Hi, friends. (^_^)
Sorry for taking long time to answer some of your questions related with SRPG Engine MV development.
---
@RyanBram I don't know exactly how github pull requests work but I have added an update to
SRPG_core.js with extra yanfly compatability (Buff+States core)
@RyanBram
I also dont know how to better avoid to have 3 Version of the same SRPG_Core ..
..thats why i would like to request to implement the changes i made for the new SRPG_Core aswell..(reference on my Github)
Other Plugins can stay seperated from the SRPG Core Plugin.
To avoid confusion due to various versions of the SRPG Engine MV, I suggest you to contribute directly to SRPG_Core.js at
https://github.com/Echizen-ham/SRPGcore and please let me know if there is no response. Usually I will email Gakuto Mikagami regarding the pull request and he will review it himself. (However this may take some time as he has been very busy lately). Please learn about the
contribution section so that this project can be managed better. If you still unsure whether your patch can be included in the core, then you can first make it as extension and let me know that you proposed your extension to be part of the core, therefore I can discuss it with Gakuto Mikagami.
---
I saw that this thread is talking about Gakuto's SRPG plugin so I want to try entering.
currently, I am trying to convert several plugins to work in MZ and this is one of them.
Hopefully, I am in the right place.
Yes, you are in the place, because this place is where RPG Maker English community discussed about development of SRPG Engine MV. I always feel excited when I hear that someone is interested in contributing to this project. If you want your port to MZ to become part of official SRPG Engine, please fork the
main repository, and submit your change as pull request.
---
I found out some funny things while trying to port my SRPG MV project to MZ.
so if you replace all MZ files with MV, you can play them without any problem.
*maybe
Yes, you can simply put
game.rmmzproject (MZ project launcher) in the same directory as
Game.rpgproject (MV project launcher). By doing this trick, your MV project will be opened in RPG Maker MZ editor and get benefit from new feature from MZ editor. However there are some things you need to consider:
- MV animation will work as usual, but you are no longer able to edit it directly in MZ editor.
- You cannot make new MV "Plugin Command" due to different specification, but you can just copy your old Plugin Command to any event and edit it.
- Changing resolution, choosing TBP Battle in MZ editor doesn't affect your project at all, because MV doesn't have those features, although both of them can be done using plugins.
When I saw many plugin creator porting their plugins to MZ, I simply thought an idea about making adjustments to the MV project, so that the MV project can became fully aware with new settings/options from the MZ editor, by adding compatibility layer. In other words, instead of making MZ Core compatible with MV plugins, it will be easier to just make MV Core compatible with the new editor. This makes many plugin libraries in MV still usable in the new editor.
---
I'm sorry I can't really active in this forum, due to real-life activity, and also because there's work behind the scenes regarding the next release of the SRPG Engine. I hope that the next release will add significant features compared to the current core release and I will show it in the next demo version.
In this case, I would like to inform you that even though the SRPG Engine MV development looks slow, actually this project will continue to grow.