- Mar 5, 2021
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Really Experimental Temporal Reliability Operations - R.E.T.R.O. v0.05
This plugin has the rather lofty goal of allowing MZ plugins that are otherwise incompatible to function in RPG Maker MV.
It is a work-in-progress, and is nowhere NEAR ready for a full release.
Currently allows MZ plugins that deal with colors via ColorManager to function.
Currently allows window creation using MZ's rectangle object.
Currently allows MZ plugin commands to function, though compatibility depends on what the function in question actually tries to do. RETRO merely allows them to actually be called correctly. This is a slightly advanced feature, because the game dev will need to have at least some ability to navigate the plugin file to know what to type in with MV's plugin command interface.
Currently allows basic custom scene construction. Only two plugins tested so far, so this feature is not labelled complete.
Currently allows some Sprite_Gauge functionality. MV and MZ handle gauges with completely different functions, and RETRO doesn't currently detect plugin order to see if an MZ plugin SHOULD be overwriting the MV gauge functions or vice versa, so I've added a parameter to decide if MZ Sprite_Gauge functions should be used in place of MV gauge drawing when there's any Sprite_Gauge data to use. Turning it off will turn off any and all MZ sprite gauge functions. Since by default in both MV AND MZ, gauges aren't drawn for enemies, any plugin that allows enemy gauges MIGHT not work properly yet. I'd need to get my hands on one to test.
Working through Casper's CGMZ plugin library. So far, one plugin mysteriously non-functional. No crashes on it, so figuring it out is low priority, as I've sunk too much time into it already. I'll come back to it.
How to Use
Currently the name of the file you save this to doesn't matter, though that may change in the future. To be safe, save it as "RETRO.js". Make sure it goes above all MZ plugins you're using in the plugin list.
For MZ plugin commands, find the "@command" param in the top part of the plugin in question. This will be the plugin command you type in. For any arguments, look at any params labeled "@arg" below that command. Note the order, this is the order you'll write your arguments in. You may need to look at any other declared elements of each arg, and possibly at the function of the command itself to figure out what kind of information needs to be in those arguments. This is currently the only feature of RETRO that requires some form of knowledge and specific action on the game dev's part.
Update to Plugin Commands (v0.05) - Some of CGMZ's plugins have the same names for some of their commands, so I've had to overhaul the system for that a bit. Before, you simply typed in the command name and then the arguments, like any MV plugin command. Now, you need to type the plugin's name as part of the command, with a forward slash (/) between the plugin name and command name. If the command name has a space(like some of CGMZ's), type the command in without those spaces. The plugin name is the same as the name of its .js file.
For example, to call the scene in CGMZ's Achievements plugin, you would type "CGMZ_Achievements/CallScene true" as the plugin command.
Plugin Commands / Script Calls
This plugin offers no commands, and any custom functions declared are really only useful within the plugin code itself.
Known Functional Plugins
The plugins listed here are ones that I or others have personally tested with RETRO, and can confirm are functional.
Coelocanth's Item Crafting
Drakkonis' Plugin Core
Drakkonis' TP Control
Casper Gaming Plugins - His Core is required, full functionality unknown, but no issues so far with any of his plugins on this list. Some of these plugins are compatible only because the core doesn't break with them, if they were standalone they wouldn't even need RETRO.
Casper Gaming's Achievements
Casper Gaming's Encyclopedia and Bestiary
Casper Gaming's Extra Stats
Casper Gaming's Infinite Colors
Casper Gaming's Item Crafting
Casper Gaming's Item Conditions
Casper Gaming's Menu Theme
Casper Gaming's Splash Screens
Partially Functional Plugins
The plugins listed here are technically functional, but currently have certain issues that will be explained for each. I intend to fix as many of these as possible.
Casper Gaming's Game Info
Issue: This plugin allows you to make buttons on the title screen that will open a URL when clicked. Currently those buttons don't work, as their object type doesn't exist in MV.
Really Experimental Temporal Reliability Operations
Terms and Credits
This plugin is free to use in any project, commercial or otherwise. Make sure to credit myself(Drakkonis), and anyone else mentioned below:
Restart - Created FOSSIL and inspired the creation of RETRO.
This is a work in progress, and it will probably be a long time before it's ready for a v1.0 release. As such, I don't recommend using it in its current form for a finished/released game unless its current compatibility is sufficient for you. Until it's released at v1.0, RETRO is to be considered an unstable build at all times. I'm only one guy, and I'm just getting started learning MV's code and the differences between it and MZ, and most functions/features are being worked on by repeatedly throwing an MZ plugin at it until it stops throwing a fit. As such the only plugins I'll be able to test RETRO on are the ones I have access to, namely my own and any freely available ones I can get my hands on. Progress will probably be a little slow as I intend to solve any issues a single plugin has with MV until it works, before moving on to the next.
If anyone wants a paid plugin to be compatible with RETRO, someone who legally has that plugin would need to either update their copy of RETRO, or assist me with the appropriate updates. I don't intend to purchase plugins solely to test with RETRO.
On that note... this is not porting any plugin from MZ to MV, that's an edit/update to the plugin itself. While RETRO does read the parameters declared in a plugin to make plugin commands work, it does not write anything to those plugins, and solely acts as a go-between.
Quite a few MZ plugins are(or start off as) ports of MV plugins, so if you like a plugin but it's for MZ, check around to make sure it's not a port of an MV plugin that will work just fine. While my vision for RETRO would allow the MZ version to work just fine, versions written by the original author should always be preferred, as their functionality is guaranteed from the get-go.
Final note: As I said above, I'm just one guy, working on this in my spare time, with only freely-accessible plugins available to me for testing. I have a family and a full time job, so that spare time is pretty sparse, so don't expect fast updates. I appreciate any and all bug reports, feature/plugin suggestions, and assistance with getting paid plugins functional(though that's low priority as I would hope their issues would be the same as one a free one would run into).
I've also been made aware that MZ plugin commands may not function in mobile and web versions of a game, due to how RETRO gets its data. Any issues on that front are intended to be fixed for the v1.0 release.