Plugin name: InfiniMap
Author: ResidentDeviant
Build massive, seamless maps by stitching multiple “chunk” maps into one virtual map. Transfers to any chunk automatically redirect to the combined map. The plugin streams only nearby tiles/events/vehicles for performance, supports per‑chunk overrides (name, encounters, dashing, battlebacks, BGM/BGS, parallax), and adds smooth pop‑in animations plus parallax crossfades (including none → image fade‑in). Vehicles are supported.
Highlights
- Infinite grouped maps from chunk maps (auto transfer redirection)
- Active‑radius streaming and optional pop‑in animations (tiles/events/vehicles)
- Per‑chunk overrides: Display Name, Notes, Encounters/Steps, Disable Dashing, Battlebacks, Autoplay BGM/BGS, Parallax (+ loop/speed)
- Parallax crossfade when backgrounds change (configurable duration)
- Runtime control of group‑global settings via plugin commands
- Works with looping maps;
Usage
- Place infiniMap near the top of your plugin list.
- Tag each chunk map with a note block (all chunks in a group must have the same size):
<infiniMap>
Group: MyWorld
Pos: -1,2
Override: True // Optional; if True, this chunk’s settings apply inside it
</infiniMap>
- Group: Group name shared by the chunks
- Pos: Grid position (supports negatives)
- Transfer to chunk maps as usual; the player is placed at the correct spot in the combined map.
Useful plugin commands
- Set Active Radius: setActiveRadius radius:10
- Tile Anim Mode: setTileAnimMode mode:“pop in” | “none” | “disabled”
- Character Anim Mode: setCharAnimMode mode:“pop in” | “none” | “disabled”
- Pause Updates Outside Radius: setPauseUpdates on:true|false
- Override group‑global source: setGroupGlobal group:“MyWorld” sourceMapId:12
- Reset to default globals: clearGroupGlobal group:“MyWorld”
Tip: Parallax Crossfade Duration (frames) is configurable in the plugin parameters.
The plugin is in early Alpha, so expect a lot of bugs.
https://www.youtube.com/embed/7riEYw6Lg9M
Changelog:
- Version 0.3.2
- New
- Event logic can run a bit farther than what’s visible (optional extra “event radius”). Command to change it at runtime.
- Log Level setting: quiet, normal, verbose.
- Smoother large radius changes (adapts how many things toggle per frame).
- Simple animation commands to set or reset all animation options at once.
- Tiles refresh instantly when you step for snappier transitions.
- Changes
- One shared radius check that also works on looping maps.
- Map build/start and vehicles behave more reliably.
- Warnings/errors respect the Log Level; fewer silent failures.
- Small clamp helpers used across commands to keep values safe.
- Parallax and notes only update when they actually change.
- Fixes
- Vehicles from other maps no longer appear or animate by mistake.
- Better error reporting during load.
- Reduced unnecessary repaints.
- New settings and commands
- Settings: Log Level, Event Active Radius, Async Toggle Batch Size.
- Commands: setEventActiveRadius, setTileAnim, setEventAnim, setVehicleAnim, resetAnim.
Known Issues:
Code:
本贴来自国际rpgmaker官方论坛作者:ResidentDeviant处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/infinimap-0-3-2-create-impossibly-large-maps-alpha.179603/