Does this work with MZ and if it does, how?
RPG Maker MV Cook Tool
● ARCHIVED · READ-ONLY
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Theoretically speaking, it can work with MZ. It will need some tweaks on the library and plugin load code. I don't have MZ at the moment to test thoroughly, but it is possible.Does this work with MZ and if it does, how?
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The index.html is totally different and so is the tree structure for the project too (there's CSS folder for example), so how would I use it then?Theoretically speaking, it can work with MZ. It will need some tweaks on the library and plugin load code. I don't have MZ at the moment to test thoroughly, but it is possible.
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Looking at the files, most of the changes will be on the main.js and rmmz_managers.js files. I'm expecting similar changes to the MV code.The index.html is totally different and so is the tree structure for the project too (there's CSS folder for example), so how would I use it then?
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Looking at the files, most of the changes will be on the main.js and rmmz_managers.js files. I'm expecting similar changes to the MV code.
Do you want me to buy you RPG Maker MZ, so that you can check? -
I wouldn't mind.Do you want me to buy you RPG Maker MZ, so that you can check?
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Now, here's an update with a bit more meat. The major change in R3.00 Update 3 is re-tooling how the Cook Tool handles the package.json file. This was done by switching from Newtonsoft.Json to .NET's System.Text.Json. This somewhat improves the performance, but it's mostly for making it easier for me to maintain the tool. There's also the option to minify the file when editing it in the Package Metadata Editor. There is the caveat of the library following the JSON's standard strictly but it shouldn't cause any issues.
Changelog:
SpoilerCore
- Moved from Newtonsoft.Json to System.Text.Json.
- Performance and memory improvements.
- Debug files are now removed before compiling the JS files.
- Slight refactoring of the code.
GUI
- Improved the performance (slightly) of the Package Metadata Editor.
- Added the option to minify the package.json file.
- Adjusted the behavior of the Project Settings window so it resets the compression settings when the option to compress the files is turned off.
- Fixed a bug where the options to adjust the compression options are active, even though compression is disabled.
- Moved from Newtonsoft.Json to System.Text.Json.
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Hello! I have just tried to compile my project with your method, but there seems to be an incompatibility issue with Orange HUD plugins where they don't work in a compiled project?
I searched through the plugins and I found this line which I thought might cause the issue, but I doubt
Code:if (Imported["MVCommons"] === undefined) { (function($){ $.getParamList = function(partialPluginName) { var list = []; for (var pluginName in PluginManager._parameters) { if (pluginName.search(partialPluginName.toLowerCase()) >= 0) { list.push(PluginManager._parameters[pluginName]); } } return list; }; })(PluginManager); if (Utils.isOptionValid('test')) { console.log('MVC not found, OrangeHud will be using essentials (copied from MVC 1.2.1).'); } }
Edit: Nope. I can't figure out why it does not work. I have multiple HUDs active from this plugin but none of these seem to be displayed in-game for some reason. The compiled game seems to read the plugin parameters correctly(?) -
Heyo, @Hisao Shou . That's a rather weird issue. Just for double-checking, copy the files of the nwjs SDK to the compiled project, then start nw.exe. Open the DevTools and check if there are any errors popping up in the console.
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Thank you for your responseHeyo, @Hisao Shou . That's a rather weird issue. Just for double-checking, copy the files of the nwjs SDK to the compiled project, then start nw.exe. Open the DevTools and check if there are any errors popping up in the console.
I have followed your steps and there is no error generated in the console.
The game itself behaves like the the OrangeHud plugin is disabled, but upon checking $plugins in the console it says that its status is true.
I have multiple groups/huds made based on the OrangeHud plugin, only these act like disabled. -
I wouldn't mind.
Hey, I was gonna get you a copy but then I realized that MZ is free for now. You could try it for free right now. -
So... After some time, I figured out how to load compiled files. The main issue I've encountered was the XHR check MZ had. If I used the same code that MV would use, the check would fail. I wasn't able to fix that, so you'll have to bypass it (unless I figure out how to get it to work normally). I am going to include either the code necessary or a link to a template file for the Main.js file (Plugin Manager needs about the same code as MV). One thing I need to also do is making the packaging code to handle MZ projects as well (it assumes that the files are on a separate folder at this moment). I have a good idea as to what to do, but it may take some time to implement.
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Released version R3.01. This adds support RPG Maker MZ.
Changelog:
SpoilerCommon
- Full support for RPG Maker MZ.
- Integrated Serilog. (The logs are in the Temp folder).
- Improved support for games with custom folders.
- Bug fixes.
CLI
- Re-worked the UI part of the CLI.
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As for the latest version R3.01 I can confirm the OrangeHUD plugins still don't work on my side along with this compilation method.
I'm not trying to be rude, I love this software and I'm actively trying to manually remake multiple game windows just to make this compilation method work, I want to let this message here in case someone might be looking for this info.
Meanwhile I was thinking if there could be a workaround for this issue, but I doubt it is possible, I was thinking if there could be any method where the plugins are not compiled but only rpg_core.js gets compiled, this way it could be more difficult for people to find the encryptionKey. -
After compiling the game, if I open it, it automatically closes. A debug.log file is created, containing this error message :
[1119/222341.118:ERROR:http_transport_win.cc(175)] WinHttpCrackUrl: The URL does not use a recognized protocol (0x2ee6) -
Released version R3.02 (and R3.02 Update 1). These updates move the cook tool to .NET 6, bringing performance improvements. Update 1 also implements JSON Source Generators, which could be helpful for new features.
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After a few months of work, R4.00 arrives today! The main highlight of this release is the overhauled UI code. Utilizing Prism (a library that assists in designing apps that follow the Model-View-ViewModel design), the logic behind the UI has been re-worked. The main advantage is improved performance, easier development of new features and better stability, and maintainability. A smaller highlight is that there's a new settings storage module. This changes the save location to the user's Documents folder, making this more robust and portable compared to the older version. You may see this in the CLI version as well (in a later update). I hope this new version will be the most dependable for you.
Changelog:
SpoilerCore
- Re-factored code for future support of a new feature.
UI
- Now using the MVVM pattern (via Prism).
- Improved performance and stability.
- Settings are now saved to the user's Documents folder.
- Fixed a bug where updating the app would suddenly forget the SDK location.
- Fixed a bug where the compiler would (in some cases) skip files.
- Re-worked the user guide slightly.
CLI
- Minor change to the code so it works with the new core.
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Another year, another .NET release.
Today's release (R4.00 Update 1) updates both the GUI and CLI to the newer release (.NET 7). Although the GUI got a minor fix (on top of performance improvements), the CLI get a massive boost, thanks to .NET 7's new feature: NativeAOT. To keep this short: NativeAOT compiles the C# code into native. This brings performance improvements (mainly startup) and smaller file size.
Changelog:
SpoilerImportant note
Due to a technical issue when compiling the Linux arm64 binaries, this version is skipped. Feel free to compile the code until I fix the issue on my side.
Common
- Updated to .NET 7.
GUI
- Minor performance improvements.
- Slightly re-worked the User Guide button so it can open the pdf file directly.
CLI
- Compiled with NativeAOT turned on.
- Vastly improved startup times (and maybe general performance too).
- Smaller file size
- Re-factored code for improved maintainability.
- Fixed a bug where --PackageApp Final skipped the removal of the source files after compressing.
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Released a new update for the Cook Tool. This update implements improvements for the UI (namely, the buttons for project management should be disabled when no project is selected). There are a few fixes as well.
Sidenote: There was an earlier update that fixed the Remove button not working. From that update onwards, Windows 7 and 8.x are no longer supported, as .NET 7 doesn't support them anymore.
Changelog:
SpoilerCommon
- Changed the version format to match with the release tags on GitHub.
- Slight re-tooling of how the compiler looks up on js files.
GUI
- Improved the behaviour of the UI when a project is selected or unselected.
- Fixes an issue where the buttons for managing projects wouldn't work if you don't select a project.
- Minor accessibility improvements.
- Indexing the source files will now happen when the compiler starts, not when the project is added.
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to bad that win7 cannot use the update version as I stick for 7 for a while :), but if there is an updated that fixed
the removed button, would that one still work on win7? or also not?
otherwise I stick with the version I have that seems to work.