RMMZ (MZ & MV) Random Maps during Playtime (June Update)

Aerosys

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@Cymaiden by default, my plugin is not doing that. Usually, those errors come from "pseudo-blank" objects from your Decoration map. What do I mean by "pseudo-blank" ? My plugin checks for the blank tile on the Decoration map, that is the one tile on the top left on sheet B. On all layers, ground layer and upper layer. Sometimes people accidentally pick another blank tile that is not the top left on sheet B.

Some people use the floodfill tool and randomly fill into the blank area on the decoration map to hunt for incorrectly placed blank tiles. Sometimes it helps to create a fresh new decoration map.
 

Cymaiden

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@Cymaiden by default, my plugin is not doing that. Usually, those errors come from "pseudo-blank" objects from your Decoration map. What do I mean by "pseudo-blank" ? My plugin checks for the blank tile on the Decoration map, that is the one tile on the top left on sheet B. On all layers, ground layer and upper layer. Sometimes people accidentally pick another blank tile that is not the top left on sheet B.

Some people use the floodfill tool and randomly fill into the blank area on the decoration map to hunt for incorrectly placed blank tiles. Sometimes it helps to create a fresh new decoration map.

Yeah, sorry, that was a goof on my end now that you point it out.
 

Cymaiden

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For some reason, the door won't open even though I've set everything up correctly in the event window. Doesn't lead anywhere yet, just testing at this stage.

Screenshot from 2022-05-14 02-13-45.pngScreenshot from 2022-05-14 02-16-24.png
 

Aerosys

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Hi @Cymaiden

my Event spawning system randomly assigns Event Ids. E.g., when you have one door on your Decoration Map and let it spawn 3 times, those have the Ids somewhat like 11, 12, and 13. Move Events in which you make a specific Event to move will target at wrong Events or just into the void.

TL;DR please change your Move Event from "Door" to "this Event"
 

Cymaiden

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Hi @Cymaiden

my Event spawning system randomly assigns Event Ids. E.g., when you have one door on your Decoration Map and let it spawn 3 times, those have the Ids somewhat like 11, 12, and 13. Move Events in which you make a specific Event to move will target at wrong Events or just into the void.

TL;DR please change your Move Event from "Door" to "this Event"

Thanks! That fixed the problem.
 

Sarandiel

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Great plugin, but how does roads work on metamaze? Can't figure out how to make it create a road form south to north :S

Thanks!
 

Aerosys

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Great plugin, but how does roads work on metamaze? Can't figure out how to make it create a road form south to north :S

Thanks!
Thanks for your message!

When creating the Meta Maze, you can use "grid(1, n") whereas n is the length of your roads OR in other words, how many maps your road has.

E.g.
Code:
$metaMaze.grid(1, 5)
.withExit('top')
.withExit('bottom')
.apply()
.enterAt('bottom');

If you're using the snippet-based approach, you need to change your JS code as explained in Step 3 here: https://aerosys.blog/meta-maze

Let me know if that helps and if not, you may provide some screenshots of your JS codes.

PS:
Your profile says that you are using MV; tell me if you've upgraded to MZ in the meantime.
 

Sarandiel

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Thanks for your message!

When creating the Meta Maze, you can use "grid(1, n") whereas n is the length of your roads OR in other words, how many maps your road has.

E.g.
Code:
$metaMaze.grid(1, 5)
.withExit('top')
.withExit('bottom')
.apply()
.enterAt('bottom');

If you're using the snippet-based approach, you need to change your JS code as explained in Step 3 here: https://aerosys.blog/meta-maze

Let me know if that helps and if not, you may provide some screenshots of your JS codes.

PS:
Your profile says that you are using MV; tell me if you've upgraded to MZ in the meantime.
Best plugin ever :D
 
Last edited:

Aerosys

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Hello friends,

it's been a while, but this time a lot of cool features come to you! So cool, that I decided to increment the major version number.

The Plugin Manager​

You can define all the rules of your Dungeons in the Plugin Manager. This makes it so much easier and more intuitive and we will no longer struggle with huge JS commands!
1655024374656.png

Devs may stay at the JS commands they are familiar with as I did not remove them (maybe slightly adjusted). However, old Plugin Commands have been changed a lot and may not work as expected.

Map Export​

In the free Sample, you find a Plugin that allows you to export generated maps to edit them in the Maker. (Actually, you can export any Map as it has no clue whether a Map is generated or not. Yeah, I don't know how this note was beneficial)

Teleport Device​

In the Addon Sample, you find an Item that allows the player to memorize their location and return to it later. This item calls a Common Event and, hence, is fully readable and you can modify it just as you like. In other words, it's just a small free gift for you!
1655024390374.png



Note​

You will need some time to learn how RNGMaps works with the Plugin Manager. Tutorials will be updated over the next few days. If you struggle or don't like it at all, you may go back to the older version - I will not take it down.

Happy Game Making!

Aero
 

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