Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Database Breaker

Database Breaker
XP Version: 1.0
VX Version: 1.0


Introduction

Database Breaker is a simple GUI ruby app designed to break RMXP's database limits. For example, you just happen to need more then 999 items, RMXP won't let you. So you can use a script to change the items or you can use this.

God knows why I'm releasing this or why anyone would need over 1000 items or weapons etc. but it gets the job done. I made it mainly for practice and I don't expect anyone to use it.

Features

  • Allows you to edit the size of any of the database data
  • Actors, classes, skills, items, weapons, armors, enemies, troops, states, animations, tilesets, common events, elements, switches, and variables
  • Console Window, for telling you the current action and when its done with that action
  • Both XP and VX Versions

Screenshots

Video: http://www.youtube.com/watch?v=f7xfk7IzvEs

Loading up the GUI
screen1.png
Editing a few things
screen2.png
Saving
screen3.png
Proof of Variable and Switch changing
screen4.png
screen5.png

Download

Database Breaker download comes with the program and a data.rb file. It needs the data.rb file in order to edit your data properly.
Download the program, extract both files to your project folder and then run DBEditor.exe.

Mirror 1: RMXP Version Download (Size: 4.7MB)
By downloading the above program you agree that I or this program is not responsible for any loss of data. There are instructions and you should follow them to avoid any loss of data.

Mirror 1: RMVX Version Download (Size: 4.7MB)
By downloading the above program you agree that I or this program is not responsible for any loss of data. There are instructions and you should follow them to avoid any loss of data.

Instructions

NOTE: These instructions work for both the XP and VX version.
Step 1:Download and Placing Files
Okay so scroll up a little for the download. You can save or just open the zip. Extract the two files into your Projects folder. In the end it might look something like this.
tut1.png

Step 2:Backing up your Data (Optional)
Okay you don't have to do this but its recommended if you plan on using a very large number. The only time you need to worry about the program corrupting your game data is when you close the program while its dumping the game data. Okay so just copy and paste your data folder. Maybe something like this.
tut2.png

Step 3: Running and Editing
Okay run DBEditor.exe and a window and console will pop up. The console is for your needs telling you what its doing and when its done doing that. This is so you know for sure when its done editing your data.
The window shows you the size of everything in the database. The number of actors, classes, skills, items, weapons, armors, enemies, troops, animations, tilesets, common events, states, elements, switches, and variables.
tut3.png
Okay so you only want to edit one thing. The program is made so it only makes changes when changes have been made. For example, you leave everything the same except items. It will change the number of items and save it but it will not edit any other data. Okay for this example we'll change Items to 2000
tut5.png
When you're ready just click Save Data. Now if you look at the console it'll say Editing Current Data. Then you'll see Dumping Game Data... You will want to wait until it says Saving is Complete! This is to avoid any data corruption. Here's the console
screen3.png

Step 4: Seeing the Proof
Open up the project, and go into Items. You should see 2000. Click Change Maximum and try to go over 999 and you'll see it doesn't allow it.
tut4.png

Notes

A VX version is on its way. As of right now there's only one  version and its for RPG Maker Xp. Its not recommended to change anything over 10000. If you do it takes a little for RMXP to load up the project.
NOTE: DBEditor.exe and data.rb must be in the projects folder before being able to run.

Credits and Thanks

  • Creators of Ruby ~ Making this possible
  • Creators of Ocra ~ The ruby compiler
  • Ronnie Mooney (game_guy) ~ For making the program
  • jragyn ~ For testing

Author's Notes

Enjoy! If you happen to run into a bug or an error, the console will tell you what the bug is and what line its at. Please post the error if you happen to bump into one.

NOTE: I don't expect anyone to use this. This was made for experience and practice. It was a fun project to make and enjoyed making it.
 
Hey, this is pretty cool, although I'm fairly sure there are scripts to do the same.

Out of curiosity, can you break any parameters? Like stat caps, state caps, zoom caps etc. etc. I've been wanting to do those sort of things many times, and if you need practice anyway, why not? I assure you, people will use that one.
 

Jason

Awesome Bro

Hey this is actually pretty cool, I mean, I won't be needing it since I very rarely use the RM* programs, but still, it's a really cool idea, well done...
 
Thanks. It only took me about 6 hours to make, it was mainly for practice. I don't expect anyone to use it, but it doesn't hurt to release it.

@pokemaniac: There are scripts for it, but this removes the configuration part of it. And you dont have to remember to remove it before releasing your game.
 
I did the exact same thing a few months ago too, using WxRuby. I also tried to increase the maximum number of troop members and animation frames but these 2 things failed to work properly. RMXP doesn't support more than 8 troop memebrs and 200 animation frames.

Still, good job on this. ;)
 
@Dargor: I've managed to squeeze 12 members in a troop before using a script. It did displayed them somewhat in the editor but worked perfectly in game.

I've also managed to allow over 999 maps. But the 1000 map didn't display in the editor either. >_> stupid rmxp
 
Ah yes, if I recall correctly I too was able to add more members, but I think 9+ weren't displayed properly. But yes, it works in the game very well.

Also, as far as I know, the reason why you can't have more than 999 maps is because whatever you do, the editor will stop showing them after 999.
The trial version caps it to 10, they simply changed this value to 999 in the final release.

However, it works with database objects because they are stored into an array with nil at index 0, while MapInfos.rxdata is an hash containing map IDs as keys.

Hmmm, thinking of it that way, maybe you could try to code a MapInfo expander, and so, put the 999+ map infos into the expanded hash.

Maybe the editor will still show only 999 maps but it's worth trying I guess, at least for personal knowledge.

Take care!
-Dargor
 
To answer your question as to why some one would need a huge amount of items is that perhaps ammo is an item. In fallout three fashon each round is a single item. As such someone who wanted to do a sandbox game in rpgmaker could use this to hold 10000 rounds of ammo.


Ask a question....
 
yea but would you need 10000 different kinds of ammo. Of course you could have over 10000 of the same item, we're talking about 10000 completely different items.
 

Untra

Sponsor

This is pretty neat! Again though, I seriously doubt anyone could really use this. Still, I might take a look at it. :lol:
 
Dargor, I remember that thread with the animation frames. I got it all the way up to 1000 frames. The problems arose with adding in sounds and such later in the frame. Those had to be edited by hand.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top