Plugins on VX Ace

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Started by Prez 7 posts View original ↗
  1. Hi! I'm not new to these forums but it's been a long while since I last posted here - I think at the beginning of this year; bloody hell it's gone quickly - thanks to my short interest span in anything. :V

    The last time I was here, I used RPG Maker MV - however, since then, I've been considering 'downgrading' to VX Ace purely because I prefer the way VXA's RTP looks compared to MV (that and there seems to be a much wider selection of custom resources available). However, I've heard a big functional difference between the two is that MV includes an easy system for installing plugins, while in VXA you have to manually insert it into the code.

    I used to play M.U.G.E.N. so I'm familiar with the basic idea of going into the game's code on notepad and pasting stuff in - having said this, do most plugins for VXA include instructions on how to do this? If it's not mind-bogglingly complicated I don't see that as a reason for not downgrading. Thanks for any answers or pointers. :)
  2. Hi Prez and welcome back! Most script for VXA do come with instructions and since VXA has been out for so long, there are a ton of tutorials to help as well. As with the picture provided, you would install the script below the Materials section in the script editors. Most of these scripts use call backs to functions that come with the original code so that the original code does not corrupted. Sorry if I didn't explain that well <_<
  3. Plugin Manager for MV is for convenience sake. It's easier for the scripters to communicate with their user through the menu, and to avoid error in the setting. In VXAce however, all instructions are written, and you have to decipher what is the scripter wanted to inform to you. Sometimes the setting/instruction is clear, sometimes it's complicated. For user perspective, it's no wonder that MV is more friendly to them. Personally, for me, it's no different.
  4. For Ace, it's easy to install scripts. Open the script editor, find the Materials section, add a new slot between there and Main, name it, and paste the script.

    Some of them might have to be in a certain order (like Yanfly's) and if that's the case, they'll usually tell you.

    Some of them might have to be customized, and if that's the case, they'll usually tell you. This is where most people come unstuck, and it's no different with MV. They shove it in and start playing, without bothering to read the instructions, checking what switches and variables are used. If you make a practice to look for this sort of thing and set it up correctly at the same time as adding the script, you'll find you have far fewer problems than most people.
  5. when you install plugin or other script made by external source , you can place between scene and main, of course there are still any step to make the plugin work properly in your projects
  6. Note - in Ace, they are called scripts, not plugins, probably because the method of adding them is not quite the same.

    Calling them plugins could cause confusion, as it might make people think you're using MV.
  7. sorry i am new to join the RMVXA forum , of course i'm game developer in some company too, but now i'm using RMVXA for my personal project , many developer use terms "plugin" to explain third party script but in RMVXA is called third party scripts, sorry if wrong, and i'm new in this engine, so greetings everyone... thank you