What are Plug-ins? †
Plug-ins are features that extend the functionality of Bakin's tools and engine programmatically using C#.
There are two main types of plug-ins:
- Tool Plug-ins (.dll format)
- Engine Plug-ins (.cs format)
As of Septmber 2023, only engine plug-ins have been released for the creation environment.
Plug-in Types †
- Engine plug-ins are used to extend the operation of the Bakin engine.
The engine plug-in currently has the following two types of functions:
- Event Scripts: Extend the functionality of events by assigning C# programs to them
- Battle Plug-ins: Replace Bakin's battle system with a C# program
How to Use Plug-ins †
- For engine plug-ins, create the folder specified in the description below directly under the project folder you are editing and store plug-ins in it.
- Event Scripts
- First create a 'script' folder and add the .cs file to it.
- After launching Bakin, click the arrow in the "C# Program Assignment" field on the lower left of the event sheet.
- Select the script you wish to assign from the list that opens.
- Plug-ins with multiple methods can use the event panel to specify which method to apply.
See Control for the "Call C# Program" panel.
cs files can also be stored in subfolders.
Note that the dll file must be placed directly under the script.
- Battle Plug-ins
- Create a 'battlescript' folder and add a set of .cs files to it.
- It is applied automatically when the project is launched, and no tool operation is required.
Delete Plug-ins †
- Event Scripts: Delete the .cs file you wish to remove from the 'script' folder.
- Battle Plug-ins: Delete the entire 'battlescript' folder.
You can also use "Remove Battle-Related Scripts from Game File" in the Map Editor's top menu > Functions > Expanded Features.
How to Create Plug-ins †
(!)Bakin updates may affect the operation of plug-ins created in the past. Please check the differences each time an update occurs.
- Event Scripts
After launching Bakin, click the arrow in the "C# Program Assignment" field on the lower left of the event sheet.
Press the "Create New" button at the top to start the editor (the editor associated with .cs).
- It is recommended that Visual Studio (Community version is acceptable) be installed with C# development ready.
- You can also use other editors to create .cs files and put them in the 'script' folder without going through Bakin.
- Battle Plug-Ins
Execute "Copy Battle-Related Scripts to Game File" in the Map Editor's top menu > Functions > Expanded Features.
See Map Editor Overview for more information on this feature.
When executed, a 'battlescript' folder will be created in the project folder currently being edited, and a battle plug-in template (the same as the default battle process) will be created in that folder.
Edit the created file with your editor.
- Metadata Settings
- No metadata in event scripts.
- For battle plug-ins, replace // @@version xx.xx.xx.xx.xx at the beginning of BattlePluginDef.cs with the corresponding Bakin version.
- Plug-in Help
If you distribute plug-ins and need to explain the contents, please create and include a readme.txt file.
- Plug-in Settings
There is currently no ability to specify plug-in preferences.
Key Points When Creating Plug-ins †
- Link Any DLL
By making the following statement at the beginning of a C# program, you can link and use any DLL file in the script folder.
Please refer to "Introduce Steam "Achievements" into the Game" in Plug-in Samples.
// @@link xxx.dll
- Import Another cs File
You can import another cs file by making the following statement:
// @@include xxx.cs
Please use this option when a large process is divided into multiple cs files.
Refer to the battle plug-ins in "Battle Plug-In Samples".
By inserting the above description into BattlePluginDef.cs in various places and incorporating the processing of branches and leaves, all battle processing is made the target of the build.
Plug-in Distribution †
- Event Scripts: Distribute the created cs files in any way you wish.
- Battle Plug-ins: Zip the entire 'battlescript' folder and distribute it in any way you wish.
Distribution as .csrbr Files †
Compressing the event script .cs files and related files into a Zip file and rewriting the extension to .csrbr will make distribution and importing into Bakin easier.
- They can distribute through the Steam Workshop.
- In the event sheet "C# Program Assignment", click the Add button to select the .csrbr file.
Once added, the .csrbr file will be automatically decompressed and extracted.
- Battle plug-ins cannot be distributed in .csrbr format.
Plug-in Reference †
References to currently available classes can be found at the following URL.
RPG Developer Bakin Plug-in Reference:https://rpgbakin.com/csreference/
As of September 2023, the classes used in the creation of event scripts and battle plug-ins are available to the public.
Plug-in Samples †
See Plug-in Samples for sample codes of the plug-ins.
Explanations of the sample codes published on the Steam Workshop are available.