New Plugin Command

Would you like this feature?

  • Yes

    Votes: 21 91.3%
  • No

    Votes: 0 0.0%
  • Yes, but not important

    Votes: 2 8.7%

  • Total voters
    23

LTN Games

Indie Studio
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Description of the Feature:

  • At the moment, to add plugin commands to your event, you have to track through a large help file and or remember a large list of commands and their arguments. I am proposing a new, more user-friendly way of selecting a plugin command for the user. And for the developer to easily add plugin commands without aliasing the same method all the time.

Code for Implementation:
It requires a bit of work, I created an issue at the Github Repo if you want more details
https://github.com/rpgtkoolmv/corescript/issues/119

Simply put though...
Basically, to add a command for the editor to graphically see all command related arguments the plugin dev would have to do this. Much like a parameter since MV 1.5
Code:
@command Layers

@action add
@text Add Layer
@parent Layers
@type struct<LayerAdd>
@desc Add layer to the map.
The plugin dev would simply do this to perform actions when the command is called.
PHP:
  PluginManager.registerCommands('layer', {
    add: function (data) {
      const args = JSON.parse(data.args)
      Layers.createConfig(data.mapId, args.id, {
        x: args.x,
        y: args.y,
        z: args.z
      })
     },
    refresh: function (data) { /* Do Stuff */ },
    remove: function (data) { /* Do Stuff */ }
  })
Mockups:


Why is this feature good?
This feature is great because of the following:
  • Easily select a plugin command without traversing large list of plugins and their help files
  • No need to remember all commands, arguments of all the plugins you use.
  • No more aliasing the same function, over for all plugins used, improving compatibility and any conflicts.
  • More control over all plugin commands

Possible issues with this feature?
Issues that might arise from this feature:
  • Possible compatibility issues (though I covered as much as I could think of in the github issue)
  • ????
 

pivoo

Haphazardous Scripter
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Great idea!
Especially since there's basically no extra usability for the base user over a script box since they have to type everything in already anyways
 

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I think I've got my hero designs pretty much finialised ( still got some tweaks. ) In the end it'll be the four outfit colour variants with four different skintones.

I'm a bit conflicted. One the one hand, it's quite visually cool to make bodies of water that the player can interact with by going into it. However obscuring the player character from a gameplay perspective is pretty bad. Hmm... There's the option to make the area around the player visible, but then that kind of defeats the purpose of submerging them. :unsure:
Stream will be live shortly with some Darkest Dungeon! Feel free to drop by!
Another two plugins done! One being an on map grid inventory.
busy with my newborn child, can't even touch pc at all ;_;

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