RPG Maker VX Ace
DoubleX RMVXA Dynamic Data
Introduction
# Stores the changes to the database done by users during game executions | # Can't be used with data having contents that can't be serialized | # Can't be used with data read from the database files upon use |
Features
# Sets if this script will save the actor parts of the database changes in # savefiles as SAVE_ACTORS # It can't be changed once set # Example: To always reload the original actor parts of the database upon # loading savefiles, set this as false SAVE_ACTORS = true # Sets if this script will save the class parts of the database changes in # savefiles as SAVE_CLASSES # It can't be changed once set # Example: To always reload the original class parts of the database upon # loading savefiles, set this as false SAVE_CLASSES = true # Sets if this script will save the skill parts of the database changes in # savefiles as SAVE_SKILLS # It can't be changed once set # Example: To always reload the original skill parts of the database upon # loading savefiles, set this as false SAVE_SKILLS = true # Sets if this script will save the item parts of the database changes in # savefiles as SAVE_ITEMS # It can't be changed once set # Example: To always reload the original item parts of the database upon # loading savefiles, set this as false SAVE_ITEMS = true # Sets if this script will save the weapon parts of the database changes in # savefiles as SAVE_WEAPONS # It can't be changed once set # Example: To always reload the original weapon parts of the database upon # loading savefiles, set this as false SAVE_WEAPONS = true # Sets if this script will save the armor parts of the database changes in # savefiles as SAVE_ARMORS # It can't be changed once set # Example: To always reload the original armor parts of the database upon # loading savefiles, set this as false SAVE_ARMORS = true # Sets if this script will save the enemy parts of the database changes in # savefiles as SAVE_ENEMIES # It can't be changed once set # Example: To always reload the original enemy parts of the database upon # loading savefiles, set this as false SAVE_ENEMIES = true # Sets if this script will save the troop parts of the database changes in # savefiles as SAVE_TROOPS # It can't be changed once set # Example: To always reload the original troop parts of the database upon # loading savefiles, set this as false SAVE_TROOPS = true # Sets if this script will save the state parts of the database changes in # savefiles as SAVE_STATES # It can't be changed once set # Example: To always reload the original state parts of the database upon # loading savefiles, set this as false SAVE_STATES = true # Sets if this script will save the animation parts of the database changes # in savefiles as SAVE_ANIMATIONS # It can't be changed once set # Example: To always reload the original animation parts of the database # upon loading savefiles, set this as false SAVE_ANIMATIONS = true # Sets if this script will save the tileset parts of the database changes in # savefiles as SAVE_TILESETS # It can't be changed once set # Example: To always reload the original tileset parts of the database upon # loading savefiles, set this as false SAVE_TILESETS = true # Sets if this script will save the common event parts of the database # changes in savefiles as SAVE_COMMON_EVENTS # It can't be changed once set # Example: To always reload the original common event parts of the database # upon loading savefiles, set this as false SAVE_COMMON_EVENTS = true # Sets if this script will save the system parts of the database changes in # savefiles as SAVE_SYSTEM # It can't be changed once set # Example: To always reload the original system parts of the database upon # loading savefiles, set this as false SAVE_SYSTEM = true
The Code
License Terms
Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.
Frequently Asked Questions
Q1: Why the savefiles are so large?
A1: It’s because all data are stored in the savefile lol
Instructions
# 1. Open the script editor and put this script into an open slot between | # Materials and Main, save to take effect. |
Version History
# v1.01a(GMT 0100 12-11-2015): | # 1. Lets users set which parts of the database changes will be saved | # v1.00b(GMT 0600 8-8-2015): | # 1. Fixed using edited data bug when starting new game without closing it | # 2. Increased this script's compatibility, efficiency and readability | # v1.00a(GMT 0400 16-5-2015): | # 1. 1st version of this script finished |
Credits & Thanks
DoubleX(Optional)
Terms & Conditions
# You shall keep this script's Script Info part's contents intact | # You shalln't claim that this script is written by anyone other than | # DoubleX or his aliases | # None of the above applies to DoubleX or his aliases |
Comments (3)
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DoubleX
[b]Updates[/b]
[code]# v1.00b(GMT 0600 8-8-2015): |
# 1. Fixed using edited data bug when starting new game without closing it |
# 2. Increased this script's compatibility, efficiency and readability |[/code]
Polraudio
This is a neat idea.
DoubleX
[b]Updates[/b]
[code]# v1.01a(GMT 0100 12-11-2015): |
# 1. Lets users set which parts of the database changes will be saved |[/code]