MZ Event Spawner


FEATURES
Spawn events from a specified map onto other maps at the location you choose or to a random region tile on the map.
Specify if you need the spawned events to be temporary (disappear when the player leaves the map) or saved (stay on the map forever like a normal event).

VERSION 1.2 – RPG Maker MZ
Download Plugin file


Download my master demo to view examples of this plugin from:
Galv’s MZ Plugins Home


19 thoughts on “MZ Event Spawner

  1. Mike says:

    One of the most useful script ever.

  2. Mike says:

    Can we have option to activate event only on “real 1×1 event” or for all event, for example 2×3 (like now)?

  3. Mike says:

    Also, can we spawn event on X and Y by variables?

  4. Galv says:

    Updated to 1.1 – fixed a crash when an animation was playing on an event while it is unspawned.

  5. Galv says:

    Updated to 1.2 – for compatibility with an upcoming plugin

  6. mike says:

    Galv, can you implement despawn functionality?

    I want an event that spawns a mining node for example, and the player can mine it. But I want the node to despawn after X amount of time. Right now, I think I have to use a parallel to calculate the timer for despawn, but an action to check for player mining activity :(

  7. Xana43 says:

    I’m having issues with this plugin. Whenever I try to spawn an event it keeps saying “cannot read property of ‘note’ undefined”

    • Galv says:

      Here’s some things to try and error trap: https://galvs-scripts.com/errors-using-plugins/

      First thing I would check for is plugin conflict.

      • Xana43 says:

        Ok, so it appears to be an incompatibility with the plugin “Eli’s book” from Hakuen Studio. I’ll try and get into contact with that developer, because I really want to use this plugin and the plugins that Hakuen Studio made (like very useful extra escape codes etc) because I’m trying to make a game that has lots of fancy escapecodes, triggers, etc etc. I just wish incompatibilities didn’t exist

      • Galv says:

        Incompatibilities exist because we build for the default system and depends what we change. But by the sound of this, it could be how that plugin accesses the event notes.

  8. Oddgasm says:

    Hi Galv, sweet work.
    However, spawning events on specified terrain tag will sometimes stack them up between each others (I got the confirmation on this from the shadows)
    Is there any way to check if the cell is empty before spawning an entity in ?

    Thanks and good day :)

    • Galv says:

      Assuming you’re using the MZ version because you are posting here – when you spawn an event using the plugin command, one of the options is ‘Overlap Type’. That’s where you specify if the event can spawn overlapping other objects or not.

  9. Mike says:

    Galv, will there be an option to despawn single event, let’s say “this event” option, something like “Erase event” but permanently.

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