じ☆ve冰风 发表于 2026-7-23 19:02:30

Database Extender

Database Extender

Thanks 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.

 

Concept

This 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 fieldsendTo 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)
[*]
olymorphic   - Represents any RM data type
Here is an example with swords and Pokemon:

 

                Code:       
class Swords < Database::Tableinteger :idstring:namestring:description   float   :costinteger :powerendclass Pokemon < Database::Tableinteger :idstring:namestring:descriptionstring:typeinteger :powerend


The goal is to describe every attribute of our tables. Of course, these exaples are quite naive and not finished.

How to fill our database

There 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 tableinteger :idstring:namestring:description   float   :costinteger
ower# Filling   insert 0, "Excalibur", "A rare sword", 150.50, 120insert 1, "Durendal", "A very rare sword", 200.20, 200insert 2, "Dard", "Bilbon's, then Frodon's sword", 30.0, 50endclass Pokemon < Database::Table# Design of the tableinteger :idstring:namestring:descriptionstring:typeinteger
ower# Fillinginsert 0, "Pikachu", "Ugly green mouse", "Electric", 10insert 1, "Pichu", "Same as above", "Electric", 5insert 2, "Doraemon", "thing", "Fire", 100insert 3, "Sangoku", "Legendary Pokemon", "Rare", 1000 endAlso, it is possible to instantiate objects this way:

                Code:       
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 table

We just have to write
atabase.tables[:Table_Name] or Database.Table_Name

For example: Database.Pokemon or Database.tables[
okemon]

Then Database.Pokemon 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 database

Since 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 Extender

If 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[
okemon] or T[:VXACE_Actors]).

Thanks to Hiino for his proofreading and translation!

 

Code

Spoiler# 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    instancesendend#==============================================================================# ** 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
olymorphic    #--------------------------------------------------------------------------    # * 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      
olymorphic    endend    #==============================================================================# ** 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 = type      instance_variable_set("@#{name}".to_sym, Types)      send
attr_accessor, name)      end      #--------------------------------------------------------------------------      # * Inline insertion      #--------------------------------------------------------------------------      def insert(*args)      keys = @fields.keys      hash = Hash      self.new(hash)      end    end    #--------------------------------------------------------------------------    # * Object initialization    #--------------------------------------------------------------------------    def initialize(hash)      hash.each do |key, value|      type = self.class.fields      insertion = Types      insertion = value.send(Types) if value.respond_to?(Types)      instance_variable_set("@#{key}".to_sym, insertion)      end      Database.tables ||= Array.new      Database.tables << self    endend#--------------------------------------------------------------------------# * 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 || (raise(NoMethodError))    endendend#==============================================================================# ** Junction with the Event Extender 4#==============================================================================if defined?(Command)#==============================================================================# ** T#------------------------------------------------------------------------------#Database handling API#==============================================================================    module T    #--------------------------------------------------------------------------    # * Get a table    #--------------------------------------------------------------------------    def [](name); Database.tables; endendend#==============================================================================# ** 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 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.to_sym)      end      rpgStruct.each do |rpgData|      rpgData = rpgData if rpgData.is_a?(Hash)      self.insert(*rpgData.instance_values)      end    end)end




 

Permalink

If I update the script, it will usually be on this page: https://github.com/Funkywork/Scripts-rm/blob/master/VXAce/Extend-Database.rb

And the official Page : http://www.biloucorp.com/index.php?page=article&id_article=4


本贴来自国际rpgmaker官方论坛作者:Der Botaniker处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/database-extender.10693/
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