It would be nice to be able to reference the javascript files without having to dig through projects, shrink screens, make edits, save, bring up rpg maker, run it, go back, etc etc etc. The same is with resources too.įor the life of me, I don't understand why they didn't just add a simple text editor into MV. I used to love making a quick change to the core code, running the program, and test fixing, Now you have to do a few more steps. The only downside is the tediousness over the last version of RPG maker. You can either edit the core scripts or make plugins. Go into your game folders and open the java script files in notepad. If you worked with ruby before, you will probably like JS better.
I have programming experience, but not with javascript. My goal is to create my own battle and inventory system without using community-made plugins. Create a test project and try to modify Window and Scene class. This is one of the simplest plugins I saw so far that introduces new methods to existing classes.ĥ. For the plugins I started with the ENEMYBOOK.js script, for some reason. The main.js and rpg_managers.js are the main things that gives you the idea of how the engine runs.Ĥ. The scripts are 2-10k lines which is daunting and i havent even read all off it in detail, but you will probably get the purpose of each pretty quick. Right now i'm experimenting on different global variables in that master list in conjunction to creating test plugins.ģ. I've tried calling $gameMessage's ShowText() from an Event in the map, and it works great. This gives you a "complete" list of global variables used most commonly in RMMV.
Check the script call master list provided by Archeia: It's quite helpful with getting started with the UI itself and at the end it gives u the API for the base classes (from Bitmap to windows, data structures, etc).Ģ. Check the help file provided in your installation directory.
I'm also a programmer but i'm good with spriting and art in general so i have it easier than you.Īnyway, I've delved into it quite a bit and here's my process:ġ. I started using RPG Maker XP back in 2006 and coming back to MV. Complex.) I figure the first large-scale component I should look at is probably enabling extra stats before moving onto the other details, and I've not even seen anything toward that yet. (Which would eventually involve tracking extra data, extra stats, extra menus. My first idea of interest: I tend to like character customization in various forms - one I'd like to author would be AP-based skill/stat unlocking for character customization. but I have little knowledge of how that connects with the RPG Maker MV engine. I know how to build things up progressively, and I'm fine with programming independently. What would be some good plugins to examine and learn from? It'd be great to start with some simpler ones and then up the complexity, since I know what I'm interested in doing will likely end up complex. Is there any existing documentation on how to write plugins and connect to various game subsystems? something the program looks to provide quite nicely.) I've already taken a look at the code for some existing plugins, but it's a slow start when you don't have any guidance. (I love coding, but strongly dislike creating graphics from scratch. I know this is probably starting a bit off the deep end, but I'm a programmer that's interested in exploring plugin creation in RPG Maker MV, though I'm new to the software.