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Posted (edited)

Purpose

Lets you edit some database data on the fly and such edits will be saved

 

Introduction

*    1. This plugins lets you change some database data on the fly, and those
*       changes will be saved in save files
*    2. Changing too many database data in the same save can lead to the save
*       file being too big, so only make absolutely necessary changes
*    3. This plugin doesn't work with dynamic map data, and I've no plans to
*       support this, as it's all too complicated and convoluted to make it
*       work well without creating even greater troubles, like the game file
*       being too big and map reload issues
*    4. CHANGING DATA ON THE FLY SHOULD NEVER BE TAKEN LIGHTLY, SO THIS
*       PLUGIN'S SPECIFICALLY DESIGNED TO NOT HAVE RMMZ BEGINNERS IN MIND

 

Video

 

Games using this plugin

None so far

 

Script Calls

Spoiler

*    # Databse data manipulations
*      1. $gameSystem.setDynamicData(containerName, data)
*         - Applies the edit of data stored by container with name
*           containerName, and the edited data will be saved in save
*           files so those edits will be preserved
*         - data must be a valid database data which must be serializable
*           (It means that this plugin doesn't support foreign plugins adding
*            undisclosed unserializable properties to database data)
*         - containerName must be either of the following:
*           "$dataActors"
*           "$dataClasses"
*           "$dataSkills"
*           "$dataItems"
*           "$dataWeapons"
*           "$dataArmors"
*           "$dataEnemies"
*           "$dataTroops"
*           "$dataStates"
*           "$dataAnimations"
*           "$dataTilesets"
*           "$dataCommonEvents"
*           "$dataSystem"
*           "$dataMapInfos"
*         - E.g.:
*           $gameSystem.setDynamicData("$dataSkills", $dataSkills[3]) applies
*           the edit of skill with id 3 stored by $dataSkills and that edited
*           skill will be saved in save files so those edits will be
*           preserved

 

 

Prerequisites

Plugins:

1. DoubleX RMMZ Enhanced Codebase

Abilities:

2. Little RMMZ plugin development proficiency

    (Elementary Javascript exposures being able to write beginner codes up to 300LoC scale)

 

Terms Of Use

Spoiler

*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*         DoubleX or my aliases. I always reserve the right to deny you from
*         using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*         you shall inform me of these direct repostings. I always reserve
*         the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*         to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*         anymore if you've violated any of the above.

 

 

Contributors

Spoiler

*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far

 

 

Changelog

Spoiler

*      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 28 GMT 0700):
*      1. 1st version of this plugin finished

 

 

Download Link

 

Edited by DoubleX

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Posted (edited)

Okay, I am curious how big you think saved games could possibly get using this, because it doesn't seem like it would amount to much. I mean, database data really doesn't take up that much space. I don't have MZ or really plan on using it, but with my VX Ace project the data directory including all the maps takes up a bit over 1.5 MB. Another person's game project I have has a data directory that's almost 3 MB. This is probably smallish, but again I am including everything and I find it hard to believe that even including the whole database in a saved game would make it that much bigger then the database it's self. Granted VX Ace uses binary files for data and saved games and MV/MZ might use .json files for one or the other. Even so, I can't imagine it getting that large, especially if there is any kind of compression (and if there isn't there are versions of pklib available for ES I am pretty sure). I mean yeah a 100 MB save file would be a bit much, and I might hesitate even for anything larger then 10-20 MB, but anything less then that Is laughably small in today's age of terabyte harddrives and still pretty tiny even back less then 100 GB was the norm.

 

 

Edited by Kayzee

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Posted (edited)

50KB? That's super duper tiny... Like demoscene coding competition tiny! Sticking to that limit seems pretty silly to me.

Seriously, I have played visual novels with bigger saved games. :P

Edited by Kayzee

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Not sure if it would be a problem on a mobile device, but now that I think about it I can imagine a limit being kinda helpful for web deployment since I think the default local storage is limited to 5 MB per site or something like that. Even so not sure I would set it that low, though it was likely chosen based on the minimum data needed for a default saved game so that there could be tons of save slots available. I actually kinda wonder if it will calculate the number of save slots available based off whatever theoretical max size you give it? It's worth looking into at least. The limit should be user configurable I think. After all some games just need bigger saved games then others. I imagine it might be easy to hit the 50KB limit when using plugins. I am kind of reminded of old playstation memory cards now. Most games might only need one block of data, but some would just need more. It's just another design trade off you have to think about.

 

 

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11 hours ago, Kayzee said:

I am kind of reminded of old playstation memory cards now. Most games might only need one block of data, but some would just need more. It's just another design trade off you have to think about.


Or some change depending on what's saved. RM1/3 (region dependent) had a 1-15 block rating because if one maxed out the Sys Data (I don't recommend this), it would take up 15 blocks but technically 129 KB so some of the data is potentially lost/corrupted (it usually corrupts item data in the 241-250 range).
Scenario (Event) Data tends to never max out; the way the data use is calculated makes it so that there's like 9-15 VRAM (virtual RAM) remaining, and that's 15 mem card blocks.
 

13 hours ago, DoubleX said:

above 50KB

 

Which is just a little more than six blocks on a PSX mem card...lolz

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