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SortData VX + ACE - Printable Version

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+---- Thread: SortData VX + ACE (/thread-10792.html)



SortData VX + ACE - kyonides - 10-28-2024

SortData VX + ACE

by Kyonides

Introduction

Do you need to get a list of item or skill names?
Do you want to get them sorted out to see if you're missing anything important there?
Then this temporary scriptlet is right for you! Grinning

If you find out that there's a new option in the title menu's command window, then that's what you need to pick there!

Then you'll be able to find lots of options that will let you save 2 separate TXT files in your game's root directory.

Open them and you'll be able to get the list of names of any DB present in the VX ACE DB window and a sorted list of such items or skills or common events.

FAQ

What you need to do is to paste it on a new script section in the Materials group.

If you have any backtrace script in place, make sure this scriptlet is placed ABOVE that backtrace script.

Script for RMVX

Code:
# * SortData VX * #
#   Scripter : Kyonides Arkanthes
#   2023-12-21

class CommandWindow < Window_Selectable
  NAMES = %w{actors classes skills items weapons armors enemies troops}
  NAMES += %w{states animations common\ events}
  def initialize(wx, wy)
    @commands = NAMES.map {|name| name.capitalize }
    super(wx, wy, 208, @commands.size * WLH + 32)
    @item_max = @commands.size
    refresh
    self.index = 0
  end

  def refresh
    create_contents
    @item_max.times {|n| draw_item(n) }
  end

  def draw_item(index)
    contents.draw_text(item_rect(index), @commands[index])
  end

  def fetch_list
    case @index
    when 0
      $data_actors
    when 1
      $data_classes
    when 2
      $data_skills
    when 3
      $data_items
    when 4
      $data_weapons
    when 5
      $data_armors
    when 6
      $data_enemies
    when 7
      $data_troops
    when 8
      $data_states
    when 9
      $data_animations
    when 10
      $data_common_events
    end
  end

  def filename
    NAMES[@index]
  end
end

class Scene_Title
  alias :kyon_sort_data_scn_ttl_up :update
  def create_command_window
    options = [Vocab.new_game, Vocab.continue, Vocab.shutdown]
    options << "Extract Names"
    @command_window = Window_Command.new(172, options)
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 258
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.draw_item(1, false)
    end
    @command_window.openness = 0
    @command_window.open
  end

  def update
    kyon_sort_data_scn_ttl_up
    if Input.trigger?(Input::C) and @command_window.index == 3
      Sound.play_decision
      $scene = SortDataScene.new
    end
  end
end

class SortDataScene < Scene_Base
  HEADING_START = "Choose the type of data to be sorted next"
  HEADING_PROCESS = "Processing data..."
  def start
    @stage = :main
    @timer = 0
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("Title")
    @help_window = Window_Help.new
    @help_window.set_text(HEADING_START)
    cwx = (Graphics.width - 200) / 2
    @command_window = CommandWindow.new(cwx, 80)
  end

  def update
    case @stage
    when :main
      update_selection
    when :timer
      update_timer
    end
  end

  def update_selection
    @command_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Title.new
      return
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @help_window.set_text(HEADING_PROCESS)
      @timer = 20
      @stage = :timer
      list = @command_window.fetch_list
      list = list[1..-1].map{|o| o.name }
      sorted_list = list.sort
      name = @command_window.filename
      File.open("normal list #{name}.txt", "w") {|f| f.puts list }
      File.open("sorted list #{name}.txt", "w") {|f| f.puts sorted_list }
    end
  end

  def update_timer
    Graphics.update
    @timer -= 1
    return if @timer > 0
    @help_window.set_text(HEADING_START)
    @stage = :main
  end

  def terminate
    @command_window.dispose
    @help_window.dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
end

Script for RMVX ACE

Code:
# * SortData ACE * #
#   Scripter : Kyonides Arkanthes
#   2023-06-14

class Window_TitleCommand
  alias :kyon_sort_data_win_ttl_comm_mk_comm_list :make_command_list
  def make_command_list
    kyon_sort_data_win_ttl_comm_mk_comm_list
    add_command("Extract Names", :sort)
  end
end

class CommandWindow < Window_Selectable
  NAMES = %w{actors classes skills items weapons armors enemies troops}
  NAMES += %w{states animations common\ events}
  def initialize(wx, wy)
    clear_command_list
    make_command_list
    super(wx, wy, 208, window_height)
    refresh
    select(0)
    activate
  end

  def clear_command_list
    @list = []
  end

  def make_command_list
    @list = NAMES.dup
    @list.map!{|name| name.capitalize }
  end

  def visible_line_number
    10
  end

  def window_height
    fitting_height(item_max)
  end

  def item_max
    @list.size
  end

  def draw_item(index)
    draw_text(item_rect_for_text(index), @list[index])
  end

  def process_handling() end

  def fetch_list
    case @index
    when 0
      $data_actors
    when 1
      $data_classes
    when 2
      $data_skills
    when 3
      $data_items
    when 4
      $data_weapons
    when 5
      $data_armors
    when 6
      $data_enemies
    when 7
      $data_troops
    when 8
      $data_states
    when 9
      $data_animations
    when 10
      $data_common_events
    end
  end

  def filename
    NAMES[@index]
  end
end

class Scene_Title
  alias :kyon_sort_data_scn_ttl_ccw :create_command_window
  def create_command_window
    kyon_sort_data_scn_ttl_ccw
    @command_window.set_handler(:sort, method(:command_sort))
  end

  def command_sort
    close_command_window
    fadeout_all
    SceneManager.call(SortDataScene)
  end
end

class SortDataScene < Scene_Base
  HEADING_START = "Choose the type of data to be sorted next"
  HEADING_PROCESS = "Processing data..."
  def start
    @stage = :main
    @timer = 0
    @help_window = Window_Help.new(1)
    @help_window.set_text(HEADING_START)
    cwx = (Graphics.width - 200) / 2
    @command_window = CommandWindow.new(cwx, 80)
  end

  def update_basic
    case @stage
    when :main
      super
      update_selection
    when :timer
      update_timer
    end
  end

  def update_selection
    if Input.trigger?(:B)
      Sound.play_cancel
      SceneManager.return
      return
    elsif Input.trigger?(:C)
      Sound.play_ok
      @help_window.set_text(HEADING_PROCESS)
      @timer = 20
      @stage = :timer
      list = @command_window.fetch_list
      list = list[1..-1].map{|o| o.name }
      sorted_list = list.sort
      name = @command_window.filename
      File.open("normal list #{name}.txt", "w") {|f| f.puts list }
      File.open("sorted list #{name}.txt", "w") {|f| f.puts sorted_list }
    end
  end

  def update_timer
    Graphics.update
    @timer -= 1
    return if @timer > 0
    @help_window.set_text(HEADING_START)
    @stage = :main
  end

  def terminate
    Graphics.freeze
    dispose_all_windows
  end
end


Terms & Conditions

Free for use in ANY game project.
This script is not intended to be distributed as an integral part of your game.
Remove it once you no longer need it.
Due credit is optional for the script can be removed at any time.
That's it! Tongue sticking out


RE: SortData VX + ACE - kyonides - 10-28-2024

A New Script Update Has Arrived!

From now on you can download a working demo featuring the same basic functionality plus 2 brand new features.

Now you can read the list of items or weapons or skills or anything else on screen.
Besides you can now sort the list by ID or Name or Cost (Price).

Several Snapshots