Hey OcRam - love your plugins. Their compatibility with other plugins is great and the code easy to read (when figuring out what I'm doing wrong), and the features are *just* what I'm looking for. Once my current project gets a little closer to being even halfway done, I plan on buying up the lot of them
I've found an issue however. It's not the fault of your plugin, specifically, it's more about timing. I'm using the VS Events and Movement Core plugin -- which yes, is a paid plugin, and obfuscated, but I've done enough digging that I hope you can help me out.
The feature I'm using is the Event Spawner - there's an event on my map that spawns bunches of other events (in this case, gathering nodes). So, as soon as the map load, this event runs and a bunch of new events show up.
The problem I'm having is that this runs AFTER your
Passages plugin does a scan of all events on the map. I added a debug line to your plugin to spit out events when it ran - and none of the new events are in it's event list. This makes sense - yours runs before the events on the map start doing anything.
This upshot is that the passability on all of these events comes out wrong and they are 100% NON-interactable. So, I did some more digging. As it happens, if I pop the menu open, and close it (even if I close it *right away*, your plugin does some work, and then all the events behave properly.
In the debugger, these four lines pop up:
Code:
OcRam_Passages (v1.05) : SAVED CURRENT LAYER CONTAINER! undefined
OcRam_Core.js:976 OcRam_Audio (v1.00) : savePluginData Game_System {_saveEnabled: true, _menuEnabled: true, _encounterEnabled: false, _formationEnabled: true, _battleCount: 0, …}
OcRam_Core.js:976 OcRam_Passages (v1.05) : Do culling? true
OcRam_Core.js:976 OcRam_Passages (v1.05) : Tileset check: 0 -VS- 0
So, what I'm thinking is this:
Which of these messages represents a rescan of the events and a reset of their passability?
Would it be possible to make that function something I can call manually?
This would also be helpful for other types of events which I plan on spawning as a result of player actions. I could just stick that function call at the event of my event spawner - it does seem to run super fast - and then: problem solved.
Again: awesome work. Let me know what you think.