That makes it worse, not easier. I have never used Javascript, so formating the files correctly is the problem. If i did know the script language that well writing a parser would be a middle school exercise. Luckily someone else did this already, so thanks for the hint.
The problem is, RPGMaker puts a lot of garbage in the files and the engine requires a third party program to master. A renpy VN can be done with a text editor and a look into the documentation, which is benign short. Plus Renpy does the image layering pretty well and easy so partial renders allow increased image output and decreased file size.
TL DR RPGmaker is just overkill for a simple point and click and lacks some neat features that renpy has. a port could increase production cycles which is what everybody wants. But have no fear, that's not going to happen as DrSmith has already put his foot down.
Yes and with good reasons!
I have/had zero knowledge of RPGMakerMV, Ren'Py and HSS (ask me about Cobol, IDMS, JCL or VME, or to read a hex/oct dump).
So to get something out in the shortest time, I decided to stay with RPGMakerMV as tool for development. That way I could use what already was in the game and did not to have to start from scratch. Besides a menu driven tool is easier for me to learn than code.
So then why me at all? Well, I've been involved with the project for some time now. I tested the game and talked with Boom about scenes, animations etc. That's why Boom really wanted me to take over when he had to abandon RiC.
And RPGMakerMV overkill? So bet it. There are others who loathe Ren'Py and go for Unity and again others think Unity is too heavy a tool. So whatever you choose, there'll always be people thinking another tool would be much better.
And development will be slow either way because this is not my job and I have plenty of other obligations.