I think you're on the right path. I Love RNG and procedural generation.
A fun fact: I don't like it in combat, I hate when my character misses the target due to RNG (and maybe some bad stats, I know). In my opinion it takes some fun out of strategizing.
The best part about RNG (for me) is being...
Hey, I was not aware of those compatibility issues.
This is old code actually, I was using it to test a feature to spawn textures (grass, stone...) by replacing events for tiles and after the spawn the event was useless. So, to use it in bigger maps I needed to remove those events from the...
Yeah, I think the mapId was added to the event just for reseting it so I removed the mapId property from the copied event and got it from the current map just like you tested. It may now be possible to reset any event, even in non generated maps.
I also added that cleaning loop to the copyEvent...
No, it's not a function call. It's triggered when transfering the player back to the map where the event is. So it should only work when transfering to another map and comming back. Is that the case?
The mapId in this case is a property of the event data, not the event object.
The event data is...
Oh I see. That's great.
I checked the funcion before comming here and found almost the same problem.
Actually there's a reason for the check, it's for hidding huge events that should be under the fog of war when the event graphic is bigger than the event itself.
There should have a validation...
Honestly I cant fugure. I tried setting up a map that has 17 tiles vertically, added an event to the bottom line, but its all normal (I used the default screen size).
I asked about the resolution because that black line should appear when the screen size is not a multiple of 48 pixels, but its...
That's great [:
Is that bottom tile a black tile? Can you walk over or under it?
They are used to spawn events in specific places:
fLeft = The event will spawn on a floor tile by the side of the left wall of a room
fRight = The event will spawn on a floor tile by the side of the right wall of...
Those tags are used to spawn events in the "floor" type tile, from the top of my head, they can be used for city and town maps. Check the help file for each specific extension.
You can only do that when using the world plugin, use the tag <entranceSide:X> to the map, where X is one of these...
There's no need to download a plugin separated from the game, unless it's a specific feature from a specific plugin.
Even so, I have no knowledge of a plugin that uses external downloads.
For reference, those are two farming games made in RPG Maker:
I can't see how the plugins would get on the way of the player, mostly UI plugins may have images and sound, but mechanics plugins are usually just text.
But anyway, if you don't want to use them...
I know this may not be what you're looking for, but you can find something useful in it.
It's pretty simple: just create an event and add the note tag <entrance> so when the player is teleported to the procedural map he will be spawned over that event.
For the exit, use the <exit> note tag.
Those events wont need the <min>, <max> and <chance> note tags.