What are Plugins?

Plugins are features that extend the functionality of Bakin's tools and engine programmatically using C#.
There are two main types of plugins:

As of March 2025, only engine plugins have been released for the creation environment.

Plugin Types

How to Use Plugins

Delete Plugins

How to Create Plugins

(!)Bakin updates may affect the operation of plugins created in the past. Please check the differences each time an update occurs.

Key Points When Creating Plugins

  1. Write the following for the cs file of another event you want to access at the beginning of the cs file
    // @@ref OtherScript.cs 
     
  2. Obtain target MapCharacter from mapScene
    var chr = mapScene.mapCharList.Find(x => x.Name == "Name_of_Another_Event"); 
     
  3. Access members of a class assigned to another MapCharacter through a cast
    ((OtherScript)chr.bindedScript).field = "ABC"; 

Plugin Distribution

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.

Plugin Reference

References to currently available classes can be found at the following URL.
RPG Developer Bakin Plugin Reference:https://rpgbakin.com/csreference/

As of September 2023, the classes used in the creation of event scripts and battle plugins are available to the public.

Plugin Samples

See Plugin Samples for sample codes of the plugins.
Explanations of the sample codes published on the Steam Workshop are available.


Attach file: fileEventEditor_UsePlugin.png 245 download [Information] fileEventEditor_Plugin.png 203 download [Information]

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Last-modified: 2025-06-03 (Tue) 06:23:41