- Joined
- May 30, 2015
- Messages
- 816
- Reaction score
- 826
- First Language
- English
- Primarily Uses
I made this plugin so developers could give players the option to mod the game if they want to.
This plugin allows players to override game files without directly altering them. Because of this, it works with Enigma Virtual Box which the RPG Maker MV help docs recommend to use. So even if the file is hidden through Enigma Virtual Box the file can still be overriden.
Note that in its current state, it only allows for overriding audio and image files.
I intend to also allow "overriding" of the database .json files, but hopefully in a modular way, so that you can override parts of the database .json files instead of having to do complete replacements.
In addition, I am open to feedback.
The plugin also adds a script call that can bring up the dev console. This is useful if you want to allow players to bring up the console, which is what a lot other games do. How or if you allow the console is up to you. If you don't know, you are actually by default unable to open up the console AFAIK when you are not playtesting, but this plugin can allow it.
* ============================================================================
* Opening Dev Console
* ============================================================================
* To open the dev console, you can use the script call DreamX.Modding.openConsole()
* I suggest using YEP Button Common Events to bind a common event to a key.
* The common event can of course have a conditional branch to make conditions
* before the player can use the console.
* ============================================================================
* Modding Files
* ============================================================================
* Create an override folder in the project directory. After, the folder
* structure is the same. For example, if you want to override character file,
* you could make a directory like override\img\characters\Actor1.png
*
* If the override file exists, the game will use it instead. If it doesn't
* exist, the game will use the normal one.
*
* When deployed, the override folder should be in www folder. By default, it
* will be if you had it in your project directory and deployed.
*
* Works only with images and audio for now.
* ============================================================================
* Terms Of Use
* ============================================================================
* Free to use and modify for commercial and noncommercial games, with credit.
* ============================================================================
* Credits
* ============================================================================
* DreamX
* Thanks to Yanfly for console opening script from YEP Core Engine.
Script
This plugin allows players to override game files without directly altering them. Because of this, it works with Enigma Virtual Box which the RPG Maker MV help docs recommend to use. So even if the file is hidden through Enigma Virtual Box the file can still be overriden.
Note that in its current state, it only allows for overriding audio and image files.
I intend to also allow "overriding" of the database .json files, but hopefully in a modular way, so that you can override parts of the database .json files instead of having to do complete replacements.
In addition, I am open to feedback.
The plugin also adds a script call that can bring up the dev console. This is useful if you want to allow players to bring up the console, which is what a lot other games do. How or if you allow the console is up to you. If you don't know, you are actually by default unable to open up the console AFAIK when you are not playtesting, but this plugin can allow it.
* ============================================================================
* Opening Dev Console
* ============================================================================
* To open the dev console, you can use the script call DreamX.Modding.openConsole()
* I suggest using YEP Button Common Events to bind a common event to a key.
* The common event can of course have a conditional branch to make conditions
* before the player can use the console.
* ============================================================================
* Modding Files
* ============================================================================
* Create an override folder in the project directory. After, the folder
* structure is the same. For example, if you want to override character file,
* you could make a directory like override\img\characters\Actor1.png
*
* If the override file exists, the game will use it instead. If it doesn't
* exist, the game will use the normal one.
*
* When deployed, the override folder should be in www folder. By default, it
* will be if you had it in your project directory and deployed.
*
* Works only with images and audio for now.
* ============================================================================
* Terms Of Use
* ============================================================================
* Free to use and modify for commercial and noncommercial games, with credit.
* ============================================================================
* Credits
* ============================================================================
* DreamX
* Thanks to Yanfly for console opening script from YEP Core Engine.
Script
