Galv's Event Spawner

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Started by Galv 116 posts Page 4 of 6 View original ↗
  1. For future reference if anyone runs into this problem.

    If you use Yanfly self switch/var plugin and you have a spawn that you use in multiple maps. When you continually map transfer spawns will stop detecting the self switches consistently.

    To remedy this go to line 118 of Galvs event spawner plugin and add your Yanfly self switches "SELF SWITCH 1". SELF SWITCH needs to be caps and 1 being the switch number the self switch is on, not what you named it.

    ex:
    Code:
    Line 118: Galv.SPAWN.sSwitches = ["A","B","C","D","SELF SWITCH 1","SELF SWITCH 2","SELF SWITCH 3"];
  2. Hey there Mr. Galv. Firstly id just like to say thank you for the great work on your amazing plugins. Theyre an immense help and make many peoples games fantastic.

    I thought i would report a bug(if it even is one) Upon looking into the plugin it says that i would use
    Galv.SPAWN.event(id,x,y,s); to spawn and then save the event on the map. the problem im having is that the "s" at the end for saving doesnt actually work. It may just be worded confusingly but when i use "true" instead of "s" it works properly.

    Not a huge issue clearly but had me stumped for a few days at what was wrong. Maybe change the wording in the plugin or actually make it "s" for save. either way its not a big deal just thought id let you know. Thanks for listening and thanks for the great work.
  3. Very useful plugin! But for some reason I'm having an issue spawning events at plager location. I tried using this:
    Code:
    Galv.SPAWN.event($gameVariables.value(24),$gamePlayer.x,$gamePlayer.y);
    This doesn't seem to work. The event doesn't spawn.
    Code:
    Galv.SPAWN.event($gameVariables.value(24),9,24);
    Seems to work fine though.
    Am I the only one facing this problem? Can you please check and see if I'm dling something wrong?
  4. Did you change the Galv.SPAWN.overlap variable first?
    By default it won't spawn on top of the player or other events until you change this.
  5. Thanks for the amazing plugin Galv!

    @Hyouryuu-Na Try Galv.SPAWN.event($gameVariables.value(24),($gamePlayer.x),($gamePlayer.y));

    This works for me, I assume it something to do with the plugin handles the gamePlayer object as with out the () it doesn't work for me either. Though I'm nowhere near knowledgeable enough to know why... yet. :LZSwink:

    edit: I am most definitely mistaken.
    Galv.SPAWN.overlap = 'all';
    Galv.SPAWN.event($gameVariables.value(24),$gamePlayer.x,$gamePlayer.y);

    Works perfectly... Hmm, don't get 3 hours of sleep folks and try to know stuff. Lesson learned. :rswt
  6. Hi.
    I got a error: Cannot read property "touchTriggers" of null.
    What I have done:
    I used your files from demo.
    So Copy and paste Spawn Map: my Id map is 21, so on plugin is used this number.
    Copy and paste Green event: Spawns a random event from the spawn map based on variable
    I added a variable on my game: Random event ID. In my game this variable have id number: 81.
    Added region with 116 on my map.
    Galv.SPAWN.event($gameVariables.value(81),116);

    Cannot read property "touchTriggers" of null.

    I use some yep plugins, and orange plugins,event touch.
    Suggest?


    Solved.
  7. Sorry to bring this up- i'm sure it's a simple fix but how do I make a non-spawned event occupy on top of a spawned event?

    Currently I'm working on quest markers on a over world map utilizing this plugin- region tiles are representing areas that are currently occupied by the player by indicating a flashing white box spawned event. The quest marker is a normal event that is pin-pointing a current objective in said area but so far the two cannot coexist.
  8. Hi Folks. Tried using this to spawn an event which has an attached notetag that is used by another plugin, but the spawned in event isn't doing what it's supposed to with that other plugin. I am assuming one of 3 things is happening. Either:

    1- Spawned in events don't include note tags.
    2- My other plugin only looks at tags when the game is launched.
    3- I am an idiot and screwed something basic up.

    Which do you suppose is most likely?
  9. Here is an extension for your plugin to make it compatible with the SRPG-Plugins. If you want, attach it to your startposting.

    GALV_EventSpawnerMrFuExtension

    This extension basically inserts a firstspawn-variable to the spawnobject and overwrites the locate-function to handle first- and followingspawns.
  10. MisterFu said:
    Here is an extension for your plugin to make it compatible with the SRPG-Plugins. If you want, attach it to your startposting.

    GALV_EventSpawnerMrFuExtension

    This extension basically inserts a firstspawn-variable to the spawnobject and overwrites the locate-function to handle first- and followingspawns.
    thnx ima take this :)
  11. Does anyone know if there's a low limit to the number of things that can be spawned?

    I'm trying to use this and spawning some enemies. For the moment for testing I have the spawner on a parallel event, spawning an enemy every second (which then moves), but after a short while, the spawning stops.

    Also, I created an Action Button event which spawns an enemy each time I press it, but that also stops.

    Is there some kind of logic which sets an upper limit to how many things each event can spawn?

    EDIT: Ah, it's okay, I figured it out. I'm using Galv's projectiles, and it was the overlap settings - eventually, some enemies were dying on the spot where I wanted to spawn more of them, so it was refusing to spawn.

    @Galv, you may want to know - here's what was happening
    1. Spawner is set to not spawn overlapping events
    2. A projectile with the "e" setting hits an enemy event, causing "erase event"
    3. Spawner tries to spawn an enemy in the same spot as an erased enemy
    4. Spawning fails, as it regards the erased enemy as "overlapping" the spawn area
    I don't know if this is a problem, but it suggests that some data from enemies that are "erased" by projectiles is not being cleaned up when they die.
  12. Is it possible to have events be spawned under other events but not over them? Instead of preventing the spawn completely if there's another event with the "above characters" priority or "through" option checked it will still spawn it?

    I tried adding && $gameMap.eventIdXy(x, y)._through != true to the if statement in line 164 but I discovered for some reason ._through is always undefined for the event in question when I call it specifically, even if it's true when I log all the values inside of the event. Same with ._priorityType being 2. The event I'm trying to check ._through/._priorityType for is also spawned in with this plugin.
  13. Eusong said:
    && $gameMap.eventIdXy(x, y)._through != true
    This function returns just the events ID on this coordinates. An ID is always a number, so it will never have those properties. If you want the event objects, you have to use $gameMap.eventsXy(x,y). This function will return an array including all events on this position.
  14. MisterFu said:
    This function returns just the events ID on this coordinates. An ID is always a number, so it will never have those properties. If you want the event objects, you have to use $gameMap.eventsXy(x,y). This function will return an array including all events on this position.
    Thank you, Eliaquim managed to help me fix it in a different forum post. For anyone else who wants this functionality, just add && $gameMap.eventsXy(x, y).some(event => event._through === false)) return false; to the if statement in line 164.
  15. While using this plugin I ran into a problem that may or may not have a simple solution.

    Is there a way to make a common event, or any type of event for that matter, recognize a "Set Movement Route" on a spawned event? I'm using this plugin to call a character from a spawner map however when running an autorun or parallel event not inside the spawned event page the spawned event ignores the movement route command.

    Edit: I found a workaround that works for the most part, by putting a "dummy" event on the map I am spawning the event I want to manually move. I erase the spawned event using the command and then put the move route commands on the dummy event. Then respawning the previous event.
  16. I'm using this to spawn zombie enemies, but even though they're set to Same As Characters and Event Touch, they don't collide or activate on contact at all-- in fact, they only activate when they touch other zombies. When I place the zombies without using the spawner, however, the collision works. What's going on?
  17. Hello
    I've seen other people get problems using notebox. Was a way to solve this discovered yet? I'm trying to use this with lecode system "leTBS" in order to spawn Actor Cells (if someone here knows this plugin).
    This Galv plugin is a excellent one, but I'm trying to do both plugins work together.
  18. Say I want an event to always spawn in front of my character -- how do I write the x,y coordinates for that within the script?
  19. 1661182379318.png
    how do i put it at the players coordinates? i tried this and it did not work
  20. I am losing my mind, why isn't it working
    1688410286010.png