Can we create Editor inside of MV? (not mapping)

nio kasgami

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Hi I want to create a  plugin who simply permit you guys to make Crafting Recipes REALLY easily 


if I explain you will not have to create your crafting recipes in Notetag 


(what's  REALLY a big problems with all the previous generation of rpg maker where we had to do TONS of notetag for doing that)


so with that it's would save times because it's would simply resume to Open the game and you would get a editor for make your recipes and to just push a button and BAM exported and ready to use.)


It's  for my upcoming Crafting Engine "Emoji Crafting System". But I would like to let other peoples to extend it and use it for their own crafting script.


The problem I want to make the plugin in MV and I would probably get rid of most of the MV code and ressources (for being only focus on creating recipes) 


this would work like a deployed games you click on it and the editor is open It's a MV game who serves to create recipes for crafting?


Does it's allowed to be created and shared as a plugin? or it's a no?
 

Shaz

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A plugin does not contain the MV code, so you cannot "get rid of most of the MV code and resources" when making a plugin.  A plugin adds on to what MV already has.


It sounds like you don't want to make a plugin, but you want to make a crafting/recipe editor as a game, that can then create something that will be used in another game?  In that case, I don't think it would be allowed, because you are getting rid of the MV code and writing your own engine.
 

nio kasgami

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eh I don't want to create my own "editor" who destroy the meaning of MV lol I just want to create a AID Tool for MV 


but I didn't want to make a plugin where it's would conflict with others peoples plugin or the peoples  would have to go in a scene and click EACH time  to the titlescreen and open call the scene in a map.


What I wanted to do is simply a open sources thingy that peoples could extend / edit / use at their own will (obviously not statint they made it)


I guess you could call that a open source game.


BUT I get rid of all the other codes from the rpg_ because they are either useless and I don't want to distribute the rpg original codes.
 

Shaz

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If you are modifying the original rpg_... files, then you are not making a plugin.


If it IS a plugin, and people don't want to run it, they can just disable it in the plugin manager.


If I create 'tool' plugins, I just add an option to the main menu to call it.  I think Yanfly did something similar with his Doodads plugin.
 
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Kinda like Yanfly's Icon Generator? Except it makes crafting recipes instead of icons?
 

nio kasgami

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If you are modifying the original rpg_... files, then you are not making a plugin.


If it IS a plugin, and people don't want to run it, they can just disable it in the plugin manager.


If I create 'tool' plugins, I just add an option to the main menu to call it.  I think Yanfly did something similar with his Doodads plugin.
eh then sorry for bother. I will probably just make a demo who use plugin for it.

Kinda like Yanfly's Icon Generator? Except it makes crafting recipes instead of icons?
I'm unsure I didn't see Yanfly's icon generator this  just simply permit to create recipes without having to pass HOURS on makings recipes via notetag (wich can take a lots of times)
 

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