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Found 4 results

  1. Tsukihime

    How to Create your own MV Tool

    This article was originally posted on HimeWorks and may not be completely up-to-date. For more articles or plugins, consider visiting my website. You can also follow me on Twitter @HimeWorks for the latest updates. In the previous article, I went over the basics of MV tools. In this article, I’ll be going over the process of creating your own MV Tools. Why Create Your Own? MV Tools add extra shortcuts to the editor, and will pass the current project's path to the application that the user launches. The application could be a GUI application, or it could be a console-based application that simply performs some data processing using the current project's information. It's mostly for user convenience, but it also makes your tool feel more official since it actually appears in the editor! Anyways, let's go through the process to creating your own MV Tool. MV Tool Anatomy MV Tools are actually quite simple: There’s an exe file There’s an “identification” folder. And that’s really all there is to it. Executable Application This is the executable that will be launched when you press the icon in the editor. It can’t be any name though; it must be one of the following: WindowBuilder.exe TilesetBuilder.exe SceneBuilder.exe This is hardcoded into the editor, so it only expects one of these filenames. You can see it in the RPGMV.exe Anyways for testing purposes, simply create a blank text file and rename it “WindowBuilder.exe”. Identification This what the editor uses to get information about your MV Tool. In this folder, there’s a file called “app” (no extension) and a folder called “toolbar” which basically holds a 32×32 pixel icon that will be displayed in the editor. The “app” file is just a text file that has three lines of text: NAME VERSION DESCRIPTION Anyways so let’s set up a sample “app” file and add an icon to the toolbar folder. You can just use notepad to create the “app” file, but make sure you have file extensions enabled in your file explorer. Now, when you go and add it to the editor, it’ll find your tool with the details you entered And finally, once you confirm, it will appear in your editor, like the official MV tools! The hime app itself does nothing because it’s just an empty file called “WindowBuilder.exe”, but you can actually add any executable app to RPG Maker MV as long as it has the identification folder, and the exe is a valid name For example, I went and added notepad++ to it, which is my text editor of choice that I use for all my MV plugin development and other programming When you click on the notepad++ icon, the editor will launch notepad++, and it will actually open something This is the Game.rpgproject file which sits in the base directory of your project folder! So basically RPG Maker MV sends the path to your project file to the application, which you can use to automatically load some data in the project for example. Some Thoughts So now you’ve learned how to create your own MV Tools. What can you do with it? Anything really. It’s just a regular application, so you can do whatever you can think of. Of course, your application ideally should be able to run externally, but integrating it with the editor means that users who may not be as tech-savvy will be able to run your tool on their current project without having to go and open it from outside of the editor, which might not seem like that big of a deal but could be useful.
  2. Hi All, Just a quick question. Is it possible to have a weapon check if a character has a specific state afflicted on them and give a better damage bonus accordingly? To be a bit more specific, there's a state in my game called "Curse" that halves the actors maximum health until it is cured, but I want to make a weapon that does more damage if it's equipped to an actor that has "Curse". Is this something anyone knows how to do? Many thanks!
  3. Hello everyone! Some of you may know me, some of you may not. I'll tell you a little bit about me to help you understand why I'm thinking about doing this. I've been using RPG Maker for 10 years as of this post, and have enjoyed helping others tell great stories through their games in my time using it. Part of what I really like about RPG Maker is how friendly it is for beginners and for people with no programming knowledge (such as I was upon first discovering it!), and I firmly believe that we don't have to sacrifice that in order to achieve a much more powerful software. I remember the first time I learned about what "scripts" are. I was amazed! They opened up the doors for things I didn't think possible with the program. I immediately knew that creating scripts was something I definitely wanted to learn more about. So I did. Learning to program in RPG Maker helped me understand how it really works under the hood, and how unnecessarily limited it is. At first, I enjoyed the challenge of making new solutions to work around the program's limitations. I saw lots of impressive projects suffer because of the program's limitations, and decided to do something about it. That's how Effectus was born. Many problems in RPG Maker are related to the program's performance, but there are many that aren't. Having used every iteration of the program since RPG Maker XP, I found lots of things I'd like to improve about the workflow of the editor, and the architecture of both the editor (the program itself) and the player (what runs the games made with it). I had really high hopes for MV. I thought they were finally going to adress most of what the community has been voicing for more than a decade. They didn't. MV might be an improvement upon Ace, but it is definitely not what I wanted. It's not what I expected after a decade and after three iterations of basically the same program with different names. Last year, I talked with my good friends Solistra and Enelvon about the limitations of the program and what we could do about it. At first, we focused on the limitations of RGSS (every version) and the "player", and thus, we decided to make a new one to play games made with RPG Maker. We did, and by doing that, I noticed how much I had to artificially limit many things in order to honor RPG Maker's architecture. The player, although almost complete (...missing wave effects for Sprites and some minor release details, basically) was never released. I didn't want to do the same thing I fault RPG Maker for: artificially limit things. By the end of the year, I told them that maybe we should just go ahead and create a new program altogether. Although they liked the idea, we didn't really move forward with it. They were very busy (still are!) and we didn't have time to talk about it properly. But the seeds of creation were already planted in me. I didn't really stop thinking about it, and the idea has grown since then. Fast forward a couple of months: I'm writing this to request the opinions of the community, because I really love the idea of making a new program instead of fighting against the limitations of RPG Maker.
  4. For some reason none of the buttons on the editor are working for me. I was wondering if this is some kind of problem I'm experiencing alone or if others are experiencing this as well. The buttons that aren't working are Bold, Italics, etc. all the way through the twitter button. When I highlight text and press bold, nothing happens. My insertion point is just moved to the beginning of the line it was on. When I use the link button, it won't let me paste or even type a link in the box and then the box will not close. I have to close the page from the web browser. Anyone have any ideas?
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