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FTKR Connecting Map Generator - FTKR_ConnectingMapGenerator.js
Plugin desc : v1.2.1 Plugin that connects multiple maps into one big map
License : MIT License
Author : Futokoro
Desc page : https://github.com/munokura/futokoro-MV-plugins
Download Page : https://raw.githubusercontent.com/munokura/futokoro-MV-plugins/refs/heads/master/FTKR_ConnectingMapGenerator.js
File name : FTKR_ConnectingMapGenerator.js
Help of plugin :
@plugindesc v1.2.1 Plugin that connects multiple maps into one big map @author Futokoro @url https://github.com/munokura/futokoro-MV-plugins @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/futokoro-MV-plugins ). Original plugin by Futokoro. Please check the URL below for the latest version of the plugin. URL https://github.com/futokoro/RPGMaker ----- ----------------------------------------------------------------------------- Overview ----------------------------------------------------------------------------- You can connect multiple maps to display them as a single large map. In the connected map, events set for each map can be executed individually. However, please note that event IDs will change in the connected map. ----------------------------------------------------------------------------- Setup Method ----------------------------------------------------------------------------- 1. Add this plugin to the "Plugin Manager." ----------------------------------------------------------------------------- How to Connect Maps ----------------------------------------------------------------------------- First, set the number of maps to be connected horizontally and vertically to generate the map. There are two ways to set this: - Set the initial number of maps in the plugin parameters. - Execute the following plugin command to set it each time you move to a different location. Plugin Command *[] are not used for actual input. CMG_CONNECTING_MAP_SIZE [cols] [lines] Horizontal Map Count (cols) : Changes the number of maps to connect horizontally. You can reference the value of variable n by specifying ¥v[n]. Vertical Map Count (lines) : Changes the number of maps to connect vertically. You can reference the value of variable n by specifying ¥v[n]. Next, execute the following plugin command and specify the map IDs to connect. Note that you can enter the same map ID multiple times. *[] are not used for actual input. CMG_CONNECTING_MAP [map1] [map2] [map3] [map4] ... Map1 (map1) : Specifies the ID of the map to be placed in the upper left corner of the connected map. The connected map settings will inherit the settings of Map1. You can reference the value of variable n by specifying ¥v[n]. By specifying ¥R[n], one map ID will be randomly selected from the multiple map IDs set for Random Part ID n. Map* (map*) : Specify the number of map IDs to be connected. : For a 2x2 grid, enter up to Map4. For a 3x3 grid, enter up to Map9. You can reference the value of variable n by specifying ¥v[n]. By specifying ¥R[n], one map ID will be randomly selected from the multiple map IDs set for Random Part ID n, and that value will be set. *Random Part IDs are described below. Input Example) Input for connecting 2*2 maps CMG_CONNECTING_MAP 2 3 4 5 Input Example) Input for connecting 2*1 maps using variables CMG_CONNECTING_MAP ¥v[1] ¥v[2] ⇒ The value in variable ID1 will be used as Map 1, and the value in variable ID2 will be used as Map 2. When connected, the maps will be arranged as follows: Map 1 will be placed in the upper left, followed by Map 2, Map 3, etc. When the horizontal limit for maps is reached, the map will move down one row and be connected. The last map will be placed in the bottom right of the screen. Simple Map Layout - For 1*2 1 2 - For 2*2 - For 3*2 1 2 1 2 3 3 4 4 5 6 - For 3*3 1 2 3 4 5 6 7 8 9 You can also split the map into rows. This is recommended because large numbers, such as 4*4, can be difficult to view in the database. CMG_CONNECTING_MAP SPLIT [splitId] MAP [map1] [map2] [map3] [map4] ... Split ID (splitId) : Specify a value from 0 to the number of rows in the map to be connected - 1. : This setting is required for all rows. Map* (map*) : Specify the map IDs for the number of columns in the map to be concatenated. : For a 2x2 matrix, enter up to map 2; for a 3x3 matrix, enter up to map 3. You can reference the value of variable n by specifying ¥v[n]. By specifying ¥R[n], one map ID will be randomly selected from the multiple map IDs set for random part ID n and set to that value. Generation is performed after the split data has been set. CMG_CONNECTING_MAP MAKE Input Example) Input for connecting 2*2 maps CMG_CONNECTING_MAP SPLIT 0 MAP 2 3 CMG_CONNECTING_MAP SPLIT 1 MAP 4 5 CMG_CONNECTING_MAP MAKE After setting the size of the connected map and the map IDs to be connected, execute the location move event. When moving locations, set the map ID and coordinates of one of the connected maps. The map will move to that location after the connection. Note that if the same map ID is connected multiple times, it will move to the map where it was first placed. ----------------------------------------------------------------------------- Changing Locations from a Connected Map ----------------------------------------------------------------------------- When moving locations, be sure to execute the following command. CMG_CLEAR_CONNECTING_MAP ----------------------------------------------------------------------------- Conditions for Connecting Maps ----------------------------------------------------------------------------- The width and height of the maps to be connected must match. For example, when connecting 2*2 maps, 1. Map 1 and Map 2 must have the same height. 2. Map 1 and Map 3 must have the same width. 3. Map 2 and Map 4 must have the same width. 4. Map 3 and Map 4 must have the same height. Also, the same tileset must be used for all maps. ----------------------------------------------------------------------------- Map Settings After Connecting ----------------------------------------------------------------------------- The map settings (*1) after connecting will inherit the settings of the map used for "Map 1." (*1) Map Settings Carried Over - Scroll Type - Map Tile - Enemy Appearance Step Count - BGM Auto-Play - BGS Auto-Play - Battle Background Settings - Dash Disable Settings - Distant View Settings - Memo Contents For example, if you link maps using the following command: CMG_CONNECTING_MAP 2 3 4 5 The map settings after linking will be the same as map ID 2. Please note that the following settings will change before and after linking. - Encounters - Event ID ----------------------------------------------------------------------------- Encounters on Linked Maps ----------------------------------------------------------------------------- The encounter settings on a linked map will be a combination of the encounter settings set on each map. For example, if you set: - Troops ID 1 for the entire map 1 - Troops ID 2 for the entire map 2 before linking, then after linking, - Troops ID 1 and Troops ID 2 will be encountered throughout the linked map. The same applies to region-based encounter settings. For example, if you set Troops ID 1 in Region 1 of Map 1, Troops ID 2 in Region 1 of Map 2, and Troops ID 3 in Region 2 of Map 3 before the maps were linked, then after the links were linked, you would encounter Troops ID 1 and ID 2 in Region 1 of the linked map, and Troops ID 3 in Region 2 of the linked map. This means that Troops ID 3 will also appear in the area that was set as Region 2 on Map 1 before the links were linked. ----------------------------------------------------------------------------- Event ID of the linked map ----------------------------------------------------------------------------- The event ID of the linked map can be obtained using the following script. $gameMap.cmgEventId(mapId, eventId) mapId: The ID of the map where the event occurred (this is the map in the database) eventId: The event ID on the map where the event occurred Input example) $gameMap.cmgEventId(2, 3) However, within that event, you can obtain your own ID using this._eventId. This remains the same even after concatenation. ----------------------------------------------------------------------------- About Random Part IDs ----------------------------------------------------------------------------- When setting a concatenated map, specifying ¥R[n] will randomly select one of the map IDs set for random part ID n and set that value. You can set the random part ID by executing the following plugin command. CMG_SET_RANDOM_PARTS [partsId] MAP [mapId] [mapId] [mapId] ... PartsId (partsId) : Specify any value greater than or equal to 0. : Corresponds to the number specified with ¥R[n] when setting the map ID of a linked map. Map ID (mapId) : Sets the ID of the map selected by this set. : There is no limit to the number that can be set. You can reference the value of the variable n by specifying ¥v[n]. ----------------------------------------------------------------------------- License for this Plugin ----------------------------------------------------------------------------- This plugin is released under the MIT License. Copyright (c) 2018 Futokoro http://opensource.org/licenses/mit-license.php Plugin Publisher https://github.com/futokoro/RPGMaker/blob/master/README.md ----------------------------------------------------------------------------- Change History ----------------------------------------------------------------------------- v1.2.1 - 2018/10/21: Bug Fixes 1. Fixed an issue where event placement was not properly Reflectioned when creating a vertically long linked map (e.g., 2x1). v1.2.0 - 2018/04/28: Bug Fixes and Added Traits 1. Fixed an issue where actors would not display and the game would freeze depending on the location. 2. Fixed an issue where linked maps could not be generated correctly. 3. Added the ability to split linked maps into rows and set them separately. 4. Added the ability to randomly set one of multiple map IDs. v1.1.1 - 2018/04/27: Help revisions 1. Help typographical errors corrected 2. Added a note that variables can be used in plugin commands. v1.1.0 - 2018/04/22: Specification changes 1. Added a function to set the number of maps to be concatenated vertically and horizontally. More than four maps can now be concatenated. 2. The map IDs to be concatenated are now set in accordance with the map number setting function. Changed the plugin command specifications. v1.0.1 - 2018/04/22: Help typographical errors corrected v1.0.0 - 2018/04/22: First version created ----------------------------------------------------------------------------- @param 連結マップの横サイズ @text Horizontal size of the linked map @desc The number of maps to connect horizontally. This can be changed during the game. @default 2 @type number @min 0 @param 連結マップの縦サイズ @text Vertical size of the linked map @desc The number of maps to connect vertically. This can be changed during the game. @default 2 @type number @min 0