Is it allowed to write custom RMMV plugins with RMMV trial only?

DoubleX

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I've just downloaded the RMMV trial. As I'm still using WinXP, I can't open it, which is expected.

Then I suddenly have an idea that maybe I'd be able to write custom RMMV plugins without opening the RMMV trial at all, as it seems to me that I can access the js files without opening the RMMV trial.

As I haven't found the EULA yet, I don't know if it's allowed to write and publish RMMV plugins this way, especially after the trial "expires"(even though I won't be able to open RMMV trial even once).

Disclaimer: I've just downloaded the RMMV trial and tried to open it(but failed of course), and I haven't done anything else.
 

Matombo

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well the code you write belongs to you that has nothing to do with the engine

how to distinguish if you tested your scripts on a modifyed unencrypted game (which jet have to be cleared if that's legal to do?) or if you just sended it over to a friend to test it?

but even then that only affects the testing of the script, the script itself is not bound to the editor (which doesn't even have a script ide)

edit: btw i'm in no way offical that's just my personal interpretation
 
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DoubleX

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well the code you write belongs to you that has nothing to do with the engine

how to distinguish if you tested your scripts on a modifyed unencrypted game (which jet have to be cleared if that's legal to do?) or if you just sended it over to a friend to test it?

but even then that only affects the testing of the script, the script itself is not bound to the editor (which doesn't even have a script ide)

edit: btw i'm in no way offical that's just my personal interpretation
Actually I won't even be able to test my plugins :)

If it's indeed allowed to write custom plugins this way, I'll try my best to carefully and thoroughly check everything, then publish those plugins to let the users test them :D
 

lPaladinl

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Plugins are just Javascript scripts, which you write in whatever your favorite notpad/scripting editor program to use. RPG Maker MV has nothing to do with that.

But if you can't load them into the trial version, that means you can't test them to make sure they work with RPG Maker specifically, and it would be harder for you to diagnose your scripts and improve them.
 

DoubleX

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Plugins are just Javascript scripts, which you write in whatever your favorite notpad/scripting editor program to use. RPG Maker MV has nothing to do with that.

But if you can't load them into the trial version, that means you can't test them to make sure they work with RPG Maker specifically, and it would be harder for you to diagnose your scripts and improve them.
Actually I'm concerning whether I'd be allowed to publish those plugins and users can use them(i.e.: If it'd violate the EULA).

As I haven't found the EULA, I don't know if it'd have something like "any custom plugin used in RMMV must be written under some specific conditions", or "only RMMV owners(or trial owners with the trial not expired yet) are allowed to view the js files".

While I personally think no such restrictions would ever exist, I still want to be absolutely sure, as violating the EULA is generally a serious matter :)
 

Mouser

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Actually I won't even be able to test my plugins :)

If it's indeed allowed to write custom plugins this way, I'll try my best to carefully and thoroughly check everything, then publish those plugins to let the users test them :D
Capcom or EA have another round of layoffs?  :evil grin:

Just save up and buy the engine. Making up with your 'friends' will cost more.
 

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