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NRP Replace Map - NRP_ReplaceMap.js
Plugin desc : v1.00 Replace map tiles by range.
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation
Author : Takeshi Sunagawa (http://newrpg.seesaa.net/)
Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/NRP_ReplaceMap.js
Desc page : http://newrpg.seesaa.net/article/484742174.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_ReplaceMap.js
File name : NRP_ReplaceMap.js
Help of plugin :
Replace map tiles by range.
*
* Perform range replacement of tiles by copying
* the specified tiles from another map (or the current map).
*
* Useful for maps that change as the story progresses,
* or when you want to create a gimmick for a dungeon.
*
* ------------------------------------------
* [Usage]
* ------------------------------------------
* Specify the map information to be replaced
* by the plugin command, and execute the replacement.
*
* Specify the map ID, X, Y-coordinate,
* width, and height of the replacement source,
* and also specify the X, Y-coordinate of the replacement destination.
* You can select whether each layer (+shadow, region)
* is to be replaced or not.
*
* All input fields are formulaic.
* For example, $gameVariables.value(1) can refer to
* the variable with the specified number.
*
* The replaced tiles will be initialized
* when the player transfers the map.
* If you want to maintain the tile state, use parallel processing
* to replace each tile as soon as the map starts to be displayed.
*
* ------------------------------------------
* [Notice]
* ------------------------------------------
* There will be a momentary load time as the information
* from another map is loaded and replaced based on it.
* Therefore, when a player transfers to the map,
* for example, in an instant display,
* the state before the replacement may be displayed instantaneously.
*
* If there are multiple maps to replace, the load time will be longer.
* I recommend that you limit yourself to one map as much as possible.
*
* If the current map is used as the replacement source,
* there will be no load time.
*
* ------------------------------------------
* [Terms]
* ------------------------------------------
* There are no restrictions.
* Modification, redistribution freedom, commercial availability,
* and rights indication are also optional.
* The author is not responsible,
* but will deal with defects to the extent possible.
*
* @param DefaultLayers
* @type struct<TargetLayer>
* @default {"Layer1":"true","Layer2":"true","Layer3":"true","Layer4":"true","Shadow":"true","Region":"false"}
* @desc The layer to target for replacement by default.
* You can also target shadows and regions.
*
*
* @command ReplaceMap
* @desc Replaces the map in the specified range.
*
* @arg FromMapId
* @desc Specifies the map ID to be replaced from.
* If omitted, it will be the current map ID.
*
* @arg FromX
* @desc Specify the starting X coordinate of the replacement source.
*
* @arg FromY
* @desc Specify the starting Y coordinate of the replacement source.
*
* @arg Width
* @desc Specifies the width to be replaced.
* @default 1
*
* @arg Height
* @desc Specifies the height to be replaced.
* @default 1
*
* @arg ToX
* @desc Specify the start X coordinate of the replacement target.
* If omitted, it is the same as FromX.
*
* @arg ToY
* @desc Specify the start Y coordinate of the replacement target.
* If omitted, it is the same as FromY.
*
* @arg Layers
* @type struct<TargetLayer>
* @desc The layer and region to be replaced.
* The default values are used for the parts left blank.