DoubleX 208 Posted May 16, 2015 (edited) 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 # 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 InstructionsOpen 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 # 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.txt Edited November 12, 2015 by DoubleX Share this post Link to post Share on other sites
DoubleX 208 Posted August 8, 2015 Updates # 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 | Share this post Link to post Share on other sites
thanasulas 5 Posted August 11, 2015 I cannot download the script. Could you upload it at pastebin or something like that? I am with firefox. Share this post Link to post Share on other sites
DoubleX 208 Posted August 11, 2015 I cannot download the script. Could you upload it at pastebin or something like that? I am with firefox. http://pastebin.com/upEe5FZQ Share this post Link to post Share on other sites
thanasulas 5 Posted August 11, 2015 Thanks for the pastebin. So, this script saves the whole database instead of some parts of it like normal save does, right? Where could this be used, apart from using the previous save to a new expansion (the only use that I could think of...) ? Share this post Link to post Share on other sites
DoubleX 208 Posted August 12, 2015 Thanks for the pastebin. So, this script saves the whole database instead of some parts of it like normal save does, right? Where could this be used, apart from using the previous save to a new expansion (the only use that I could think of...) ? It saves the loaded parts of actors, classes, skills, items, weapons, armors, enemies, troops, states, animations, tilesets, common events and system parts of the database. It doesn't save animations, tilesets, common events, terms, maps, or anything loaded from the database file directly upon use only. It's designed to let users saves their changes to the loaded parts of those parts of the database in the subsequent save files, like some database notetags that are supposed to store constant values only. Changing the loaded notetag values during game executions are generally easy, but by default those changes won't be saved, so those changes will be lost after terminating those game executions. 1 Share this post Link to post Share on other sites
DoubleX 208 Posted November 12, 2015 Updates # v1.01a(GMT 0100 12-11-2015): | # 1. Lets users set which parts of the database changes will be saved | Share this post Link to post Share on other sites