Where json IS useful however is in the "notes" section of things like characters, classes, items, skills, etc. You should be able to find those pretty easily in your project folder, though you shouldn't have to do anything to them directly in your plugin for the most part. Pretty much everything you create in the editor gets stored in json objects. You can find the existing plugins in the plugins folder in your project folder. ![]() In your plugin(s) you're either going to be adding new functions/classes, or overriding ones that exist in the base source code. RPG Maker MV actually comes with a few optional plugins, so you can take a look at those to get an idea of how a plugin is set up. The code that you write should be written as plugins. You probably shouldn't directly overwrite the engine code. I could give some pointers but you might have to ask more specific questions. I've been scripting the hell out of it for a while now, though I went on a long break that I'm only just recently coming back from. ![]() F5 even restarts the game because it refreshes the browser, lol. Hit F8 or F12 or whatnot and you can open the developer tools just like in Chrome. ![]() It's a web app and when you run the game it seems to open it up into some version of Chrome. So RPG Maker MV uses WebGL and literally just runs in a browser.
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