Those tags are used to spawn events in the "floor" type tile, from the top of my head, they can be used for city and town maps. Check the help file for each specific extension.What do the fTop/fLeft/fCenter controls actually do for events? I'm not seeing a difference between the settings.
You can only do that when using the world plugin, use the tag <entranceSide:X> to the map, where X is one of these numbers:How do I control where the player spawns when I send them to them map- I.E. how would I enforce the player starting at the bottom of a map and exiting to the top?
8: top
6: right
4: left
2: bottom
No, it wont work. The player will always be teleported to the map entrance.Related to that, is there a good way to loop the player around the same map without messing up dungeon generation? If I just teleport the player to their current map, it seems to remove all of the events.
map refreshentrance
Are you using Fog of War? If so, the "pop out" happens because the event was under the fog and is being revealed.Events aren't being drawn along the very bottom-most tile of the screen, so when moving up or down there's some noticeable pop-in. Using the Dungeon module, if that matters.
It may happen some times because the room creation is made using binary partition, by divinding the map in "leafs". Sometimes rounding a division will result in an undesired room size.The aforementioned Dungeon module also likes making rooms that go off the edge of the map, that is, they have no outer wall and you just hit the screen edge. Is this is a quirk of the generator, or something I can adjust in the settings?
I was not using fog of war- I created a new project, copied over the entire maps folder, dropped in the plugins, set them in the order specified, and slapped my player's spawn point in the middle of $dungeon, then hit run. It's only visible when the event moves across the bottom edge- either coming on-screen from below, or dropping down off-screen.Are you using Fog of War? If so, the "pop out" happens because the event was under the fog and is being revealed.
Otherwise I could not reproduce the problem.
And as to the tile types- I can understand stuff like "floor / wallbase / walltop" but there's no indiciation of what "fLeft" is left of, or if there's something to the left of it, etc, at least not that I can find in any of the plugin documentation so far. Still using the Dungeon setting, if that matters.Those tags are used to spawn events in the "floor" type tile, from the top of my head, they can be used for city and town maps. Check the help file for each specific extension.
That's great [:I will probably start doing my own modifications once I get a bit more comfortable with them, if I get anything useful / interesting / cleaner than normal, I'll post it here
Is that bottom tile a black tile? Can you walk over or under it?I was not using fog of war- I created a new project, copied over the entire maps folder, dropped in the plugins, set them in the order specified, and slapped my player's spawn point in the middle of $dungeon, then hit run. It's only visible when the event moves across the bottom edge- either coming on-screen from below, or dropping down off-screen.
They are used to spawn events in specific places:And as to the tile types- I can understand stuff like "floor / wallbase / walltop" but there's no indiciation of what "fLeft" is left of, or if there's something to the left of it, etc, at least not that I can find in any of the plugin documentation so far. Still using the Dungeon setting, if that matters.
fLeft = The event will spawn on a floor tile by the side of the left wall of a room
fRight = The event will spawn on a floor tile by the side of the right wall of a room
fTop = The event will spawn on a floor tile by the side of the top wall of a room
fBottom = The event will spawn on a floor tile by the side of the bottom wall of a room
fCenter = The event will spawn on a floor tile away from any wall
It is not a black tile. Everything looks fine when it's not moving, which is making it hard to get pictures- if I had a tool for taking video, it'd be easier.Is that bottom tile a black tile? Can you walk over or under it?
Honestly I cant fugure. I tried setting up a map that has 17 tiles vertically, added an event to the bottom line, but its all normal (I used the default screen size).My personal screen is 1920x1200, but I'm running it in whatever the default window size is, with no other plugins.
It happens on every one of the test maps, before and after I've modified the map sizes- obviously, they need to be large enough to scroll, though.
It does not happen if I disable the map generator plugins, but when they are enabled, it happens on all maps, generated or not.
It was a check for drawing the roads. Looks like I managed to fix that, for the city and for the dungeon.Also, while I was messing around, I managed to get a screenshot of a crash I've seen a few times- this one came up three times in a row when generating a City map, but I've seen it once or twice with Dungeon and Cave. Once again, using no other plugins whatsoever, everything is set up according to the instructions in the zip. I attached the resulting error console.
From a glance at the error message and the line it's pointing to ( map[x + 1][y - 1] == values[3] ), I'd imagine it's trying to generate rooms too close to the right-hand edge (hence, map[x+1][7] => map[x+1]={undefined}, {undefined}[7]).![]()
I feel like it must be part of whatever code checks if a sprite is "on-screen." Since the sprite anchor is at the bottom, it's probably doing "x anchor - height < screen y + height" type of check somewhere- and if the sprite height is being overwritten accidentally, say, with a 0, it could be triggering it? I'm poking around but haven't found anything yet.Honestly I cant fugure. I tried setting up a map that has 17 tiles vertically, added an event to the bottom line, but its all normal (I used the default screen size).
I asked about the resolution because that black line should appear when the screen size is not a multiple of 48 pixels, but its not the case with the examples that you gave.
So, I'm lost on this one. I have no idea on what may be causing this as all the plugin does is to fill the $datamap object with tiles and events (the same done by the RM map editor).
Game_CharacterBase.prototype.underHidden = function(value) {
var sx = this.screenX();
var sy = this.screenY();
return (!$gameMap.tileId(this.x, this.y, 7) || sx < 0 || sx > Graphics.width || sy < 0 || sy > Graphics.height);
};
var mapCore_game_characterBase_isTransparent = Game_CharacterBase.prototype.isTransparent;
Game_CharacterBase.prototype.isTransparent = function() {
return mapCore_game_characterBase_isTransparent.call(this) || this.underHidden();
};
Game_CharacterBase.prototype.underHidden = function(value) {
return !$gameMap.tileId(this.x, this.y, 7);
};
Yeah, I'm starting to see that when I'm testing. A bigger issue is "this._mapId" is always zero on the line "data.mapId = this._mapId;" when the map ID in question is 3. So, the event in question is actually accessing the self-switch [3, eventid, "A"] when the <reset> tag is clearing the switch for [0, eventId, "A"], because the actual map is 3.No, it's not a function call. It's triggered when transfering the player back to the map where the event is. So it should only work when transfering to another map and comming back. Is that the case?
The mapId in this case is a property of the event data, not the event object.
The event data is loaded from map.json file (raw data), this data is used to create an event object on map (Game_Event instance).
This information is set at line 875 when the event is copied.
Yeah, I think the mapId was added to the event just for reseting it so I removed the mapId property from the copied event and got it from the current map just like you tested. It may now be possible to reset any event, even in non generated maps.[EDIT] To specify, the "control self switch" action gets the ._mapId property from $gameMap, not the event in question, so if I just swap "evt.mapId" for "$gameMap.mapId()" in the reset function, it works. It feels like evt.mapId should be getting set to the actual map ID, though, still?
Also, I feel like maybe you shouldn't have to manually specify <reset> if the map has <regenerate> but that's more just cleanliness.