Now, I haven't honestly messed around with them, so bare with me here... I was wondering if there was any kind of documentation for opening the database files outside of VXAce? I plan on creating my own database file for a feature of a script I'm planning, but I want an interface to use with it which I'll be writing in C#. I don't even know where to begin with trying to figure out the databases >.> If it's allowed, how would one go about figuring out how to open it outside of VXAce? :3
Some questions on VXAce databases...
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I understand your question. I do not have an answer. Instead I have a question: if editing your database outside the environment is NOT an option then how can you ask for help with what you want to do?
Are you able to seek advice on how to accomplish a specific goal? Your idea of editing the database might be only one of several ways to do it.
Good luck tho
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rvdata2 files are just standard marshaled ruby objects (lol maybe not "standard)
Maybe the people that wrote the VX to VXA converter in C# (or C++) can send you some code.
I've been wanting to write my own tool for the files as well, but I've been kind of lazy on translating marshal.c to some other language.
I think you will need the rgss library though, since it needs to know what all of the different classes are.
A simple test using ruby 1.9.3:
Code:Resulted infilename = "Actors.rvdata2" f = File.open(filename) p Marshal.load(f.read)
Code:Not sure why though.undefined class/module RPG:: (ArgumentError) -
Beyond scripts that allows some flexibility with the program, I'm not sure what else you can do legally. It sounds like you want access to the code that makes the program function, namely the database, so that you can change it or add to it however way you wish. This is not possible (as far as I'm aware) without hacking into the program and breaking the EULA. Note, I'm not a scripter, so I don't know 100%, but my guess is if you can't change it or manipulate with scripts within the editor, then it can't be done.
If it were possible, people could have re-designed the database of the previous maker (VX) to be more like VX-Ace without spending the $90 on Ace. -
I think he just wants to be able to create custom rvdata2 files the same way the engine does it so that people using his app can just setup all of their data without to use silly workarounds like note tags or massive in-script arrays or other bad solutions when it comes to large amounts of data.
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It would be quite useful if adding to the database was possible. For one game idea I have in mind, I would like to add a complete page to the database or an object type, but having not a clue about scripting in any language, I would not even know where to start, even if it was no violation of EULA.
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An external editor would be REALLY nice. When I add new stuff, I create the classes in script, and add an extra script to populate it and export to (in my case) an .rxdata file which I remove before distribution. Just a tad painful.
If you were not modifying the RTP database, but using this tool to create your own additional databases, that would not be a violation of the EULA. -
I have written a simple proposal (here) for an external database editor which will extend the default editor to allow for customized fields, as well as a custom script which will load data in three steps:It would be quite useful if adding to the database was possible. For one game idea I have in mind, I would like to add a complete page to the database or an object type, but having not a clue about scripting in any language, I would not even know where to start, even if it was no violation of EULA.
1 - load default rvdata2 files
2 - load custom rvdata2 files and merge them with the existing data if necessary
3 - load custom save file data and add them to the data arrays
The external database will create the custom rvdata2 files described in step 2.
It will store extra data that is not available in the default RPG classes, and add them to the objects at runtime.
So for example, if you wanted to give your enemies some levels, you would use the external editor to specify enemy levels, save it as a Custom_Enemies.rvdata2 file, and then just have the game load up the data and merge them appropriately so that your enemies now have levels, AND you didn't have to bother with notetags.
The script will be an extension of my Custom Database script, which already handles loading custom data from save files.
However, we would need the information that Link has been asking for in order to actually create an external GUI. -
This one at sourceforge is pretty much trying to do what you proposed
https://sourceforge.net/projects/crescent-editor/ -