I took a while looking at it, and unfortunately it seems like most of it would basically need to be rewritten. What the plugin is doing is essentially creating a clone of the existing tilemap functions (called tilemap2) and then stitching it onto the edge of the map when needed.
The problem is that MZ has very different tilemap objects. The most obvious example is that C47_Seamless map requires a 'pixi-tilemap2' plugin above it - this is just a copy-pasted version of the pixi-tilemap.js file in the MV library folder, with 'tilemap' renamed to 'tilemap2' throughout. MZ is different enough with tilemap rendering that it doesn't even *have* a pixi-tilemap.js file to begin with.
I think the general approach could be applied successfully in MZ, but this is definitely a case where a port is needed. Sorry.
That looks interesting, but it seems like you need to create a custom battler imageset in order to actually use the plugin to its full potential. If you could put together a working custom tileset in a MV test project I can look at it.
Anyway, thanks to
@LyraVultur giving me a testproject I've got
DreamX's Choice Help Window working. I believe I have
VE_MateriaSystem working as well too (
@Ophiucus Games kindly sent me their project), and I've seen a few people say they wished it worked in MZ, so hopefully it'll satisfy that need.