SortData XP - kyonides - 12-21-2023
SortData XP
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!
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.
The Script
Code: # * SortData XP * #
# Scripter : Kyonides Arkanthes
# 2023-12-21
module Vocab
NEW_GAME = "New Game"
CONTINUE = "Continue"
SHUTDOWN = "Shutdown"
EXTRACT_NAMES = "Extract Names"
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)
@commands = NAMES.map {|name| name.capitalize }
super(wx, wy, 208, @commands.size * 32 + 32)
@item_max = @commands.size
@width = self.width - 32
self.contents = Bitmap.new(@width, @commands.size * 32)
@item_max.times {|n| draw_item(n) }
self.index = 0
end
def draw_item(n)
contents.draw_text(4, n * 32, @width, 32, @commands[n])
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 main
if $BTEST
battle_test
return
end
load_database
$game_system = Game_System.new
make_backdrop
make_command_window
setup_audio
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
terminate
end
def load_database
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
end
def make_backdrop
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
end
def make_command_window
options = [Vocab::NEW_GAME, Vocab::CONTINUE]
options += [Vocab::SHUTDOWN, Vocab::EXTRACT_NAMES]
@command_window = Window_Command.new(172, options)
@command_window.x = (640 - @command_window.width) / 2
@command_window.y = 258
@continue_enabled = Dir["Save*.rxdata"]
@command_window.index = 1
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
end
def setup_audio
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
end
def update
kyon_sort_data_scn_ttl_up
if Input.trigger?(Input::C) and @command_window.index == 3
$game_system.se_play($data_system.decision_se)
$scene = SortDataScene.new
end
end
def terminate
@command_window.dispose
@sprite.bitmap.dispose
@sprite.dispose
end
end
class SortDataScene
HEADING_START = "Choose the type of data to be sorted next"
HEADING_PROCESS = "Processing data..."
def start
@stage = :main
@timer = 0
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@help_window = Window_Help.new
@help_window.set_text(HEADING_START)
@command_window = CommandWindow.new((640 - 200) / 2, 80)
end
def main
start
Graphics.transition
while @stage
Graphics.update
Input.update
update
end
Graphics.freeze
terminate
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)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
return @stage = nil
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@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
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!
RE: SortData - kyonides - 12-22-2023
Script Ported to RMXP and RMVX!
Even if the original version for RMVX ACE was crafted keeping a certain flying bird's needs in mind, I've decided that I had to port it to the other 2 RGSS-based engines as well.
You know me very well. I just had some spare time to burn online so I simply preferred to invest it in these 2 ports just because.
RE: SortData - kyonides - 12-30-2023
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).
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