Make a project that did not come from the editor bootable
fix_projectAdds only missing System.json keys the engine requires, such as advanced.windowOpacity, and restores switches/variables arrays so projects start without a title-screen crash.
Instructions
Write the System.json keys the engine reads without a fallback and this project does not have. An installation ships data/newdata as a third way to start a project besides the editor, and that template has no advanced.windowOpacity: the game stops on the title screen's first window with a stack that names clamp and nothing about the missing key, and a project copied from the template is otherwise indistinguishable. The values come out of your own installation's template — they belong to the engine, so this package does not carry a copy of them; advanced.windowOpacity is the one key the template itself lacks, and 192 is what the editor writes. It also puts switches and variables back into the array shape the engine indexes, and writes only what is genuinely absent, so running it on a project the editor made changes nothing. It does not invent maps, events or a start position: validate_game reports those and set_startup writes them. dryRun answers with the plan alone.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| dryRun | No | Report what would be written and change nothing | |
| template | No | A System.json to take the missing values from. Default: <install>/data/newdata/data/System.json, found through RMMZ_CORESCRIPT_ROOT |