Allows you to set a respawn time for events that can activate a self switch or switch once their timer has expired. This time is kept from map to map.
This could be used for things like planting seeds that will grow, enemy encounters that will respawn and more.
VERSION 1.2 – RPG Maker MV
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Very nice! Would it be possible to implement plugin commands to increase or decrease the time remaining before the respawn? For example if a carrot grows and I’m going to the inn to sleep, I would be able to deduct the sleep time on the time to growth of the carrot.
Maybe this is already possible?
Thank you in advance and sorry for my english.
That’s a really good idea. Adding to my to-do list
Aand – added that to version 1.1
Wow! I now class you the rank of demigod Galv! :-) Thank you very much for your fast and efficient response.
How do I play a text automatically when a carrot pushed? I tried with the basic text system and various plugins popup message, but I can not. Can you help me ?
I’m sorry, I don’t know what you are trying to do.
I would like to display text on the screen as soon as the carrot is harvestable (when the switch B is activated by your plugin). But I can not.
(Note that I’m a noob) ^^’
Unfortunately that’s not something this plugin does – but it might be able to be done with eventing. Sorry I don’t have time to teach you eventing, you’ll have to experiment yourself. But do you really want to do that? What if 20 carrots are harvestable at one time? 20 messages?
This is doable if you’re a little creative. Just don’t put the timer on each and every carrot, but on one external event, that runs on AUTORUN.
This even will run, once the times is up and its switch goes on, Just don’t use a self switch, but a common switch.
Give each carrot a tab with paralel run, that say “self switch on”, with as condition the same switch that got triggeren by the timer. And make the carrot harvestable with self switch on.
Ok I understand. I will try to take steps forward with eventing.
My wish is not necessarily using complete messages, but perhaps icons or numbers. Nevertheless, the possibility of the text would allow more flexibility for farming.
Thank you again for this great plugin.
Love the script, however, I don’t understand the timers for OTHER events. This is what I am doing:
placing the script call in Event 1 this.setSpawn(0,2,20); Meaning event 2 on this map with 20 seconds. In event 2, I have a move route set up, custom with a plugin call…this.doTimer(“A”,true); on page #2 of event 2 (conditions are that A is on) I have a text message appear.
But, after the 20 seconds are up, no message appears? Am I supposed to set the plugin call in Event #1 instead of #2? What am I doing wrong?
Is your event 2 page #2 autorun? It won’t activate the the page automatically, it just turns the self switch on… then it acts like a normal event.
Ok. That it probably it.
Also, it is correct to have the plugin call…this.doTimer(“A”,true); in the 2nd and not the 1st event?
You have that check in the event the timer belongs to, yeah.
I’ve seen one thing is that if you leave a text message, the events continue with your timer and when off the text message, the event has already been activated your local switch. An idea that I think is put to your next version when you open a text message,the timer stopped, and when you quit the message, the timer continuous with the time register,
For example, you open a message and i a event i hate a timer with 4 to 10, in this moment the event stop to count seconds and when i go out the message, i quit this message, the events count again.
Not if I explain well, I’m Spanish xD, bye!
Unfortunately the timer is based on the game’s playtime. It doesn’t stop for messages.
And you could do something like put a plugin or add-on to stop in messages?
Sorry, I don’t have plans to change this plugin to do that.
Galv, this.doTimer is need to be called everytime you want to check it, and thats great, but can you do a way to autocheck it, sure i can do it putting it in a common parallel event, but i want to use the self-actor and the self-map, this.doTimer(0,0,”C”,true)
This is the case: when you “kill” the event, the body remains and has a timer of 2 minutes, if the body isnt retired in that 2 minutes, you lose the game, kay, but i cant do the body in the ground be a parallel event that autocheck it, cuz i want to track it anywere in the game, and also, it should be a active via interact event to five the player the chacne to remove the corpse, that killable events, are going to have random id, so…
can you make a autotraking version of this.doTimer, something like this.doTimerAutoTrack, that is updated every for example, every 3 frames, sience its called, and stops when it ends.
Common parallel event. You cant use the ‘self-map’ or ‘self-event’ setting if you want to check that event anywhere but you could store the map ID and event ID in variables to use in that script call:
An auto-check setting is a good idea, but my to-do list is far too big I do not know when I will get to it.
Updated to version 1.2 to fix a bug that checked the timer in a move route per frame instead of the frequency of the event.
This is fantastic, just what I was looking for. Thank you so much : )
Hey, not sure why but it doesn’t seem to be working in my game. The events don’t do anything.
Test for plugin conflicts, study the demo to make sure you set things up correctly.
Hello, I have a global clock in my game, it works through variables. Would it be possible to set the plant to grow when the day counter increased by 1?
I don’t know how your system works, you’ll have to read the documentation and test out if it does what you need for yourself, sorry.
Sorry English, I’d like to know if the plugin works through variables.
You’ll have to test it out to see what it does. It works on game time, so it might not do what you need
Is there any limit on the amount of time? Can I configure 5 minutes without having problems with Respaw?
Nope, there is no limit
Thank you very much. Congratulations on your work. I’ll use your plugin natively.
Do you accept ordering suggestions? If you ever have time and can create a shop stock, so stores would sell limited items. There are some plugins for this, but they do not work correctly or have multiple conflicts.
I’m currently very busy but I do want to do a custom shop that will include shop stock one day, but that won’t be anytime soon. The amount of work I can do depends on support I get from my Patreon at the moment
I understand. I have a Patreon account also for my 3D models, it’s really tricky to get an acceptable value to work with. Anyway, thank you very much. I will wait for your store in a future ….
Hey great plugins. I’m working with ChronoEngine and wanted to implement this plugin but I think they are conflicting. When I run
I get TypeError
Cannot read property ’39’ of undefined (39 is the map ID)
Unfortunately some of my plugins won’t be compatible with others, especially plugins that re-write the default engine.
Hello Galv. I love your Plugins and I am aware that some are older and some are newer and perhaps not compatible with certain others. So far I am happy with the few Plugins I am using from you.
And I got everything to work nicely so far.
I just want to confirm something, before I post it onto the official forums.
Does the EventSpawnTimer Plugin have issues with higher Monitor refresh rates or is it RPG Maker MV related? Since on my 144hz Monitor, the script runs about 2,2 times faster than on my 60hz panel.
So basically if I set something to 30 seconds, on my 60hz panel it runs totally fine and actually takes 30 real seconds, on my 144hz panel on the other hand, it only takes 14 seconds.
The timers run on the game’s playtime value, so it sounds like either an RPG Maker issue or perhaps another plugin conflicting. If it’s updating more often because of a monitor refresh rate, then your playtime must be going that fast, too.
First of all thank you for responding and being still active etc.
It might really be an RPG Maker MV issue then. Because on a blank project as well as your Demo project, the times on my 144hz monitor are much lower. Instead of 10 seconds you end up with 4.
I will try asking on the official RPG Maker MV Website I guess.
Thanks for this plugin tho. It really makes big use in my game already! :)
Note: I think I figured the issue. It seems to have to do with Yanfly’s FPS Synch Option. Sorry for troubling you!
I’m trying to run this plugin for plants regrowing. I use this.setSpawn(0,0,10) with self switch A turning on on Pg1 and then this.doTimer(0,0,”A”,false) on Pg2. Except I keep getting an error when I run it in my game and I’m struggling to figure out why. The error I get is TypeError: Cannot read property ‘6’ of undefined. I’ve tried it without the plugin script and it runs fine, but with it it won’t. Any ideas what is wrong?
Here’s some ideas to help error trap: https://galvs-scripts.com/errors-using-plugins/
In particular make sure to start a new game.
I also recommend if you haven’t already looking at the demo to see the setup
Hello, Galv. English is not my native, but i’ll try my best to explain this.
I made an event that respawns every 6 seconds and it works perfectly. The problem is that i didn’t want any stuff to appear while player is on the map, I tried using “Erase event” after “this.doTimer(0,0,”A”,false);” but ii seems like if i do so, timer only starts after I re-enter the map. I feel like I’m missing something really obvious but could you please help?
You would have to run the script to check if the timer is complete when the player entered the map instead of in a constant move route.
Thank you, I think i managed to figure it out. Wasn’t an easy thing to do though. I did it without plugins before, but it used a ton of variables and common events.
If only a conditional branch could check if timer is finished or not.. Or can it?
I didn’t include script for conditional branch by the look of it. But if you do a timer, it won’t do the action if it isn’t finished.
Hello! I don’t expect you to fix it, but so you know this plugin has an issue with yanfly’s movement core, the movement route options get called so much that fps drops to near 0 after a few of these events are triggered at once on a map.
I am trying to call the updates once per map load instead of using move routes to prevent this, but I’m having no luck. All the events use self switch A, and once per map load I call (this.doMapTimers(108,”A”,false);) before the event is erased, any idea why it doesn’t work for me?
Been testing a little, and I’m not sure it’s move route core causing the actual problem. But a lot of yanfly plugins are throwing up high ms in the console using it. It’d be a workaround if the map command worked anyway ^^
If I recall (it’s been a while) the code ‘this.doMapTimers(108,”A”,false);’ needs to be run from the move route from the event checking the timer. Not sure why a plugin would call the move route so much it drops fps? On the event you can lower the frequency and use the autonomous move route so that it checks less.
Can this work on RPG Maker MZ?
I don’t know, haven’t tried yet. Some MV plugins work in MZ. I am working on porting them all over when I have time, though.
Hi. How can I use this plugin to respawn events after a day in real time passed? Like it is the first of january in real life and on second of january in real life you can harvest crops?
This plugin wasn’t designed for that but I would ask in the official forums to see if anyone can give ideas how to accomplish that.
is it possible to combine your two Plugins
Spawn event & spawn event timer?
I want a Farmable ore, that respawns in a specific Area in specific Times like 2 minutes or any?
Would be nice to hear from you! :D
Not sure, I haven’t tried those together. It’s not been tested so it may or may not work.
Hello, dear Galv, I have a question for you. I want to use your plug-in to make a ranch pet growth function, because there are several growth stages in the setting, so I set several different growth times（ I set it on the event mobile route)
But I have a problem. When the player is not in the current map, even after a long time, it is far more than the sum of several growth time set by the event. When I switch to the current map of the event, the event will only open and close the page after the completion of the first timing phase.
By the way, you are my favorite rpgmake plug-in author! the one and only!
This is how the plugin works. It checks if the timer is finished during the move route (and the frequency the move route is set to), which is only done when you are on the map with the event. You can check any event manually using the script calls if you are not on the map.
Oh! Dear galv, thank you very much for your reply. I’m sorry to give you an answer now, but please understand that I open the website very slowly, and I can’t even open it often. I even depend on my luck to log in and reply.
But these are not what I want to say. I used some of your plug-ins, and I found you really great!
I want to know how I can support you. Of course, I don’t have much money. I’m still a student. It’s some of my intentions
Hope this isn’t Necroposting, haha! I love your plugins, they’ve been saving me mountains of work. Unfortunately, I can’t seem to download this plugin (and a few select others on your website here), something about the download being unstable. I can’t find this plugin anywhere else, and it’s been driving me bonkers! Is there another place I can download this from, or is there a fix to this issue I’m having?
Seems some of the super old links to my file hosting are no longer working as intended. I believe I’ve fixed this one and will need to go fix a ton of others now. Darn.
Thanks for letting me know.
No problem! Glad to help. Best of luck! :)
Hey, Galv! I have a little trouble. When me want to copy plant crop from demo to my game, I can’t do this! I see “typeError Cannot read property 8 of undefined”. Please, help me!
I recommend using the demo to just check the event and then read the plugin documentation to learn and understand how it works instead of copy+pasting the event. Also, make sure to start a new game after adding the plugin.
Hello @Galv, is there any chance to port this to MZ? I miss this plugin so much after jumping from MV to MZ…
Sorry, unfortunately work is taking all my time these days so no plans yet.