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I'm a bit sick today, so you'll have to bear with my rambling mind a bit.


Anyway, in an effort to try and understand the map structure, I managed to make a plugin that floods an entire map with the tile in 0,0,0 of a map.


Yes, it's as useless as that sounds.  Even more so because there is no way to skip affecting any maps.  So you can't really make much more then "adventures of Ralph in the infinite carpet dimension." :p


I just thought some other coders might like to see a possible way into the map loading code.  This provides a way to modify a copy of the data being fed into the map rendering in game.  I've tested and it appears this particular function is only run on map load.  It will run once for every time the game loads map data from the database.


I was intending to code a dungeon generator using this method, though that is still a very, very, very distant goal right now.  


It seems the map data this time is not a 3 depth array like the manual claims it is.  At least, not at this level of access.  Instead, it's a single list of tiles for each layer of the map, which can be accessed through a few "magic formulas" to find the numerical data in a certain x,y,z position.  It's all very clever till one tries to comprehend how to step all around in it.


My next step I suppose is trying to figure out how deep the data for a single tile is, and how autotiles work.  The manual is much less then helpful with how things are structured, I got this far only with a lot of sniffing around using the F8 debugger.  But I will keep hammering away.


Any advice for dealing with tile data would be greatly appreciated.  I'm mostly stumbling round in the dark poking and breaking things.

View attachment DarkGriffin_Newbie.js

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