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
Fantastic work!
One of the most useful script ever.
Can we have option to activate event only on “real 1×1 event” or for all event, for example 2×3 (like now)?
I don’t know what you mean here
Also, can we spawn event on X and Y by variables?
You can use the script call option and use $gameVariables.value(v) in place of the x and y… where v is equal to the variable id.
Oh, that’s clever, thank you so much!
Updated to 1.1 – fixed a crash when an animation was playing on an event while it is unspawned.
Updated to 1.2 – for compatibility with an upcoming plugin
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 :(
Not in this plugin. There may be another plugin to do this coming someday.
I’m having issues with this plugin. Whenever I try to spawn an event it keeps saying “cannot read property of ‘note’ undefined”
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.
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
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.
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 :)
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.
Galv, will there be an option to despawn single event, let’s say “this event” option, something like “Erase event” but permanently.
If it’s not in the instructions, I don’t plan on adding anything new.
+1 to this… it would make this plugin a lot more useful. I have a similar use case. I want to use this plugin to allow a player to collect something from a randomly created event in a specific region and then delete the event. However if I use “save event” option it will always come back whenever the player returns to the map even if I delete it using “erase event”.
I’d also like to use it to spawn enemies in random locations that will go away once the player has encountered them (by clicking on them).
Hi Galv
Really cool plugin.
Although I have gotten it to half work. I am using your spawn event plugin with your puzzle plugin to make Zelda bomb-able walls.
Although when ever I spawn the bomb they don’t work.
I have tested the bombs without spawning them and just being in front of the wall I want to bomb and that works.
I have the overlap set to ‘all’ and the bomb spawns underneath the feet of the player.
Love to here back.
Unfortunately without seeing what you’ve done and testing, I don’t know what’s up. I don’t have a lot of time for individual error trapping – I recommend asking in a forum to see if others can collectively assist! :)
Why do characters don’t do anything when spawned ? T-T
I don’t know what you are trying to make them do or how you are trying to make them do it. Test what you are trying to do in the demo and see if your issue still happens.
It is in fact just incompatible with VisuMZ’s event move core.
It seems that OcRam’s Core needs to be prio above this plugin. Had me stumped for a good hour
Make sure to put all core plugins above others