Downloading and extracting the files is not enough;
we need to verify the integrity of the files.a new plugin
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After I checked some RPG maker's plot editing solutions, and they didn't bring about huge changes, I finally realized what we needed.
https://forums.rpgmakerweb.com/index.php?threads/ink-integration.125857/
https://silentbalanceyh.itch.io/rpg-maker-mz-smart-playbook-plugin
A visual, intuitive, automatic storyline generation solution. By checking the "Transfer player" event command, you can find out which variable switches are preventing players from seeing the final boss.
This plugin is the best quest plugin of rmmz. Since there is no hard requirement to manually configure the database at the beginning, it is very flexible. It is not difficult to imagine that it can realize the log description of Planescape: Torment and Divinity: Original Sin 2.
Therefore, I usually use RMFinder, a tool to retrieve the place where the log record is triggered.
I tried to persuade you to build some kind of solution to visually check such information, but I gave up because I didn't know what to design it like.
I always think that what people can create is largely limited by their own cognitive limitations.
I mean, maybe we can add "knowledge" as a limitation, get inspiration from the space-time moves used by the enemy, constantly improve and practice, and after completing the exploration of the corresponding field, the lonely explorer finally returns to the beginning of the game.
I noticed your excellent efforts in localization, especially the emphasis on "non-destructiveness", but I have some suggestions for improvement.
1. Translator++ is currently the best RPG Maker localization tool, and I think that creating a workflow should not ignore Translator++.
2. There is currently an advanced way to deal with "destructiveness", which is to directly add corresponding identifiers to each original text in the project. For example, before: Hello, after: {Hello}
Then use the automated processing script to process only the text that has not yet been added with the before and after identifiers
The following reference code is from a website that is not allowed to be linked by itch. You can directly refer to the code
'use strict';
/*
====================================================================================================================
RoamingSavePath.js
License: DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Usage: add this lines to your plugins.js:
{"name":"RoamingSavePath","status":true,"description":"Save directory to game save dir instead of www","parameters":{}}
====================================================================================================================
*/
(function () {
if (!StorageManager.isLocalMode() || typeof process === 'undefined' || !process.env || !process.platform) return;
const fs = require('fs');
const path = require('path');
var globalSavePath = null;
const initPlugin = function () {
const defaultDir = process.env.APPDATA ?
"%USERPROFILE%/Saved Games/" + $dataSystem.gameTitle + "/save/" :
(process.platform == "darwin" ? "%HOME%/Library/Preferences/" : "%HOME%/.local/share/");
const params = PluginManager.parameters('RoamingSavePath');
var savePath = ((params['Save Directory'] || defaultDir).trim().replace(/^[/\\\.]+|[/\\\.]+$/g, '') + path.sep).replace(/[/\\]/g, path.sep);
for (var e in process.env) {
savePath = savePath.replace('%' + e + '%', process.env[e]);
}
globalSavePath = savePath;
}
const validateDirTree = function (targetDir) {
if (fs.existsSync(targetDir)) return true;
const parts = targetDir.split(path.sep);
var currentPath = parts[0];
for (var i = 1; i < parts.length; i++) {
if (!parts[i]) continue;
currentPath += path.sep + parts[i];
if (!fs.existsSync(currentPath)) {
try {
fs.mkdirSync(currentPath);
} catch (e) {
return false;
}
}
}
return true;
}
const oldDMOL = DataManager.onLoad;
DataManager.onLoad = function(object) {
oldDMOL.apply(this, arguments);
if (object === $dataSystem)
initPlugin();
}
StorageManager.localFileDirectoryPath = function() {
return globalSavePath;
};
const oldSTLF = StorageManager.saveToLocalFile;
StorageManager.saveToLocalFile = function() {
//if (!fs.existsSync(globalSavePath))
//fs.mkdirSync(globalSavePath, { recursive: true }); // needs newer nwjs sometimes
if (validateDirTree(globalSavePath))
oldSTLF.apply(this, arguments);
}
})();
https://github.com/BossRpg/MVMZ-Advanced_ChangeSaveLocation/blob/main/Advanced_C...
It is best to use it with this plug-in, so that you can solve the problem of publishing games on Steam, but I have not tested whether your plug-in supports "%USERPROFILE%/Saved Games/" + $dataSystem.gameTitle + "/save/"
After seeing your explanation, I plan to give up making demands on you.
This approach of accessing AI usually faces the following problems.
1. Whether to give players the power to freely construct sentences
2. Players cross the moral limit through prompts, resulting in nsfw results.
3. Is typing a bit troublesome for video games, especially when players use game controllers and have to switch keyboards to type.
4. Multi-language localization,
5. AI only makes NPCs become better chat robots, and it can never give players 1 experience point
Of course, I also gave a solution.
Cancel typing input and change it to fill in the blanks by selecting words according to the sentence structure. As for vocabulary, it is limited to words related to the game world view. Players cannot enter keywords that the game protagonist does not know due to the game progress.
I want to know why this plugin has a hard link to OpenAI. Your source code is not public, which may lead to privacy leakage. Are you willing to provide a paid version that allows you to see the source code?
On the other hand, I have no intention of disparaging anyone. In fact, there are better alternatives to this plugin, but none of them filter the replies by keywords.
I actually have a crazier idea, write a powershell script to synthesize new images directly through commands, skip opening the editor, almost plug and play
Of course, this may require installing imagemagic beforehand
In short, I hope you can make boxart templates for other tools of the RPG maker developer, such as PGMMV, RMMZ, RMU, and VNM.
But in the itch community, maybe one should be made for itch, the popular GB Studio, renpy, pardon my rambling, it would work great.