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
Spoiler# 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 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/her aliases
Instructions
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.
FAQ
Q1: Why the savefiles are so large?
A1: It's because all data are stored in the savefile lol
Authors
DoubleX
Changelog
Spoiler# 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 |
(DoubleX)Dynamic Data v1.01a.rar
本贴来自国际rpgmaker官方论坛作者:DoubleX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/doublex-rmvxa-dynamic-data.40054/