In need of help of how this plugin works cause i am really new to this Rpg Maker Mv
Like where do i put in the code or how does it works
Really sorry to bother you with noob questions :/



Looking forward. I always am up for procedural generationI haven't looked at the extension for a while, but I don't think I touched the actual map generation much. Most of my focus was where to spawn the events. If you ran the original plugin without the extension enough times, I wouldn't be surprised if you ran into the same results as what you attribute to the extension.
Either way, I'm in the process of making a dungeon generator myself so I don't intend to update the extension. I'll have extra time for the next few weeks or so, so I hope to finish it then.
SameLooking forward. I always am up for procedural generationI haven't looked at the extension for a while, but I don't think I touched the actual map generation much. Most of my focus was where to spawn the events. If you ran the original plugin without the extension enough times, I wouldn't be surprised if you ran into the same results as what you attribute to the extension.
Either way, I'm in the process of making a dungeon generator myself so I don't intend to update the extension. I'll have extra time for the next few weeks or so, so I hope to finish it then.![]()
Yes! I love Persona 4's dungeon generation <3 I honestly can't wait for thisThank you for your support. To aid in the process of making the generator customizable, I would like everyone's thoughts on what kind of options they desire. Not all suggestions may be practical to implement, but they will be considered and put in if I reasonably can. Assume that everything that exists in my extension for Sanshiro's version will be in my version, so no need to suggest those.
I am modeling the procedural generation on Persona 4's dungeons. Here are a few examples:
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In the end it may not be exactly like this, but this is the general idea. My current plan is like this: First, generate the straight horizontal and vertical paths. Then add rooms to the side or "on top" of these paths. Next, generate any necessary paths to make sure that the map is strongly connected (you can reach any part of the map from any part of the map). After that, generate the events. Then, store all of this data into the database at run time as a new map and transfer the player. Allow for saving in while in these generated maps by including the map in save data.
Oh kinda like in PMD (Pokemon Mystery Dungeon) where you could come across locked treasure rooms and dungeon shops.@DreamX:
Going the Persona way is a good idea!
As far as suggestions go, you might consider implementing the option of having premade rooms by using map regions.
These could be start, end or normal rooms, maybe even with a random chance of actually appearing in the generated map.
1...already in the parameters of DreamX's plugin extension..The essential options would be:
1. Control over room sizes & number of rooms
2. Event spawning (number per room or map)
3. The decision whether to include walls & ceiling tiles (for 'open space' maps with just floor tiles)
4. Control of where events can or can't spawn
(current version still puts chests at opening to passageways & some chests get clustered together)
That's all the options I can think of at the moment. Looking forward to seeing your version of it. Hopefully it'll be better than Sanshiro's version.
Control over room sizes doesn't include a room size MAX, just minimum. I've already posted the pic in which the dungeon generated always has a over-sized room on the right side of the map. There's no way to limit how big a room can get with the extension as it is.1...already in the parameters of DreamX's plugin extension..
2. Also, included....
3. This would be nice I suppose for like overworld/surface maps, instead of walls using impassable floor tiles (like deep water, swamp, etc...)
4. This is sorta there, can prevent certain events from spawning in start room or exit room.
4a. I simply make the chest below character after players open them, but adding some type of soft control to prevent them from blocking passages would be nice.
I did realize that after I posted, but don't encounter the same problem too often. However, I can see it as something that could throw off immersion as the dungeon would seem quite empty.Control over room sizes doesn't include a room size MAX, just minimum. I've already posted the pic in which the dungeon generated always has a over-sized room on the right side of the map. There's no way to limit how big a room can get with the extension as it is.
As for not including walls & ceiling tiles, that's for making dungeons which only consist of walkways floating in either the sky or space or some crazy dimensional space.
As for placement of chests & other events, they currently still block the front tile of a pathway & I'm not going to put them below the player or make them disappear because they still function as obstacles for roaming enemies on the map & one of my randomly generated dungeon themes is an ice area with slippery tiles. The chests, along with some ice statues, will act as stopping points so the player can solve randomly generated sliding puzzles.
