Galv's Event Spawner

● ARCHIVED · READ-ONLY
Started by Galv 116 posts Page 3 of 6 View original ↗
  1. Hey, Galv. I don't think the clear function works when you're trying to clear another map. I'm trying to remotely clear a map of its saved spawn events (and yes, I'm including the parameter 'true') but it doesn't work. What could I be doing wrong?
  2. Thanks for letting me know, it was indeed a bug. Please get version 1.5 I believe it's now working correctly in the updated version
  3. Hello! :D

    I wanted to ask 2 questions about your plugin :
    1) Can you spawn an event on top of an event? If so, how?
    2) I'm trying to spawn 4 events that is exactly at
    x+1
    x-1
    y+1
    y-1
    x and y is the coordinates of an event, and I would like to have help with that please :p

    Thank you for this plugin! :D
  4. Please have a read of the plugin help file and look for where it mentions the script call: Galv.SPAWN.overlap

    For variables you can use $gameVariables.value(id) in place of the number in the script call to use the value of a variable
  5. Im just wondering, is there a way to track the new id of the copied event???
    i mean after it spawned, list the new id to a variable or something for event interaction purposes.
    thanks ;)
  6. I will add that option when I get the chance down the line

    EDIT: Okay, quickly added it now.

    Updated to version 1.6 to include the ability to do this
  7. Galv said:
    I will add that option when I get the chance down the line

    EDIT: Okay, quickly added it now.

    Updated to version 1.6 to include the ability to do this
    real quick :D. thanks for the update
  8. Nice plugin. With the use of Khas Lighting, I have the idea of using flares you can leave behind to illuminate dark areas.
    But as I perused the plugin instructions, there doesn't seem to be anyway to spawn any events directly in the players position (below the player
    so he/she can pass over it). Did I miss anything?
  9. Yes, you missed the section for:
    Code:
    Galv.SPAWN.overlap = type;

    You need to change the spawn overlap type to either of the following to spawn at the same location as other characters (events/player):
    Code:
    Galv.SPAWN.overlap = 'chars';
    Galv.SPAWN.overlap = 'all';
  10. Hey.

    I am having quite a problem. I have an event that has a Qsight comment which should trigger the self switch A. It works when it's placed
    but not when it is copied by the plugin. Why does it not work with sight, is there any solution to this maybe?

    Best regards,
    Bishiba

    EDIT*
    I tried it with your other plugin Event detector. It works, but I don't know how to
    set the detector to be "this event", I can't find the description for it.
  11. I don't know what a Qsight comment is or what you mean by 'set the detector to be "this event"'.
  12. Have you ever had an idea for a game that wouldn't work if you couldn't copy events from a specific map to elsewhere?
    Yeah me too! And thanks to @Galv I can now make this game. So I had to say thanks! This is probably one of the most important plugins for MV in my opinion, since it can't by default handle the events the way you do. Thanks again!
  13. First off, I have to similarly say thanks so much for the amazing plug-in. Between all the potential applications, it is the single most impactful plug-in I have seen.

    I've absolutely no problem using it in general, but I did run into an issue when I attempted to use it with code that tries to reference either the name or meta (note) information for the spawning event. I saw the first posting on this thread from DreamX that had a similar concern about using .meta for the spawned event and tried adding the code snippet he used, but it did not seem to help. Plus, it looked like you might have already integrated it regardless.

    For context, I am trying to spawn "enemy" events for a basic ARPG system. If the event has a meta/note that is <enemy: #> then it adds some variables to it to track its "hp" and "atk" based on that enemy #. I have no problem getting that code to work on the template events, but when I spawn one of those same events, I get "cannot read property 'meta' of null'. Am I missing something (likely due to my being new at this) or is this type of process not compatible with the spawner?

    Code:
    var _GameEvent_initialize = Game_Event.prototype.initialize;
    Game_Event.prototype.initialize = function(mapId, eventId) {
        _GameEvent_initialize.call(this, mapId, eventId);
        
         if (typeof eventId !== 'undefined' && eventId) {
            if ($dataMap.events[eventId].meta.enemy) {
                this._charType = "Enemy"
                this._charId = Number($dataMap.events[eventId].meta.enemy);
                this._charHp = $dataEnemies[this._charId].params[0];
                this._charAtk = $dataEnemies[this._charId].params[2];
            }
            }
        }
  14. You are trying to reference $dataMap.events[eventId], which is a container of default events you added to the map via the editor. Normally doing this is fine, however this plugin adds events to the $gameMap events and doesn't modify (and shouldn't modify) the $dataMap events.

    Instead of $dataMap.events[eventId] you should instead use the default function:
    Code:
    this.event()
    Which will return the correct event object that contains the meta object.
  15. You are my hero, Galv. I was guessing it was something simple that I just wasn't familiar with. I still had some trouble getting null returns when trying to use this.event().meta.enemy for some reason, but using this.event().note worked just fine. Just in case it is useful to anyone else:

    Code:
    //Tags spawned events that have "Enemy #" in their notes section with stats from the appropriate enemy number
    var _GameEvent_initialize = Game_Event.prototype.initialize;
    Game_Event.prototype.initialize = function(mapId, eventId) {
        _GameEvent_initialize.call(this, mapId, eventId);
    
        var NoteContents = this.event().note
        if (NoteContents.includes("Enemy ")) {
            this._charType = "Enemy"
            this._charId = Number(NoteContents.replace("Enemy ", ""));
            this._charHp = $dataEnemies[this._charId].params[0];
            this._charAtk = $dataEnemies[this._charId].params[2];
        }
    }

    Thanks again!
  16. Hi, I can't quite get this plugin to work the way I want and I was hoping I could get some pointers...

    I'm using the plugin to spawn enemies and treasure chests on the different maps in my roguelike, but I can't interact with the spawned events while I have Quasi's Qmovement on... The colliders still work, and the event priority is the same as characters, but I can't interact with the chests.

    If anyone has a possible solution I would love to hear it!
  17. Is there a way to get a common event to reference a specific event despite them possibly sharing the same ID#?
  18. @Skurge

    The only way for events to have the same ID is if that event ID is on multiple maps, right? So to reference a specific event you'd just have to call the map ID as well as the event ID...
  19. But won't the program get confused because event ID's are typically independent but when spawned of the same one, commands specified to the event ID would get confused?
  20. I wouldn't think so... In my case I don't actually call a specific ID, I just have event commands, which are only applicable to the individual event. It's the same as in Galv's demo with those bushes that gives a potion. Besides, the chests work when Qmovement is off, but I need the two to work together :(
    Maybe they just aren't compatible, but I was hoping for an easy fix :p