If the crash is happening with an event in the middle of the game it can seem like a hassle to test this way, but creating a ‘dev room’ map means we can just copy over the event to check on the crash. Sometimes this can be done simply by reading the crash info or hitting F8 to check the console log while playtesting, but if you can’t recognize the plugin from those then one option is to go in and turn off all our plugins so that we can check them one by one to see which is the culprit. If the crash still happens even with a new game, then it’s time to figure out which plugin is the one causing the crash. First thing we want to do is to make sure to test the game with a new save file! Some plugins can’t work with older save data that doesn’t include the plugin, so any time we add a new plugin we want to not use any old saves. Once we know the Plugin Manager doesn’t see any causes, it’s time to start testing. It can also tell us if a plugin is meant for MV instead of MZ (which could possibly cause problems) or if we need to add certain plugins is a specific order, so checking to make sure that section is clear is a good thing to do each time we add a new plugin. At the bottom of the Manager is a handy little area that will point out some issues, like if we’ve accidentally added the same plugin twice. The first thing to do is check our Plugin Manager. Before deciding to throw out the plugin and find another way to do something, we can check for a few reasons why the crash happened. Running into a crash caused by a plugin is never fun, for either us or the players, so when it happens we’ve got to make sure we can fix the problem. While plugins give us incredible new options for our games, there is still always the chance of something going wrong. Luckily we can pull up Plugin Help by hitting F1 or right-clicking in the Note box and choosing the help option, so it’s straightforward to copy-paste any notetags we want to use. Since we have to write out the notetags ourselves, it’s important to make sure we don’t accidentally mistype something (or add in an extra ‘s’ when the plugin only needs one…). They’re commonly set up as, so that a plugin will know it’s not just a dev’s note to themself about something. MZ comes with a bunch of plugins included as dlc with the engine which aren’t added to new projects by default, so let’s add some of those. Learning when to say enough is enough is important, so when we’re choosing what plugins to add we’re picking ones that will add to our players’ enjoyment and keep us sane as developers. We don’t want to add in a bunch of unneeded plugins just because they’re cool since feature creep can be a real problem. The first thing we need to do is pick our plugins. Of course, before we can use any plugin, we need to get it into our game. Plugins can seem overwhelming at first, and it’s true that some of them require us to put in a lot of effort so that it works well, but most of them have clear instructions so as long as we follow those we should be able to use them without problems. What this means for MZ users is simple: it gives us more ways to make our dream game become a reality, without having to have a in-depth knowledge of JavaScript coding. When they’re added to a game plugins can do almost anything the coder imagines, from relatively straightforward things like removing the HP bar from the menus to recreating the entire battle system to have a unique style. What is a plugin?Īt their most basic, plugins are JavaScript files that contain code that changes how MZ functions. Before we get into how to add and use these plugins, let’s first figure out what exactly a plugin is. New users of RPG Maker have probably heard the term ‘plugin’ thrown around a lot without any explanation, which can be pretty confusing when there are so many other engine terms to learn.
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