Hello, I present a Script by my mentor ! Nuki !
---------------------------------------------
Database ExtenderThanks Hiino for the translation
I think that the RPG Maker database is a bit of a pain since we cannot extend it. Hence, I am obligated to stay in the quite restrictive base system, and, in order to obtain cooler (and more specific) things I have to abuse of the database's commentary/note fields (and why not complete with the Typed Entities script, which isn't adapted to this kind of things... IN MY OPINION!)
So I plagiarized Avygeil who had already been plagiarized by Grim and recoded a database system for RM.
ConceptThis system is based on the same idea as the one Grim used in his "Expressive Database", except it's a bit better (and more cleverly) coded. So firstly we are going to create tables in a blank script on top of Main. To achieve this, simply write:
class Swords < Database::Table
# Here we will define our table's fields
end
To add fields that characterize our table, we have to set their type and their name.
The script accepts the following types:
- :string - Represents text data
- :integer - Represents an integer number
- :float - Represents a floating point number
- :boolean - Represents either true or false (a switch)
- :polymorphic - Represents any RM data type
Here is an example with swords and Pokemon:
class Swords < Database::Table
integer :id
string :name
string :description
float :cost
integer :power
end
class Pokemon < Database::Table
integer :id
string :name
string :description
string :type
integer :power
end
The goal is to describe every attribute of our tables. Of course, these exaples are quite naive and not finished.
How to fill our databaseThere are two ways of filling our database.
The first one is the most economic: after having defined our fields, we can use the "insert" command and pass it arguments. If said arguments aren't the right type the script will try to convert them, else it will set them a default value according to their type. Here is an example:
class Swords < Database::Table
# Design of the table
integer :id
string :name
string :description
float :cost
integer :power
# Filling
insert 0, "Excalibur", "A rare sword", 150.50, 120
insert 1, "Durendal", "A very rare sword", 200.20, 200
insert 2, "Dard", "Bilbon's, then Frodon's sword", 30.0, 50
end
class Pokemon < Database::Table
# Design of the table
integer :id
string :name
string :description
string :type
integer :power
# Filling
insert 0, "Pikachu", "Ugly green mouse", "Electric", 10
insert 1, "Pichu", "Same as above", "Electric", 5
insert 2, "Doraemon", "thing", "Fire", 100
insert 3, "Sangoku", "Legendary Pokemon", "Rare", 1000
end
Also, it is possible to instantiate objects this way:
Pokemon.new(id: 4, name: "Mew", description: "Blue monkey", type: "Plant", power: 999)
Pokemon.new(id: 5, name: "Magicalichigo", description: "Looks like an Evoli", type: "Psy", power: 1)
Personally, I prefer this way of doing, which allows me to separate my "design" and my filling. But it's possible to mix both techniques.
Access a tableWe just have to write:Database.tables[:Table_Name] or Database.Table_Name
For example: Database.Pokemon or Database.tables[:Pokemon]
Then Database.Pokemon[0] will return the first record (Pikachu), but since the fields are stored inside an array, it is possible to use all the methods concerning arrays. However this part only addresses scripters, kind of like this whole script actually
Process the initial RPG Maker databaseSince this script is modern and cool, it also allows for handling the RPG Maker database with the same primitives.
For example, to access the Actors table of the database, we will write: Database.VXACE_Actors, which returns the array of all the database's actors.
The accessible tables:
VXACE_Actors
VXACE_Classes
VXACE_Skills
VXACE_Items
VXACE_Weapons
VXACE_Armors
VXACE_Enemies
VXACE_States
VXACE_Animations
VXACE_Tilesets
VXACE_CommonEvents
VXACE_MapInfos
This append allows us to manipulate the initial database in a transparent manner with the script.
Associating with the Event ExtenderIf the Event Extender is already appended to your project, you have to place this script below it, so that its database overrides the Event Extender's.
The Design/Filling works the ame way as detailed above.
To access the database, it works as usual or as documented in the Event Extender (for example T[:Pokemon] or T[:VXACE_Actors]).
Thanks to Hiino for his proofreading and translation!
# Extend Database ~ Der Botaniker (Nuki)
# http://www.biloucorp.com
# Idea : Avygeil, Grim
# Thanks to Hiino, Zangther (sexual motivation)
# And special thanks to larabdubled
#==============================================================================
# ** Object
#------------------------------------------------------------------------------
# Generic behaviour
#==============================================================================
class Object
#--------------------------------------------------------------------------
# * Bool casting
#--------------------------------------------------------------------------
if defined?(Command)
remove_const(:Database)
def to_bool; (self != nil || self != false) end
end
#--------------------------------------------------------------------------
# * Polymorphic casting
#--------------------------------------------------------------------------
def nothing; self; end
#--------------------------------------------------------------------------
# * Get Instance values
#--------------------------------------------------------------------------
def instance_values
instances = Array.new
instance_variables.each do |i|
instances << instance_variable_get(i)
end
instances
end
end
#==============================================================================
# ** Database
#------------------------------------------------------------------------------
# Representation of an Abstract Database
#==============================================================================
module Database
#==============================================================================
# ** Types
#------------------------------------------------------------------------------
# Implements the Type System
#==============================================================================
RPGDatas = [
"Actors",
"Classes",
"Skills",
"Items",
"Weapons",
"Armors",
"Enemies",
"States",
"Animations",
"Tilesets",
"CommonEvents",
"MapInfos"
]
module Type
#--------------------------------------------------------------------------
# * Type Enum
#--------------------------------------------------------------------------
Types = {
string: [:to_s, ""],
integer: [:to_i, 0],
float: [:to_f, 0.0],
boolean: [:to_bool, true],
polymorphic: [:nothing, ""]
}
#--------------------------------------------------------------------------
# * String representation
#--------------------------------------------------------------------------
def string(field_name)
handle_field(:string, field_name.to_sym)
end
alias :text :string
#--------------------------------------------------------------------------
# * Integer representation
#--------------------------------------------------------------------------
def integer(field_name)
handle_field(:integer, field_name.to_sym)
end
alias :int :integer
#--------------------------------------------------------------------------
# * Floating point number representation
#--------------------------------------------------------------------------
def float(field_name)
handle_field(:float, field_name.to_sym)
end
#--------------------------------------------------------------------------
# * Boolean representation
#--------------------------------------------------------------------------
def boolean(field_name)
handle_field(:boolean, field_name.to_sym)
end
alias :bool :boolean
#--------------------------------------------------------------------------
# * Polymorphic type representation
#--------------------------------------------------------------------------
def polymorphic(field_name)
handle_field(:polymorphic, field_name.to_sym)
end
alias :free :polymorphic
#--------------------------------------------------------------------------
# * Type Coercion
#--------------------------------------------------------------------------
def self.coercion(className)
return :integer if className == Fixnum
return :string if className == String
return :float if className == Float
return :boolean if className == TrueClass || className == FalseClass
:polymorphic
end
end
#==============================================================================
# ** Table
#------------------------------------------------------------------------------
# Representation of an Abstract Table
#==============================================================================
class Table
#--------------------------------------------------------------------------
# * Appends Type handler
#--------------------------------------------------------------------------
extend Type
Types = Type::Types
#--------------------------------------------------------------------------
# * Singleton of Table
#--------------------------------------------------------------------------
class << self
#--------------------------------------------------------------------------
# * Public instance variables
#--------------------------------------------------------------------------
attr_accessor :fields
attr_accessor :classname
#--------------------------------------------------------------------------
# * Field handling
#--------------------------------------------------------------------------
def handle_field(type, name)
@classname ||= self.to_s.to_sym
@fields ||= Hash.new
@fields[name] = type
instance_variable_set("@#{name}".to_sym, Types[type][1])
send(:attr_accessor, name)
end
#--------------------------------------------------------------------------
# * Inline insertion
#--------------------------------------------------------------------------
def insert(*args)
keys = @fields.keys
hash = Hash[keys.zip(args)]
self.new(hash)
end
end
#--------------------------------------------------------------------------
# * Object initialization
#--------------------------------------------------------------------------
def initialize(hash)
hash.each do |key, value|
type = self.class.fields[key]
insertion = Types[type][1]
insertion = value.send(Types[type][0]) if value.respond_to?(Types[type][0])
instance_variable_set("@#{key}".to_sym, insertion)
end
Database.tables[self.class.classname] ||= Array.new
Database.tables[self.class.classname] << self
end
end
#--------------------------------------------------------------------------
# * Singleton of Database
#--------------------------------------------------------------------------
class << self
#--------------------------------------------------------------------------
# * Public instance variables
#--------------------------------------------------------------------------
attr_accessor :tables
#--------------------------------------------------------------------------
# * API for tables
#--------------------------------------------------------------------------
Database.tables = Hash.new
#--------------------------------------------------------------------------
# * Method Missing
#--------------------------------------------------------------------------
def method_missing(method, *args)
tables[method] || (raise(NoMethodError))
end
end
end
#==============================================================================
# ** Junction with the Event Extender 4
#==============================================================================
if defined?(Command)
#==============================================================================
# ** T
#------------------------------------------------------------------------------
# Database handling API
#==============================================================================
module T
#--------------------------------------------------------------------------
# * Get a table
#--------------------------------------------------------------------------
def [](name); Database.tables[name.to_sym]; end
end
end
#==============================================================================
# ** RPG::Module Mapping
#------------------------------------------------------------------------------
# Initial Database Mapping
#==============================================================================
Database::RPGDatas.each do |data|
rpgStruct = load_data("Data/#{data}.rvdata2")
instance = rpgStruct.find{|i| !i.nil?}
instance = instance[1] if instance.is_a?(Array)
Object.const_set(
"VXACE_#{data}".to_sym,
Class.new(Database::Table) do
self.classname = "VXACE_#{data}".to_sym
instance.instance_variables.each do |attr|
classData = instance.send(:instance_variable_get, attr).class
type = Database::Type.coercion(classData)
self.send(type, attr.to_s[1..-1].to_sym)
end
rpgStruct.each do |rpgData|
rpgData = rpgData[1] if rpgData.is_a?(Hash)
self.insert(*rpgData.instance_values)
end
end
)
end
If I update the script, it will usually be on this page:
https://github.com/Funkywork/Scripts-rm/blob/master/VXAce/Extend-Database.rbAnd the official Page :
http://www.biloucorp.com/index.php?page=article&id_article=4