Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[XP/VX] Database Limit Breaker
#1
Database Limit Breaker
Version: 1.1

Introduction
This system is based on woratana's Database Limit Breaker. This system, much like the script it's based on, lets game creators break the limits imposed on them by RPG Maker. It also allows the most ambitious game creator to create an epic world of sorts should they ever need the system.

Features
  • Breaks the limit for the amount of actors, classes, skills, items, weapons, armors, enemies, troops, states, animations, tilesets, common events, switches, variables, and elements you can include in your project.
  • Gives you a notification on how long the database limit breaking process took.
Screenshots
[Image: 33mqzp2.jpg]
[Image: 10xu3vk.png]
[Image: 2lln6dg.png]
[Image: 2n83f4p.png]

Demo
Database Limit Breaker 1.2 (RMXP)
Database Limit Breaker 1.1 (RMXP)
Database Limit Breaker 1.1 (RMVX)

Instructions
Copy-paste all FOUR (first 3 are optional but useful for documentation,
the fourth must be copied over) common events into your project.
Depending on how far into development you are with your project, you
should probably change the condition switch of the [SYS!] common event.
This system doesn't need a variable or a "PK8's Systems" switch.

To perform the database limit break successfully, you need to follow these steps:
  1. Backup your Data folder, just to be on the safe side in case anything goes wrong.
  2. Set the new max value for each data group.
  3. Create an event and make it turn on [Doc4]'s conditional switch.
  4. Run your project.
  5. Press the Input Button set in PK8_DLB['button'] (Default: F7)
  6. Close the Game.exe as soon as you're told it's done manipulating your project's data files.
  7. Close your project WITHOUT SAVING.
  8. Open your project again and the new database limits should be there.
FAQ
  • I'm trying to edit the switches beyond 5000 and it's not working!
    Not a question, but I get the idea. You'll need to head to the Game_Switches class of your script editor and modify two methods.
    First, replace the [](switch_id) method with this:
    Code:
    def [](switch_id)
        if @data[switch_id] != nil
          return @data[switch_id]
        else
          return false
        end
      end
    Next, you'll need to replace the []=(switch_id, value) method with this:
    Code:
    def []=(switch_id, value)
        @data[switch_id] = value
      end
  • The same thing above applies to Game_Variables.
    Go to your Game_Variables class and replace [](variable_id) with this:
    Code:
    def [](variable_id)
        if @data[variable_id] != nil
          return @data[variable_id]
        else
          return 0
        end
      end
    Next, replace []=(variable_id, value) with this:
    Code:
    def []=(variable_id, value)
        @data[variable_id] = value
      end
Compatibility
None reported yet.

Credits and Thanks
This system was based on woratana's script, so he deserves the credit. I pretty much ported it to events.

Author's Notes
I really did this out of a desire to experiment with RPG Maker. I didn't think this would actually work!

Terms and Conditions
Free to use. Just credit woratana and PK8.
Reply }
#2
Sweeeet!
Reply }
#3
Thanks. :)

The system was updated to 1.0.1, but then got updated to 1.1.

For v1.0.1, I fixed a huge bug in my system which caused the program to crash when a user touches any generated data. But that's really more of a huge oversight on my part with the code.

For v1.1, I went by my version numbering convention: main_version.feature.bugfix. I added a switch option, in case anybody wants to turn the system on or off.

If anybody has any suggestions on what I should add onto this system, send them.
Reply }
#4
That's a lotta variables. =o
Reply }
#5
(04-09-2012, 08:25 PM)Zackwell Wrote: That's a lotta variables. =o
Yes it is, and they all work (after the script edits are applied). Just in case 5000 variables isn't enough of course.

This system is now available for RPG Maker VX.
Reply }
#6
Funnily enough, I've never needed more than 5000 variables in a game, so I had no idea there was a limit.
It's probably really useful for the bigger games that need 10000 variables or more.
Reply }
#7
Just uploaded Database Limit Breaker 1.2 for XP. This is the version where I'm starting to experiment on a wheel I reinvented.

This version will let you set new initial/final levels, exp basis, exp inflation, max hp, max sp, strength, dexterity, agility, and intelligence (you'll need to think of a curve for the last 6) for certain actors. Really useful if you're looking to break the 99 level limit!
Reply }
#8
Sorry for necro this but does anyone still have the script for XP? The link on this post is dead, I can find a copy on google but it's on v1.0
Reply }




Users browsing this thread: