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[制作教程] How I Made Moghunter's Chrono Engine Work in MZ

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    灌水之王

    发表于 2026-7-8 08:55:50 | 显示全部楼层 |阅读模式
    This is gonna be a simple blog/tutorial on how I managed to make Moghunter's Chrono Engine work in RPG Maker MZ. For those unaware, the Chrono Engine is a plugin for MV that allows the user to make the game in either the style of the SNES classic, Chrono Trigger (hence the name), or classic Zelda.

    Now, both MZ and MV support the same language, JavaScript, however their syntax are different from each other, and as a result, most MV plugins won't likely work with MZ unless you use Fossil, and even then, it isn't perfect from my experience and reading others' experience with it. Even I had issues running the Chrono Engine demo initially when I was just using Fossil in MZ, even battles wouldn't work. But thankfully, today, I managed to figure out how everything works, and I've decided to share it here in hopes of helping those who probably want to use it as well, since it isn't documented at all how to properly do it. I'll explain how I got everything running and get this results (ignore the incorrect portraits, they came with the plugin itself, and yes, I implemented UltraMode7 as a fun little test).








    Now, a full disclaimer, I'm no programmer, at least yet. I'm still new when it comes to JavaScript and RPG Maker MZ. I didn't do any coding to get this to work, except for one thing which I'll get into later. I have used a little bit of outside help from other sources to get this working, some of them were crucial to making this work, so I'll give credit where it's needed.

    And speaking of which, I have to give credit to @AquaEcho for their amazing Chrono Engine tutorial, they made a great job at explaining how the engine works in a simple and straightforward way compared to other sources, so huge thanks to them, otherwise I wouldn't know how any of this works heh

    The link to the tutorial can be found here, it's really helpful: https://forums.rpgmakerweb.com/inde...ginner-guide-on-map-tools-and-battles.168047/

    Another thing I should mention is that I'm mainly focused on Chrono Mode, and I haven't done anything in ABS mode that's specific to it. I mainly did the basic setup and made sure the basic was working as intended, so stuff like spells or items are sadly things I cannot 100% confirm. So, keep that in mind. I'm still a bit of a noob when it comes to the plugin.

    Anyway, let's start with the process!

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Setting Up the Necessary Plugins

    We're gonna be using a new and empty project for this one, this is for reasons I'm elaborate on in a bit. But for now, create a new project in MZ like you normally would.

    After that, we need the plugins. First, we need the Chrono Engine from Moghunter's website and also the Fossil plugin, the latter will help us run any supported MV plugin into MZ, which thankfully, Chrono Engine is one of them. Fossil's Github page no longer exists, so don't try to go there, but thankfully, another user called Animebryan has reuploaded it to the forums and it can be found here.

    Now, personally speaking, I don't really recommend opening the sample project the engine comes with right off the bat, as you have to go through a bunch of unnecessary hoops to get it even open in MZ, and also for a reason which I've said earlier and I'll say it again later, so keep that in mind.

    Now, when setting up the plugins, there are two things to keep in mind:


    • Make sure that Fossil is the first plugin at the very top of the list. This is mandatory, otherwise, it won't do its job. Thankfully, plugins that only work with MZ can still work even with Fossil at the top.
    • To make sure this works, do not import every single plugin that comes with the Chrono Engine's sample project right off the bat. In my experience, even with Fossil, not every script worked properly- if not at all, and not even the battles worked. So, for now, only import the MOG_ChronoEngine.js file, make sure that everything is working, and then, import the other scripts you want to use one by one.

    I won't get into the specifics how the Chrono Engine works, that's what AquaEcho's tutorial is for, so I'll leave that up to them.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Getting the Chrono Engine to Work in MZ

    First thing is to check that the RPG Maker RTP is up to date. It's recommended that minimum version is 1.6.2. Personally, I'm using 1.8.0, and it worked fine, so you should be good as long as it's above the minimum number.

    Now before we do anything else, there are some things that I recommend importing from the sample project to your own project, to make sure that the basic stuff is working, all of which are pretty much necessary:

    • The Tool Map
    • The Items, Skills, Animations and Weapons Database Entries
    • Any necessary graphics the engine needs to run
    The first two should be self-explanatory, though the last one is just as important as the engine relies on certain graphics to function. If you get an error while testing, it can be remedied as the game will stop and tell you what's missing. Look at the error message and see what the game needs, and then import the files from the sample project to your own project and make sure that their location name and order are the same.




    Now here comes an important part, so pay attention:
    There's an error the game would complain about with how it "Cannot read property 'length' of undefined". This is an error from the end animation part of the code that's generated because of how the Chrono Engine is written, and it's an example of the syntax differences between MZ and MV. Fortunately, I have found someone on Reddit by the name of CabbyXP (readycabe on Github) who made a fix for the issue and shared it in the subreddit, and they have uploaded it on their Github. Both sites will be linked obviously.

    You will need a code editor like Notepad++ or Visual Studio and edit the code yourself as it's not a plugin, you have to copy the code from the js fix file to the Chrono Engine file and replace the code they tell you to do that.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    And that is how I managed to get the Chrono Engine working in MZ. Once you make sure that the MOG_ChronoEngine.js is working as intended, you can go ahead and implement the other scripts that came with the sample project, but again, one by one and make sure that they work first.

    I don't know if I'll ever make a follow-up to this, maybe I'll replace most of the HUD entirely with my own using HUD Maker or make my own animated sprites with their own frames (more than the default), but I won't know until I try in the future, and right now, I don't have the time to find out ^^;

    But who knows, maybe I'll make a follow-up in the future if I manage to accomplish something else, and I'll let you all know how I did it. So until then, I hope this thread was useful to anyone who reads it, and have a good day/night!


    本贴来自国际rpgmaker官方论坛作者:AmeerAshourDraws处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/how-i-made-moghunters-chrono-engine-work-in-mz.168263/

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