DoubleX RMVXA Dynamic Data

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***
Scripter
Rep:
Level 32
Changelog
Code: [Select]
#    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                                    |

Authors
DoubleX

Credits
DoubleX(Optional)

Purpose
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

Games using this script
None so far

Configuration
Code: [Select]
    # 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

Prerequisites
Abilities:
1. Custom script comprehensions to edit that script's used data stored in RPG::BaseItem and/or its subclasses

Terms Of Use
You shall:
1. Keep this script's Script Info part's contents intact
You shalln't:
1. Claim that this script is written by anyone other than DoubleX or his aliases
None of the above applies to DoubleX or his/her aliases

Instructions
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.
« Last Edit: November 12, 2015, 12:52:13 AM by DoubleX »

***
Scripter
Rep:
Level 32
Updates
Code: [Select]
#    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      |

***
Scripter
Rep:
Level 32
Updates
Code: [Select]
#    v1.01a(GMT 0100 12-11-2015):                                              |
#    1. Lets users set which parts of the database changes will be saved       |