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Ritter Map Transform (RPG Maker MV)

Change your maps tiles on the fly! Change regionIds! Swap an area of tiles from one map to another! And more! · By notRitter

How to refresh the map mesh/ collision boundaries when using with Altimit without changing tiles?

A topic by AquaEcho created Jul 30, 2022 Views: 240 Replies: 4
Viewing posts 1 to 5
(2 edits)

I am using this plugin with two other plugins: SupponCTI110 (SupponChangeTileId) and Altimit (pixel movement). SupponCTI also does tile swapping but I purchased this plugin because this will redraw the collision boundaries for Altimit while SupponCTI does not. However SupponCTI has autotiling while this plugin does not, so I run both even though there's a large overlap in the rest of the plugin functions. Is there a way to just call the function for redrawing collision boundaries in this plug in?  If this plugin did autotiling I would just run this and not need the other one.

Also, in regards to the boundary system plugin, does it only do rectangular boundaries or can it also do circles/diamonds?  Does it also work with Altimit?

Hello Thank You for using this plugin! Have you tried calling the following function?

Ritter.MapTransform._compatabilityCheck();

(spelling lol)

This is a compatibility check function which gets called every time tile data changes within my plugin.

If you call it manually after changing the tile data elsewhere it might work.


As far as the boundary system plugin I've been considering adding more shapes for boundaries as well.

Currently there are only rectangular boundaries available though.

I don't know about compatibility with Altimit at the moment, I would think there's a good chance it does work with it though.

Just be sure to spawn the event on a tile.

Thank you for the quick response. It appears the two plugins are saving updated map data to different locations, as just doing a script call for Ritter.MapTransform._compatabilityCheck(); after the Suppon script will update the collision map only temporarily and won't save the collision changes upon leaving the map. But running the equivalent script in your plugin right after the Suppon script saves the collision map data. I will have to test this a bit more.

(2 edits)

Plugin command Suppon Change tile, Wait 5 frames, then Script: Ritter.MapTransform._compatabilityCheck();,  works except it doesn't save changes if you leave the map. I found the wait command between the two plugins is needed as the Ritter plugin needed a few frames to detect the map changes.

Edit: Putting Ritter.MapTransform._compatabilityCheck(); in an autorun event on the map fixed all the saving issues and it's working great. If you at least add diamond grid boundaries to the boundary event plugin I would definitely buy it, I may get it anyway with just the rectangles when I start implementing features that need to keep events penned in.

Thats great! I'm glad you found a solution. 

I'm sure what is happening between the plugins is when the tile data is changed with another plugin but not marked as saved within my saved tiledata object when you load a map my plugin doesn't see the change and won't show the tile you want. I was thinking another way to fix it would be to make the other plugin edit my saved tiledata object whenever that plugin changes any tile data.

Ritter._savedMapTileData[mapId][x][y][z]

it would be a matter of making sure the other plugin updates this object properly whenever tile data is changed.