Savedata Extender v1.01
Sometimes you want to save that extra bit of data, either to show in the header (when on the save loading screen), or because you're exclusively using scripts to store your variables. Which is okay, really. This script will allow you to easily do all that.
Installation
Make sure to put this below Materials, but above Main Process.
This script overrides several methods. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded first. Do know that there is a possibility that this script will stop working due to that.
This script adds aliases for several methods. If you are sure no method that is used by other scripts get overridden, you can place it anywhere, otherwise, make sure this script is loaded after any other script overriding these methods, otherwise this script stops working.
Overridden functions
Aliased functions
Usage
In your own script, create methods for stuff you want to save and / or load.
To save data, make a method that has no arguments and returns a Hash containing data, using symbols as keys.
Example:
def data_saver data = {} data[:example] = $some_data return data end
To load data, make a method that takes a Hash as an argument. It contains the data in the same way you save data.
Example:
def data_loader(data) $some_data = data[:example] end
Note that there are some symbols reserved by RPG Maker VX Ace.
To add a method to the save or load list, use the following methods:
CXJ::SAVEDATA_EXTENDER::add_save_handler(m, on_header, on_content) CXJ::SAVEDATA_EXTENDER::add_load_handler(m)
m is either a symbol referencing the method, or a method object itself.
on_header defines whether or not data will be saved on the header.
on_content defines whether or not data will be saved as regular content.
Reserved symbols:
Header:
Content (also reserved on the header using Yanfly's Ace Save Engine):
Old versions
v1.00: [Download]
Script:
#============================================================================== # # GaryCXJk - Savedata Extender v1.01 # * Last Updated: 2013.01.19 # * Level: Medium # * Requires: N/A # #============================================================================== $imported = {} if $imported.nil? $imported["CXJ-SavedataExtender"] = true #============================================================================== # # Changelog: # #------------------------------------------------------------------------------ # 2013.01.19 - v1.01 # # * Added: Made it compatible with anything editing the save format # #------------------------------------------------------------------------------ # 2012.12.28 - v1.00 # # * Initial release # #============================================================================== # # Sometimes you want to save that extra bit of data, either to show in the # header (when on the save loading screen), or because you're exclusively # using scripts to store your variables. Which is okay, really. # # This script will allow you to easily do all that. To be honest, I only # created this for another script I wanted to make, which allows you to add # a thumbnail to the saves. # #============================================================================== # # Installation: # # Make sure to put this below Materials, but above Main Process. Also, this # overrides several functions. If you are sure no function that is used by # other scripts get overridden, you can place it anywhere, otherwise, make # sure this script is loaded first. Do know that there is a possibility that # this script will stop working due to that. # #============================================================================== # # Overridden functions: # # * module DataManager # - self.make_save_header # - self.make_save_contents # #============================================================================== # # Usage: # # In your own script, create methods for stuff you want to save and / or load. # # To save data, make a method that has no arguments and returns a Hash # containing data, using symbols as keys. # # Example: # # def data_saver # data = {} # data[:example] = $some_data # return data # end # # To load data, make a method that takes a Hash as an argument. It contains the # data in the same way you save data. # # Example: # # def data_loader(data) # $some_data = data[:example] # end # # Note that there are some symbols reserved by RPG Maker VX Ace. # # To add a method to the save or load list, use the following functions: # # CXJ::SAVEDATA_EXTENDER::add_save_handler(m, on_header, on_content) # CXJ::SAVEDATA_EXTENDER::add_load_handler(m) # # m is either a symbol referencing the method, or a method object itself. # on_header defines whether or not data will be saved on the header. # on_content defines whether or not data will be saved as regular content. # #------------------------------------------------------------------------------ # Reserved symbols: # # * Header: # :characters # :playtime_s # # * Content (also reserved on the header using Yanfly's Ace Save Engine): # :system # :timer # :message # :variables # :self_switches # :actors # :party # :troop # :map # :player # #============================================================================== # # License: # # Creative Commons Attribution 3.0 Unported # # The complete license can be read here: # http://creativecommons.org/licenses/by/3.0/legalcode # # The license as it is described below can be read here: # http://creativecommons.org/licenses/by/3.0/deed # # You are free: # # to Share — to copy, distribute and transmit the work # to Remix — to adapt the work # to make commercial use of the work # # Under the following conditions: # # Attribution — You must attribute the work in the manner specified by the # author or licensor (but not in any way that suggests that they endorse you or # your use of the work). # # With the understanding that: # # Waiver — Any of the above conditions can be waived if you get permission from # the copyright holder. # # Public Domain — Where the work or any of its elements is in the public domain # under applicable law, that status is in no way affected by the license. # # Other Rights — In no way are any of the following rights affected by the # license: # # * Your fair dealing or fair use rights, or other applicable copyright # exceptions and limitations; # * The author's moral rights; # * Rights other persons may have either in the work itself or in how the work # is used, such as publicity or privacy rights. # # Notice — For any reuse or distribution, you must make clear to others the # license terms of this work. The best way to do this is with a link to this # web page. # #------------------------------------------------------------------------------ # Extra notes: # # Despite what the license tells you, I will not hunt down anybody who doesn't # follow the license in regards to giving credits. However, as it is common # courtesy to actually do give credits, it is recommended that you do. # # As I picked this license, you are free to share this script through any # means, which includes hosting it on your own website, selling it on eBay and # hang it in the bathroom as toilet paper. Well, not selling it on eBay, that's # a dick move, but you are still free to redistribute the work. # # Yes, this license means that you can use it for both non-commercial as well # as commercial software. # # You are free to pick the following names when you give credit: # # * GaryCXJk # * Gary A.M. Kertopermono # * G.A.M. Kertopermono # * GARYCXJK # # Personally, when used in commercial games, I prefer you would use the second # option. Not only will it actually give me more name recognition in real # life, which also works well for my portfolio, it will also look more # professional. Also, do note that I actually care about capitalization if you # decide to use my username, meaning, capital C, capital X, capital J, lower # case k. Yes, it might seem stupid, but it's one thing I absolutely care # about. # # Finally, if you want my endorsement for your product, if it's good enough # and I have the game in my posession, I might endorse it. Do note that if you # give me the game for free, it will not affect my opinion of the game. It # would be nice, but if I really did care for the game I'd actually purchase # it. Remember, the best way to get any satisfaction is if you get people to # purchase the game, so in a way, I prefer it if you don't actually give me # a free copy. # # This script was originally hosted on: # http://area91.multiverseworks.com # #============================================================================== # # The code below defines the settings of this script, and are there to be # modified. # #============================================================================== module CXJ module SAVEDATA_EXTENDER # Enables or disables debug messages whenever an error occurs during save. SAVE_DEBUG = false end end #============================================================================== # # The code below should not be altered unless you know what you're doing. # #============================================================================== module CXJ module SAVEDATA_EXTENDER HEADER_EXTENSION = [] CONTENT_EXTENSION = [] LOAD_EXTENSION = [] #------------------------------------------------------------------------ # * New: Add Save Handler # This allows you to add methods that add data to the save file. # This method doesn't have any arguments and should return a Hash, # using symbols for keys. #------------------------------------------------------------------------ def self.add_save_handler(m, on_header, on_content) if m.instance_of?(Symbol) HEADER_EXTENSION.push(self.method(m)) if on_header CONTENT_EXTENSION.push(self.method(m)) if on_content elsif m.instance_of?(Method) HEADER_EXTENSION.push(m) if on_header CONTENT_EXTENSION.push(m) if on_content end end #------------------------------------------------------------------------ # * New: Add Load Handler # This allows you to add methods that load data from the save file. # This method takes one argument containing a Hash with the data. #------------------------------------------------------------------------ def self.add_load_handler(m) if m.instance_of?(Symbol) LOAD_EXTENSION.push(self.method(m)) elsif m.instance_of?(Method) LOAD_EXTENSION.push(m) end end end end module DataManager #-------------------------------------------------------------------------- # * Alias: Create Save Header #-------------------------------------------------------------------------- class << self datamanager_make_save_header_cxj_se = instance_method(:make_save_header) define_method :make_save_header do header = datamanager_make_save_header_cxj_se.bind(self).call CXJ::SAVEDATA_EXTENDER::HEADER_EXTENSION.each do |m| begin data = m.call data.each {|key, value| header[key]= value } rescue puts($!.message) if CXJ::SAVEDATA_EXTENDER::SAVE_DEBUG end end header end end #-------------------------------------------------------------------------- # * Alias: Create Save Contents #-------------------------------------------------------------------------- class << self data_manager_make_save_contents_cxj_se = instance_method(:make_save_contents) define_method :make_save_contents do contents = data_manager_make_save_contents_cxj_se.bind(self).call CXJ::SAVEDATA_EXTENDER::CONTENT_EXTENSION.each do |m| begin data = m.call data.each {|key, value| contents[key]= value } rescue puts($!.message) if CXJ::SAVEDATA_EXTENDER::SAVE_DEBUG end end contents end end #-------------------------------------------------------------------------- # * Alias: Extract Save Contents #-------------------------------------------------------------------------- class << self datamanager_extract_save_contents_cxj_se = instance_method(:extract_save_contents) define_method :extract_save_contents do |contents| datamanager_extract_save_contents_cxj_se.bind(self).call(contents) CXJ::SAVEDATA_EXTENDER::LOAD_EXTENSION.each do |m| m.call(contents) end end end end
License
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