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

Aerosys

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Hey of course you can do this!!

Choose the Snippet Size as 17x13, so your Snippet Map has the size of 73x57. Draw the Trees and the paths on the snippet's edges. The Space Map can have the size of e.g. 119x65. Now, go into Plugin Settings, and set the Default Border Width to 0. The Generator now will not put a border around the Map, so it will fit a multiple of 17x13!

I bet it will work and will look unbelievable good!
 

Aerosys

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Attention! I did some major Changes on this Plugin!

This Plugin Series is now in itch-io and it contains purchasable content.

When I started with my Plugin, I did it for fun. Back then, I haven't thought about selling it. Meanwhile, this project has grown more and more, and I'm not a student with unlimited free time anymore. I already announced to make some Premium content, now it's there.

Earlier my plan was to keep the current status free and releasing more algorithm as premium content. After some consideration I came to the conclusion, that in this case the most people would just use the free version and not try out the premium, so neither from us will win (except you didn't spend money). Instead, the seedable RNG (that already existed) and the possibility to save in randomized areas (that is new), are in the Full Version. In exchange, the TreeMap algorithm will remain free and I will write its article soon!

I decided it to make it this way because I think you should try out all the algorithms and techniques for free and to check out if it still works with your Game that already has 500 Plugins. But as soon as you want to release a decent game, with which you may earn money, you cannot get past the features from the Full version.
 

Eldaym

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Hi, Aerosys! I have been playing with this plugin for a few days and I have to say that I'm really impressed on how powerful, flexible, but yet easy to use this plugin is! You did a really amazing job! Good job!

That said, I have a few questions:

1. I made some North-South roads following the "Path in and outside the Map" tutorial, but is there a way to make West-East roads?

2. Any ideas on how to make mountains? That's kinda tricky. The best I did became just too blocky.


Thanks!
 

Aerosys

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Hi, Aerosys! I have been playing with this plugin for a few days and I have to say that I'm really impressed on how powerful, flexible, but yet easy to use this plugin is! You did a really amazing job! Good job!

That said, I have a few questions:

1. I made some North-South roads following the "Path in and outside the Map" tutorial, but is there a way to make West-East roads?

2. Any ideas on how to make mountains? That's kinda tricky. The best I did became just too blocky.


Thanks!
Thanks for your feedback!

1. Sure, just replace "top" and "bottom" in the JS commands with "left" and right". You will have to move the region Id respectively.

2. Yes, I think a Mountain Road is much more difficult than e.g. a Forest. You can look at the NoiseMap Generator, especially the Snow Forest. But yes, a Mountain road usually has more layers than a Forest and it is very difficult to auto-generate them.
 

Eldaym

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Thanks for the answer!

I'll stick to non random for mountains, but surely I'll be using this script for forests, caves, dungeons and more!

I tried to use "top" and "bottom" in makeWayOut and spawnPlayerAt, but the game freezes when I enter the map. I thought it could be some script I am using, so I tried that on a new empty project too. I get no error message at al, the game just freezes with a black screen. I made a North-South maze on that empty project, and it works fine. Any idea how to debug that?

I am using MV by the way.
 

Aerosys

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@Eldaym can you please paste me your JS call? It will help me to analyze the problem.
 

CattleDog

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Hello! Really cool plugin!

Is it possible for a noise map generated dungeon to have a path that leads into a dead end?

like:
.drawPath("South","Path")

So the player could only come and leave from the south path (or through an event)?




Also, can an event be guaranteed to be spawned? (from decorations)
 

Aerosys

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Thanks!

Is it possible for a noise map generated dungeon to have a path that leads into a dead end?
Not yet, but maybe will come in the future.

Also, can an event be guaranteed to be spawned? (from decorations)
When there isn't any matching location for the event, then it's not spawned. But for small events that is usually not the case and drawDecorationXTimes works for both Maze Generator and NoiseMap Generator.
 

Eldaym

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@Eldaym can you please paste me your JS call? It will help me to analyze the problem.

Yes, sure.

I'm trying this from West:
$dungeonGenerator.prims() .makeWayOut("left") .makeWayOut("right") .generate() .drawDecorations() .spawnPlayerAt("left") .finalize();

This from East:
$dungeonGenerator.prims() .makeWayOut("left") .makeWayOut("right") .generate() .drawDecorations() .spawnPlayerAt("left", 7) .finalize();

This code from South works fine:
$dungeonGenerator.prims() .makeWayOut("bottom") .makeWayOut("top") .generate() .drawDecorations() .spawnPlayerAt("bottom") .finalize();

As does this from North:
$dungeonGenerator.prims() .makeWayOut("bottom") .makeWayOut("top") .generate() .drawDecorations() .spawnPlayerAt("top", 7) .finalize();
 

Aerosys

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@Eldaym sorry I didn't had the free time before the weekend. Yes, there was a typo in exactly this configuration. Can you please download the latest update from my itch-io and try again?

By the way, you should set the Border-width to 0.

Code:
$dungeonGenerator.borderWidth(0)
.prims()
...
 

Eldaym

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@Eldaym sorry I didn't had the free time before the weekend. Yes, there was a typo in exactly this configuration. Can you please download the latest update from my itch-io and try again?

By the way, you should set the Border-width to 0.

Code:
$dungeonGenerator.borderWidth(0)
.prims()
...

It works now!!! Thanks so much!

About the border, I don't use that function because I changed the default border to 0 in the plugins parameters.

Thanks again!
 

Eldaym

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Hi Aerosys, me again.

I have been messing with the some scripts of my project and tracking some stuff using "console.log", but it seems "console.log" does not work when your plugin is ON. Tested it on a new project just adding console.log("this works") to a skill damage formula, and it works when your script is OFF but not when your script is ON. Any idea why this happens?

Thanks.
 

Aerosys

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Yes, I obfuscated my Plugins using https://obfuscator.io/ and it seems that it does not affect my Plugins only, but it affects the whole Game instead. I will disable this option with the next updates!
 

Eldaym

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Ah, makes sense. Thanks.
 

Aerosys

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I have been messing with the some scripts of my project and tracking some stuff using "console.log", but it seems "console.log" does not work when your plugin is ON. Tested it on a new project just adding console.log("this works") to a skill damage formula, and it works when your script is OFF but not when your script is ON. Any idea why this happens?
It should work now, please try it again.

Also, I added a new Premium function "Spawning at Custom Position", it's a simple function, but I think it's pretty cool, especially when the Town Generation comes.
 

kaukusaki

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*chucks cc at screen* you got my support!
 

albert-youkai

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Yo, pal i see you do lot progress about rng dungeon since last time i check, im quite happy
 

albert-youkai

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i pay the full version about project , i can say
holy molly is lot things you works on it

only my suggestion is add compatibility with region event of yanfly (if youre not yet do it)
 

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