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TESPY'S PROFILE

I've loved games and programming since I was young. I joined this site because of my interest in Eredia: The Diary of Heroes, a project I eventually helped out in the play-testing and proofreading/editing departments.

My best skills lie in game programming, proofreading/editing English text, and play-testing games.

Most of my game programming experience is in Unity, and I've grown pretty confident in my skills. I've been learning to script for RMMV as well, and at the time of this writing, I've created two nice plugins for it.

Most of my play-testing/proofreading/editing experience is as QA staff at a certain eroge publisher. Did more than 8 projects for them.

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Progress Report: December

Looking good ^_^ Thought about maybe having a Patreon sometime, btw?

[RMMV Scripting] How do I split my plugin source code into multiple files?

Fair enough; I can face that. If it's as you say (that subfolder modularization isn't supported for RMMV plugins), I'll deal with it. Though, it'd be awfully disappointing; with how inconvenient it is, monolithic programming should've died out in the early 2000s :/

[RMMV Scripting] How do I split my plugin source code into multiple files?

I have read it. It's not very good for learning the API :/

And while I haven't seen other RMMV games use subfolders as I've been wanting to, that doesn't mean I should just take it as impossible; that's awfully defeatist. For all I know, it could just be uncommon knowledge or hard.

Oh, and I'm sorry I forgot to mention how I used loadScript. Here:
let pathName =                              './jsImportTest.js'; // Has a function called Thing()

PluginManager.loadScript(pathName);
Thing(); // Throws an error about Thing() not being defined.

Another thing I tried was that same thing, but pathName was "plugins/jsImportTest.js". That made the game window stuck at a black screen.

[RMMV Scripting] How do I split my plugin source code into multiple files?

How am I supposed to use it? I called PluginManager.loadScript, and then tried to execute a function in the script I tried to load. I got an error about that function not being defined.

[RMMV Scripting] How do I split my plugin source code into multiple files?

Alright, so I've noticed that most RMMV plugins are coded monolithically; that is, all the source code for a single plugin is in a single file. I'd much rather be able to split my plugins into multiple files in subfolders below the main plugin's. That way, said main plugin can have cleaner code.

Problem is, I've no idea how to import a js file from a subfolder. I've googled around a bunch, and nothing I've found seems to have worked.

This won't work:
let sourceFile = require('./subfolderName/sourceFileName.js')

Neither did including the subfolder in the main plugin dir's jsconfig.json file.

I could just put the modules in the same folder as the main one, but then that'd clutter the user's plugins folder. I'd rather avoid that.

So, how can I use relative pathing to pull a JS source file from a subfolder?

Happy New Year + Free Gifts!

Nice! I'm most looking forward to that lore book and progress report ^_^

The Master RPG Maker Helpful Things Topic

For those having trouble making Intellisense work in Visual Studio Code with the RMMV API:

- Follow the VS Code instructions here, stopping at part 2.
- Instead of copy-pasting the files into the js directory, as that part 2 tells you, copy-paste them into the plugins folder within the js directory.
- Go to part 3 of the aforementioned instructions and follow them from there.

[RMMV Scripting] How do make Intellisense in VS Code work for RMMV's API?

Figured it out. The tutorial said I was supposed to put the jsconfig and rmmv.d.ts files into the js folder, but that wasn't quite right; I was supposed to copy-paste them in whatever folders my plugin files were supposed to be in. In this case, the plugins folder within the js folder.

Posted the solution here, in case anyone else encounters this same problem xD

[RMMV Scripting] How do make Intellisense in VS Code work for RMMV's API?

Apparently there is a way to have Visual Studio Code (my preferred code editor) use Intellisense with RMMV's scripting API. However, I followed the instructions exactly, and it didn't work; the Intellisense only worked for stuff declared in my plugin file.


I'd like to know if perhaps there's something I'm missing, something that the tutorial doesn't mention. Help would be much appreciated.

[RMMV] Class variable values reset to undefined upon scene change

Well, the two uses of this._maps are in different scopes; one in the constructor (called first, of course), the other in the _isMenuEnabled function. Since both functions are in the same class, I thought I could access _maps in all of the class' other functions called after the constructor.

And I confirmed it's the same object the way you said; in both instances, it logged the object as "Object object" (surrounded by staple brackets).

Maybe I misunderstood how that last part works. If I can't just initialize a variable in the constructor so I can use it in any other part of the class, then how do I make it so? This isn't like C#, where I can just initialize a variable in the class' highest-level scope.