder_tree.pop
else
folder_tree[-1] = subfolder
end
when 1
if level - (folder_tree.size - 1) != 1
raise "Invalid sublevel for folder!\n" +
"Expected: #{FOLDER_INDICATOR * (folder_tree.size)}#{subfolder}\n" +
"Received: #{script_name}"
end
raise "Branching subfolder needs a name!" if subfolder.empty?
folder_tree << subfolder
end
elsif script_name.empty? || script_name[/#{BLANK_SCRIPT_TAG}$/]
script_name = script_name.chomp("#{BLANK_SCRIPT_TAG}")
code = ''
else # script file
dir_path = folder_tree.join('/')
code = File.open("#{dir_path}/#{filename}.rb", 'r') { |f| f.read }
code.gsub!(/\t/) {' '} if TABS_TO_SPACES
end
# If strictly importing, compress script. Otherwise, keep script in
# readable format.
if IMPORT_EXPORT_MODE == 2
z = Zlib::Deflate.new(6)
data = z.deflate(code, Zlib::FINISH)
else
data = code
end
# If strictly importing, replaces entries in the scripts file data with
# the newly-compressed imported scripts. Otherwise, replace entries in
# $RGSS_SCRIPTS with imported scripts.
import_obj[counter] = [counter]
import_obj[counter][1] = script_name
import_obj[counter][IMPORT_EXPORT_MODE] = data
counter += 1
end
end
# Dump imported file data to a new Scripts file and close the program.
if IMPORT_EXPORT_MODE == 2
data = File.open(scripts_filename, 'wb')
Marshal.dump(import_obj[0, counter], data)
data.close
p "#{counter-1} files successfully imported. Please close your RPG Maker " +
"now without saving it. Re-open your project to find the scripts imported."
exit
else
# Run the project from here, eval-ing everything
($RGSS_SCRIPTS.size - counter).times { |n| $RGSS_SCRIPTS.pop }
$RGSS_SCRIPTS.each_with_index do |script, i|
next if i == 0
begin
eval(script[3], nil, script[1])
rescue ScriptError
raise ScriptError.new($!.message)
rescue
$!.message.sub!($!.message, traceback_report)
raise_traceback_error
end
end
exit
end
end
#------------------------------------------------------------------------------
end # if IMPORT_EXPORT_MODE != 0