Make the User edit Javascript file as an advanced option. Yes or no?

nio kasgami

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So,
I know by the standard in MV/ MZ making the user edit a javascript file is a...big no no.
Although I was curious if offering the possibility to enhance the user power through advanced options that use Callback would be a good idea?

In simple in my current plugin, I allow people to have a custom callback function WHICH they can still call in the pluginManager/ PluginCommand.
as Show here :


and then after they can call it in the Action section of the room.


of course I plan to offers an default option (full heal etc) and Common events support but I wanted to offers an 'possibility' where the user can go and add their own custom actions.

+ this workflow is non-destructive since it doesn't force the user to edit the actual code.

what do you think?
I think making this options an good idea?
 

DoubleX

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As I've also been providing this option for a while, I think it's a good idea, as long as:
1. It's not the only way to do something(in my case, both parameters and notetags have simple value version and a complex JS code version), and it seems to be checked in your case
2. The very existence of this extra option isn't scaring many users off(I've failed on this one even when I've made it very clear that those JS codes versions are all optional)
So maybe you'll want to watch for the 2nd point, as sometimes even optional JS codes can be too scary :)
 

nio kasgami

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yeah this is why I also offered for the new user : Common events which is one of core of rpg maker so having the possibility to use all the command + even plugins Commands at their fullest via the visual way of the common event is something nice to do.

+ for common event you just enter an ID (if the options is selected in the selector menu) javascript is mainly if you really need the total power.
@DoubleX
 

Shaz

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I have allowed the user to edit the setup section of a couple of my plugins, purely to avoid plugin commands which would be the same for every game and would bloat the save file. But I'd prefer them not to have to edit the .js if I could get out of it.
 

nio kasgami

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I have allowed the user to edit the setup section of a couple of my plugins, purely to avoid plugin commands which would be the same for every game and would bloat the save file. But I'd prefer them not to have to edit the .js if I could get out of it.
yeah same since it can avoid myself some good trouble with the user getting angry the plugin can't work.
etc.

as an example, I was thinking to do that since technically you 'can't' do that? not as I am aware if RM event system allows percentage heal?



I could technically code it inside the pluginManager/Command and include it but if I begin to add commands it will just become bloated no? they do say a crippled UI will push away the user.

so I think it show a nice example of what the user can do if they want to extends it further than what the plugins offers?

+ it follow the new MZ registerPluginCommand standard?


P.s: do not mind the weird typing its typescript
 

Anyone

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At the end of the day, you decide the standard for your plugins yourself and if you have ideas for a more sophisticated optional framework for the user or other plugin authors, that's not a problem.

1. You can have every basic important command as a registered command for the event plugin command.
2. You can provide Plugin Commands and or script calls for your sub functions so that, instead of using the entire basic framework, people can use functions individually. This is for more advanced users who'd like to use most of your plugins functionality, but might want to call a different interface, have a different background image, etc.
3. You can provide a series of functions that serve as hooks that other plugin creators could extend or alias to inject their own code at specific points so that they can develop extensions of your plugin.

Usually I try to follow that sort of hierarchy: make everything as simple to use as possible, then provide advanced commands for advanced users. And if it might be helpful, you can go further and offer script calls & other stuff.

I could technically code it inside the pluginManager/Command and include it but if I begin to add commands it will just become bloated no? they do say a crippled UI will push away the user.
That's true, and one of the problems that I've been worried about with the new Plugin Command. In this instance, a simple command Plugin with something like "Heal number/% Actor/Party" would be a lot less intrusive. (Heal 200 1), Heals 200 HP for Actor 1 - (Regenerate 20% party) regenerates 20% of the party's MP.

But at the end of the day, you shouldn't shy away from providing event command plugin commands for users.

1. You could offer a plugin option to generally override the default Recovery functions, so that they always recover in %. That way you can skip entirely past having any plugin command added.
For custom commands, you only offer script calls like "Inn.heal(%,target);"

2. You could make a second plugin that extends your first, which contains just the registered plugin command for the first plugin and requires the first plugin.
That way, the end user can decide: do I want to have this add event plugin commands that I can use, or would I rather just use the main plugin and use the override / script calls.

That way, you can offer the event plugin commands as extension plugins and leave the degree to which you "bloat" their event plugin command up to them.
 

TheoAllen

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Jokes on you. That is what the modern RPG Makers do.
Basic functionality exists in the editor. Advanced? use script call and directly edit the code.

If you actually do this though, you might as well as make it so that it is easy to add an extension to your code so that to add more functionality, you could add more plugins that behaves like an addon. In which, basically plugins for a plugin. :p

To actually answer the thread question, I'd say, yes.
But if it is required to edit the plugin code without a basic functionality, then no.

Edit:
Added a few
 

nio kasgami

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As double X say what i am using is "hooks" which inject custom functions likes the pluginCommand in mz will do. The example i provided is kinda the basiectd of the option that you can do for actions. @TheoAllen

For whar you said @DoubleX do you mean a plugin that just add custom type to the inn array? Like an second plugin who overwrite the ui for the pluginmanager?

Or just a second file full of little function?

I kinda wish they had an option to overwrite or "extends" existing plugin extension.

As for the pluginCommand theres gonna have some nice command as well. Such possibility to create an the rooms on the fly.

But also its a scene in the matter so it kinda get more complicated to offers flexible plugin command i can admit
 

TheoAllen

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@nio kasgami I'll admit that I didn't see the context, but to be fair, I thought that was irrelevant because I thought we were just talking about "what if the plugin requires you to edit the file" in general.

If you make a plugin that in order to use it, you have to edit the code, then you should make it as clear as possible upfront. Like, "this is a framework for coders" or "in order to use this plugin, you have to know how to code" and advertise it to coders. Because I get you. I just wish people in this forum know how to code so they could technically make everything on their own, unfortunately, that is not how it works.
 

nio kasgami

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@nio kasgami I'll admit that I didn't see the context, but to be fair, I thought that was irrelevant because I thought we were just talking about "what if the plugin requires you to edit the file" in general.

If you make a plugin that in order to use it, you have to edit the code, then you should make it as clear as possible upfront. Like, "this is a framework for coders" or "in order to use this plugin, you have to know how to code" and advertise it to coders. Because I get you. I just wish people in this forum know how to code so they could technically make everything on their own, unfortunately, that is not how it works.
Oh! Actually the plugin i am working have common event support so pretty much with some tweaking you could probably reproduce the same effect using script calls.

although, i offers the option as an way of allowing users to have easy commands for people to share.
(They are pretty much just snipset after all.)

Maybe i will make that people can load up actions from an separated file.

I kinda which we could overhaul existint plugin interface like using :
@extends ExistingPlugin then
@overide existing param.

so You can pin other options
 

Tsukihime

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I'd load extra JS files and have users simply edit those instead of the base JS script.
 

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