04-09-2012, 04:53 AM
Database Limit Breaker
Version: 1.1
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.
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:
- Backup your Data folder, just to be on the safe side in case anything goes wrong.
- Set the new max value for each data group.
- Create an event and make it turn on [Doc4]'s conditional switch.
- Run your project.
- Press the Input Button set in PK8_DLB['button'] (Default: F7)
- Close the Game.exe as soon as you're told it's done manipulating your project's data files.
- Close your project WITHOUT SAVING.
- Open your project again and the new database limits should be there.
- 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:
Next, you'll need to replace the []=(switch_id, value) method with this:Code:def [](switch_id)
if @data[switch_id] != nil
return @data[switch_id]
else
return false
end
end
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:
Next, replace []=(variable_id, value) with this:Code:def [](variable_id)
if @data[variable_id] != nil
return @data[variable_id]
else
return 0
end
end
Code:def []=(variable_id, value)
@data[variable_id] = value
end
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.