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RPG Maker VX Ace    Posted November 12, 2015 by DoubleX

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)

Leave a Reply

DoubleX

  • Posted about 9 years ago

  • Engine
    RPG Maker VX Ace
  • Category
    Title, Save, Load, GameOver Addon
  • License
    Attribution 3.0 Unported
  • Version
    v1.00b

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3 comments

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