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This question is related to Orange Overlay, but I am pretty sure its a general issue.
https://forums.rpgmakerweb.com/index.php?threads/orange-overlay.63524/

I am trying to replicate/move a harvestmoon like script from VXAce to MV, I basically blt plant parts to the ground or upper layers of an overlay, which is a normal bitmap.
For testing purposes, I tried starting small so instead of a blocktransfer I just used the fillRect and clear function on the bitmap with the following code:
Code:
var Lihinel = Lihinel || {};
  (function() {

Lihinel.blt_plants = false;


var oldSpriteset_Map_updateGroundLayer = Spriteset_Map.prototype.updateGroundLayer
 Spriteset_Map.prototype.updateGroundLayer = function() {
    oldSpriteset_Map_updateGroundLayer.call(this);
   
    if(!Lihinel.blt_plants){
        this._groundLayer.bitmap.fillRect(0,0,100,100,"#000000");
       
        Lihinel.blt_plants = true;
        console.log(Lihinel.blt_plants);
    }
  };
 
var oldGameInterpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
  Game_Interpreter.prototype.pluginCommand = function (command, args) {
    if (command.toLowerCase() == 'greenhouse') {
        Lihinel.blt_plants = false;
       
        return null;
    }
    oldGameInterpreter_pluginCommand.apply(this, arguments);
  }
 })();
This works and puts a 100*100 black square,however,
if I set the first Lihinel.blt_plants to true instead of false, like this:
Code:
var Lihinel = Lihinel || {};
  (function() {

Lihinel.blt_plants = true;
...
It no longer works, no matter how often I use the plugin command.

I know I am missing something fundamental about sprites/bitmaps here, but I don't know what.

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