Data Patcher

This script provides “patching” functionality for the game. This allows you to distribute updates to your game without asking your clients to download the entire game.

Patches are done by creating a “Patch” folder that is structured the same way as your regular project folder (with Data, Audio, and Graphic folders, and all of the respective subfolders). Sending new content is a matter of copying any custom content and placing them in the appropriate patch folders, and then sending it to your clients.

Patches can be applied without overwriting the original data. However, this script does not support data stored in encrypted archives, so you will need a different protection scheme that ideally protects files on an individual basis.

Download

Script: download here

Installation

Place this script below Materials and above Main

Usage

Setting up the patch folder 

Set the patch folder in the configuration below. By default it is the “Patch”
folder.

Testplay the game, and the patch directory structure will be created for you.
Go to your project folder and look for the patch folder and open it. Inside,
you will see something that resembles your own project folder:

dataPatcher1

Creating patches

There is basically no work required. All you have to do is take your files
and place them into the patch folder. The script will automatically load them
when the game is running.

For example, if you update some Actor information, then you will take the
Actors.rvdata2 file from your data folder and copy it into the patch folder’s
Data folder. To see the effects of the data patcher, you will need to have
a second project that is using the outdated files.

Distributing patches

Pack up the patch folder using something like 7zip or your own setup file.
You can then send it to your clients.

Applying patches

Understand how to use this script and then figure out the best way to inform
your clients. The way they will apply your patches is the same way you created
them: just place them in the appropriate folders in the patch folder.

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21 Responses

  1. S0NICFan111 says:

    Hello Hime! I have a small problem, unfortunately, with this script.

    First, is a Patch folder is already supposed to be made when compressed and sent, or if they have to create it/add it in from a another download? If the former, then that’s not happening for me.

    Second, since this is what I wanted to do, all I need to do is add an event to a map, put the updated map data file in my Patch folder, and send that to my client, right? Unless I’m terribly wrong… ^^;

    Thanks!

  2. Misaki says:

    Out of curiosity, could I use this in combination with your External Script Loader to “patch” the scripts in my project?

    • Hime says:

      In theory, yes, you should be able to just place new scripts in the Patch folder using the same directory structure and filenames and the patch script will automatically check for a patched script file before running the original script file.

  3. Ronny says:

    Just one Question, i love that Scipt btw.
    Let´s say i made a new Version with new Quests ( i using a Questscrip ). Dos it “update” also the new Quests from that script or do i have to leave it uncrypted?

    • Hime says:

      Unfortunately this script only supports unencrypted patches, so while your original project can be encrypted, new updates would need to be left unpacked.

      • Ronny says:

        A okay, so that means i can encrypt the “first” release of my game but the updates need to be unencrypted. Okay, thats okay for me. Thanks…btw…thanks for that quick answer.

        It is a verry nice scipt, i just tried yesterday the functionality..keep it up…nice job

  4. Neo says:

    Just a quick question Hime [love your scripts btw],
    when i distribute the patches, do i want people to fully replace the patch file?

  5. rubydragon44 says:

    How does this work for scripts, if at all?
    Normally, you have to start a new game whenever you add a new script.

    • Hime says:

      It doesn't support scripts itself. You need to use a script that allows you to load external scripts, and then follow those instructions.

      You normally don't have to start a new game when you add a script unless the script does not properly initialize existing data.

  6. Master Daisy says:

    when i try this Data Patcher, it’s working perfectly, but, one more question, if i put new sprites, i also need to copy the sprites images into PatchGraphicsCharacters

    right?

    or do i copy only rvdata2 ?

    Thanks

  7. Karina says:

    This looks like someone could make DLC for their games. I thank you.

  8. I mean compress and encrypt the initial game… 🙂

  9. cool script… sad though that it doesn’t work with encrypted archives… XD… btw, so you can use this to add new contents right?

  1. January 28, 2014

    […] special “Thank you” also goes out to Tsukihime for their Data Patcher script for RPG Maker VX Ace. All that remains is to create a patch, and begin […]

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