![]() And I agree with you totally bgillisp.īut this is sorta why I some times wish they would just make a separate RPG Maker for the Western Market than the ones they keep making for the Japanese market. So the first thing we want to do is make the simplest window we can: create the window the minimap will be in, and 2. Rather than trying to figure out all the actual minimap stuff, it makes sense to first make sure we can 1. They will mess up often and sometimes in spectacular ways you couldn't possibly imagine, and that's just part of programming. In fact, this makes more sense: if you only make gradual changes, you'll have a much better idea of where you went wrong when things eventually mess up. There's nothing wrong with adding little bits of functionality, making sure they work the way you want them to under all the test cases you can think of, and THEN move on to the next little bit. Here's a crazy notion: you don't have to write a complete plugin all at once. Once you understand that, writing plugins seems a lot less scary. It's pretty much a 100% given that any time you want to show a new window, you're going to have to make edits to the scene you want to show it in, otherwise it'll do precisely squat. If you want to add a minimap on the map, for example, you're not only going to have to create a window class that actually draws the minimap, but you'll have to tell the map scene that it needs to draw one of those windows as well. It's possible that the plugin you want to write will involve changing more than one class. It's not often that people mess with managers (the notable exception being to change the way DataManager loads databases for preloading notetags), and it's a bad idea to dick around with sprites unless you really know what you're doing. The most common things that people will change with plugins are objects, scenes and windows. If you want to change the alignment of the text in the gold window, make faces smaller or add a new slash command for messages, look no further than rpg_windows.js. If you want to change side-view battlers to use 6 frames instead of 3, draw rain differently or make balloon animations play more slowly, you'll want rpg_sprites.js. If you want to make a bestiary, move the windows in the menu around or change the help text in the debug menu, it'll probably be in rpg_scenes.js. If you want to add a stamina property to actors, give items a durability, or add a new plugin command, you'll be doing something to the classes in rpg_objects.js. Unless you're changing the behaviour of someone else's plugin, you'll probably find whatever you're looking for in the relevant file of the js folder:įor things like adding new sound effect shortcut functions, changing how save data is handled, or modifying battle turn order, you'll probably be looking in rpg_managers.js. So step 1 after making your template: find out how the thing you want to change is done already. And if there's a place where it's already done, there's a place where you can read the code that does it. And if there's something you want to change, there's a place where the thing you want to change is already done. ![]() ![]() If you're writing a plugin, it's because there's something about the core MV engine that you want to change. The most important thing, and the obvious next step, is. But I'm not going to tell you how to make a materia system, unfortunately. That's a great question, random tutorial reader, and I'll tell you how. ![]() ![]() How do I get from this poor excuse for a barebones skeleton to slotting all kinds of neat stuff into my armour?!" It doesn't do anything yet, but by god it's YOUR plugin and you made it all by yourself! Pat yourself on the back, you've earned it. You can totally go ahead and save that as MyPlugin.js in the plugins folder of your game, and if you double click in the plugin manager window and click the drop-down menu you'll see MyPlugin! You can select it and add it to your game and turn it on and everything. This will be most common when you have a plugin that does the same or a similar thing to someone else's. * Any compatibility issues you know of or that have been brought to your attention, such as not being able to use this plugin with one of Galv's for example. * What people who use your plugin are allowed to do with it. * Anything users might need to know about using your plugin. ![]()
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