A downloadable tool for Windows and Linux

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This is a fun project I've been working on for quite some time. This is an application that lets you create plugins for RPG Maker MV using Ace Editor as the code editor. This program allows you to configure your plugin through JSON data and separate your scripts to keep your code clean and make it easier for you to keep track of everything.

I'm still 'new' to how electron works so if this doesn't work, please provide feedback. It was a confusing hot mess for me to compile everything into single executables :P

StatusPrototype
CategoryTool
PlatformsWindows, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorTheUnproPro
Tagsnodejs, RPG Maker, rpgmakermv

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Click download now to get access to the following files:

MVCodeMax_Windows_Beta_0.0.1.zip 51 MB
MVCodeMax_Linux_Beta_0.0.1.tar.xz 49 MB

Development log

Comments

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hello! i was unsure where to contact you about this, but i was wondering if your "Titles Plus" plugin could be tweaked to accompany dynamic titles? My current title screen is using the plugin and has a lot of the animated float images being used.

in combination with this, i wanted the title menu to change depending on progression and events that have been played in the game!

essentially, I would like the future title screens to also be animated but i'm unsure how i could tweak this plugin to accommodate for that

and alot of the plugins i'm seeing being used only allow static image changes... 

(2 edits)

Ah~ I can give you a rundown way to do it-
Make a "title_change.js" file, put it in plugins, give it the following content:

(()=>{
Scene_Title.prototype.title_timer = 0;
Scene_Title.prototype.title_image_index= 0;
Scene_Title.prototype.title_images = [
"title_1_name",
"title_1_name",
"etc",
].map(t=>ImageManager.loadTitle1(t)); const osu = Scene_Title.prototype.update;
Scene_Title.prototype.update = function() {
osu.call(this, arguments);
this.title_timer++;
if(this.title_timer>=2500) //2.5 seconds
this.title_image_index++; if(this._backSprite1._imageLoaded != this.title_image_index) {
this._backSprite1._imageLoaded = this.title_image_index;
this._backSprite1.bitmap = this.title_images[this.title_image_index];
}
this.title_image_index = this.title_image_index%this.title_images.length;
} })();


Put it on top of the other plugins;I don't know if this will work right off the bat, but~ play around with it, it should work :)

thank you so much for the quick follow up!!

i've been trying to logic the code but i keep getting reminded that i have the most rudimentary coding experience  (think: hello world) ;;

if you wouldn't mind some additional questions: when defining the title names what should i put? which other parts of the code should i edit?

my current plugin folder looks like this (with each title plus holding an alternate version of the initial title screen -- i was thinking of turning on the other plugins when relevant but i realized that each variation of isn't defined as a whole and can't be differentiated, with only the images within the plugins being different  + i probably can't toggle plugins midgame if it was designed with that in mind?) 


The title names should be the name of the image file you want to add to the list of swappable title screen images :)
"

i've been trying to logic the code but i keep getting reminded that i have the most rudimentary coding experience  (think: hello world) ;;

"
^ Welcome to the world of coding =D It's always awesome to hear someone putting in the effort to learn, though it can be a real headache;

About toggling plugins mid-game, yeah atm that's not really an option, I mean it -kind of- can be, but it'd be a bit bootleg on how it needs to be done lol~ Anyway here's the commented version:

// Extending Scene_Title prototype to add custom properties
(() => {
  // Custom properties for the title scene
  Scene_Title.prototype.title_timer = 0; // Timer for tracking time
  Scene_Title.prototype.title_image_index = 0; // Index to track the current title image
  Scene_Title.prototype.title_images = [
    "title_1_name",
    "title_2_name",
    "etc",
  ].map(t => ImageManager.loadTitle1(t)); // Array of title images loaded using ImageManager
  // Save the original update function of Scene_Title
  const originalUpdate = Scene_Title.prototype.update;
  // Override the update function to add custom logic
  Scene_Title.prototype.update = function() {
    // Call the original update function
    originalUpdate.call(this, arguments);
    // Increment the title timer
    this.title_timer++;
    // Check if 2.5 seconds (2500 milliseconds) have passed
    if (this.title_timer >= 2500) {
      // Increment the title image index
      this.title_image_index++;
    }
    // Check if the current title image is loaded
    if (this._backSprite1._imageLoaded != this.title_image_index) {
      // Update the loaded image index
      this._backSprite1._imageLoaded = this.title_image_index;
      
      // Set the bitmap of _backSprite1 to the current title image
      this._backSprite1.bitmap = this.title_images[this.title_image_index];
    }
    // Wrap around the title_image_index to prevent going beyond the array length
    this.title_image_index = this.title_image_index % this.title_images.length;
  };
})();

ahh!! okay gotcha gotcha --> I've ended up adding in the image files and plugging it in though, when i turn the plugin on and reboot my game, there doesn't seem to be any change ;v;?

i still do have the titleplus plugin on and it works fine however, but there doesn't seem to be any change with the addition of the new plugin changing to the alternate title screen (layer of 6 art pngs, some animated via floating like in titleplus) . though, when i turned off titleplus i think the images i input show up though their dimensions are a bit skewed? 

https://www.dropbox.com/scl/fi/4xcn7t0ny1n78mu7rxt3c/2024-01-23-20-24-52-1.mkv?r...

Email me at TheUnproPro@gmail.com xD

Hey there friend, do you have this for MZ at all?

Sadly no~
I lost interest in this project ages ago since nobody really cared about it lol

(1 edit)

I know this is irrelevant, but you can run MV on Ubuntu now? 

- Brent

Hi brent
Yes, its been out on linux for Steam for quite some time now. Its quite nice tbh