![]() 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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