Unfortunately it was the same bug with an incomplete fix. I only fixed collision with player and didn't touch other NPCs. Now it handles all events that it may collide with and recalculates a new path, temporarily ignoring the blocked tiles. For NPC-NPC collisions, I made them able to walk through each other so they don't keep recalculating and playing tag. This was the original fix in 1.1.4 but did not migrate over to 2.0. The new patch should address this.
Viewing post in Dynamic NPC Routines for RPG Maker MZ & MV comments
If an NPC go back to their homemap, x, y coordinates they don't disappear anymore? Do I need to create rooms which the player can't enter to simulate NPCs going to bed?
Another question, how do I refence the NPCs in other events, I have a few things checking for the present of an NPCs x, and y coordinates before event triggers. How is this done now?
Thank you very much!
Yes, they no longer disappear. The big change for v2.0 is that NPCs are now persistent entities across maps. They can travel to any map so it would be unusual for them to disappear from the map entirely. The way I handle bed-time routine is to gate the transfer event to their bedroom to prevent the player from entering at night.
NPC coordinate reference is not really within the scope of the plugin but you should be able to do that easily with a controller parallel event. You can use this script in a conditional branch:
$gameMap.event(EVENT_ID)?.x === X && $gameMap.event(EVENT_ID)?.y === Y
EVENT_ID → the event’s ID on the map
X → event's X coordinate
Y → event's Y coordinate
Hope that helps!
I have two questions to this, how would gate the transfer event from the player? I have tried a lot of different ways but it also gates the event using the transfer point.
That was the way I handled the checks before, but I don't know what the event id would be for any NPCs when they enter the map at random times? Is there any way you can query the NPCs for their event ID? Right now it just crashes when other events look for the NPC event ID, and it wrong.
The simplest way would be to use the switch that turns on when the NPC is at home and variable values for time that corresponds to what you want their bed time to be, both in conditional branches.
And yes, I didn’t think of that. The script won’t work because the event ID would be different since they are being spawned. I’ll add a plugin command for this in the next update.
This is so awesome! I can't wait to test it out man!
I know that I must be a bit annoying by now, but I have a request regarding the gating of the events bedroom, I have tried a few ways, but I cannot get it to work, do you mind sharing a screenshot of the way you do it?
Thank you for everything!
You are a awesome developer!
I got it too work, but I encountered a small issue with the way NPCs use events to transfer between maps, that I hope you can help with. When a NPC is moving inside a room or a home, I normally use a roof tile (A black box tile with wood, see image attached) Inside to indicate a door, I then add a event without any graphics, set it to "Same as Character", and "Player Touch", add the "npcConnector:true" note then add some door sound, and the transfer. Bam! There is your door! The problem is that only the player can use the door, the player walks into the doors spot and the event works as indented, and the player is transferred into the hallway. Could you please allow the NPCs to use exits, I think the problem is that the NPC can't move into the spot of the door, and does not check if they can interact by touch.
Thank you so much, that would be the last need update from me. xD

