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script database

That would be more trouble than its worth since you would have to set each characteristic of the object, for example skill id 1000 (A Copy of the Cross Cut skill

Code:
$data_skills[1000] = RPG::Skill.new
$data_skills[1000].id = 1000
$data_skills[1000].name = "Cross Cut"
$data_skills[1000].icon_name = "050-Skill07"
$data_skills[1000].description = "Fighter's special move. More effective to undeads."
$data_skills[1000].scope = 1
$data_skills[1000].animation1_id = 1
$data_skills[1000].animation2_id = 67
$data_skills[1000].sp_cost = 100
$data_skills[1000].power = 20
$data_skills[1000].atk_f = 100
$data_skills[1000].eva_f = 100
$data_skills[1000].str_f = 100
$data_skills[1000].pdef_f = 100
$data_skills[1000].mdef_f = 0
$data_skills[1000].element_set = [9]

So do you want to do this for each new object you want to add?

Not to mention that you can't use the event commands to access any id over 1000 (since the database max is 999) so then you will have to use the call script event command to access them.

What I would do if I wanted this is to create a new project and edit the database there. rename the rxdata files and then modify Scene_Title to load from those files and add that data to the $data arrays

But then you will have to create a whole separate project and you will have to load all of your graphics into there if you want the extra data to use your custom graphics. and you still have the problem I mentioned above
 
you can't use the event commands to access any id over 1000 (since the database max is 999) so then you will have to use the call script event command to access them
Actually, this is possible.

Easy enough with item rotation. You write a short script, that's called by event script, with which set of items you want to use. Then you edit the give/lose/"_number" items in Game_Party. Might need some other parts edited, don't remember. Definetely not beginner's stuff :)

If that doesn't make sense, example: If it was set #2, items 700-999 in the editor would actually be items #1000-1299 etc in the game etc.
 

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