@Doktor_Q I put together a version of the plugin I'm calling 1.5.2 dated 2018-12-25 that included nearly everything I could piece together from this thread. The only things missing that I'm aware of are
- the @MORINGA patch to make the <fple> notetag case-insensitive (I want to really understand what that RegExp is doing first, and I think RTFM is healthy for this plugin)
- somebody proposed changing the default sky color to a user-specified number, which I would want to do as another plugin parameter and it seems simple enough for even me to do
- the code that @norza provided on 2017-07-15 to address waiting to render until all textures are available - don't know if this is needed
What I have in there now is using your code for page up and page down buttons to strafe/sidestep. Thanks for pointing out the turn180(), it's in rpg_objects.js. When I get a bit further with getting my own project events to work properly in FPLE I'll try putting it in at the same time as the sky color.
I can declare success in getting the demo project to work, even with my version of the plugin. One nice thing about converting a Bard's Tale-type map (walls and doors on the lines between cells) to FPLE is that I finally made a door event that doesn't require extra space on either side to work properly. RMMV apparently won't fire off an event if you push the player into its cell with a movement route and leave them there. So, in exchange for making doors one full cell thick, and movement consists of bumping into one then it opens and the player moves in one and stops, I can let the player move out of the door on their own, or even turn around or back up, and events on either side of the door cell can fire off normally. And the door event, although you can't see it from the FPLE perspective, is actually open until you leave and then it closes behind (or in front of, if you back up) you. Doh! Now that I think about it, I could use the same principle in regular RMMV too... Anyway, this lets me make Spinner events that actually mean something and don't trigger adjacent doors, and not have to put in extra walls so one trap can block two doors at once (long stories).
I suppose somebody's going to ask for my version of the plugin, but it's basically the same as
@piksalh noted yesterday with a few typos fixed - nobody noticed the one almost at the end in the error message about the light color!