Making my first plugin gone wrong or confused, help.

● ARCHIVED · READ-ONLY
Started by Jomarcenter 1 posts View original ↗
  1. So I am having problem with how RPG Maker MV code due to the nature of the engine having little to no code documentation and I am just working on how I think it works thru the provided code and the code from other so see how it works with no luck.

    So I am working on a plugin that allowed to pop up a fake error message ala Doki Doki Literature club kind of thing
    with no such luck.

    This is what I am trying to replicate (which is funny that you making a script that create fake error message but you ended up making a actual error message instead)
    Note: I already fix that problem just showing a image what I am trying to replicate
    Screenshot (817).png


    Especially since nothing show up when I try to do a command even tho debugging go thru with the code regardless. Am I missing something. I will show the full code once I uploaded it somewhere.

    so here is a snippet of my code

    Code:
        var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
        //plugin command
        Game_Interpreter.prototype.pluginCommand = function(command, args) {
            _Game_Interpreter_pluginCommand.call(this, command, args)
    
            //Conflict pervention tip: if another script uses the fakeanerror command basically change
            //the name this command (default 'fakeanerror') to something that won't cause an conflict
            if(command === 'fakeanerror')
            {
                //setup the plugin command
                //this handles the handle
                var fakeErrorTitle = "Just Monika";
                //this handle the message
                var fakeErrorMessage = "Just Monika";
                //optional: this handle the confirmation
                var fakeErrorConfirm = "Yes this is a Doki Doki Literature club reference";
    
                //End result: fakeanerror "title" "Error Message" "Confirm"
                //example: fakeanerror "An error have occured" "something happened" "press space to confirm"
    
                //Display the data
                var fakeWindow_FakeErrorMessage = new Window_FakeErrorMessage(0,0);
                //this.addWindow(this.Window_FakeErrorMessage);
                SceneManager._scene.addWindow(fakeWindow_FakeErrorMessage);
            }
        }