#===============================================================================
# Database Breaker VX Ace
# Version 1.0
# Author: game_guy
#-------------------------------------------------------------------------------
# Intro:
# Damn Enterbrain, putting those pesky limits on us again! >:/ Well this nifty
# script breaks just about every limit that they set on us again.
#
# Features:
# Breaks just about every database limit.
#
# Instructions:
# Go down to the config below and edit the amount for each data type.
#
# Credits:
# game_guy ~ Creating it.
#===============================================================================
=begin
# Begin Config
# Anything less then 1 will omit the data from change.
Actors = 50
Animations = 50
Armors = 50
Classes = 50
CommonEvents = 50
Enemies = 50
Items = 50
Skills = 50
States = 50
Tilesets = 50
Troops = 50
Weapons = 50
Variables = 50
Switches = 50
SkillTypes = 50
WeaponTypes = 50
ArmorTypes = 50
Attributes = 50
# End Config
def cap(num, filename, st)
return if num < 1
data = load_data(filename)
num = num-data.size
struct = eval(st)
if num > 1
num.times { data.push(struct) }
else
(-num).times { data.pop }
end
puts "Writing to #{filename}..."
File.open(filename, 'wb') {|f| Marshal.dump(data, f) }
puts "Done"
end
def system(num, filename, type)
return if num == 0
system = load_data(filename)
case type
when 0
data = system.variables
when 1
data = system.switches
when 2
data = system.elements
when 3
data = system.skill_types
when 4
data = system.armor_types
when 5
data = system.weapon_types
else
return
end
num = num-data.size
if num > 1
num.times { data.push('') }
else
(-num).times { data.pop }
end
case type
when 0
system.variables = data
when 1
system.switches = data
when 2
system.elements = data
when 3
system.skill_types = data
when 4
system.armor_types = data
when 5
system.weapon_types = data
end
puts "Writing to Data/System.rvdata2"
File.open(filename, 'wb') {|f| Marshal.dump(system, f) }
puts "Done"
end
begin
puts "Starting..."
cap(Actors, 'Data/Actors.rvdata2', 'RPG::Actor.new')
cap(Animations, 'Data/Animations.rvdata2', 'RPG::Animation.new')
cap(Armors, 'Data/Armors.rvdata2', 'RPG::Armor.new')
cap(Classes, 'Data/Classes.rvdata2', 'RPG::Class.new')
cap(CommonEvents, 'Data/CommonEvents.rvdata2', 'RPG::CommonEvent.new')
cap(Enemies, 'Data/Enemies.rvdata2', 'RPG::Enemy.new')
cap(Items, 'Data/Items.rvdata2', 'RPG::Item.new')
cap(Skills, 'Data/Skills.rvdata2', 'RPG::Skill.new')
cap(States, 'Data/States.rvdata2', 'RPG::State.new')
cap(Tilesets, 'Data/Tilesets.rvdata2', 'RPG::Tileset.new')
cap(Troops, 'Data/Troops.rvdata2', 'RPG::Troop.new')
cap(Weapons, 'Data/Weapons.rvdata2', 'RPG::Weapon.new')
system(Variables, 'Data/System.rvdata2', 0)
system(Switches, 'Data/System.rvdata2', 1)
system(Attributes, 'Data/System.rvdata2', 2)
system(SkillTypes, 'Data/System.rvdata2', 3)
system(ArmorTypes, 'Data/System.rvdata2', 4)
system(WeaponTypes, 'Data/System.rvdata2', 5)
msgbox("Done")
exit
end
=end