Galv's Event Spawner

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Started by Galv 116 posts Page 5 of 6 View original ↗
  1. AquaEcho said:
    Those are scripts, not plugin commands
    Galv said:
    Looks like you are trying to use script inside the Plugin Command event option.
    oooh thanks, I'm dumb
    but another question, is it possible to preserve the event's priority (below characters, same as characters, etc) when spawning the event?
  2. The event should keep that when spawned - if it's not it might be a bug or some other issue.
  3. Galv said:
    The event should keep that when spawned - if it's not it might be a bug or some other issue.
    yeah nvm, I found what I did wrong. Thanks!
  4. Hi there !
    thanks for your plugin and work,

    I'm trying to use this plugin with the cross engine (chrono engine abs with pixel mouvement)
    and I can spawn enemy events but something with the event Id make them not always spawn or being able to attack (with an event too).
    The cross engine is compatible with Yanfly Event Spawner it tried and it works but it add lag, even when I don't use it, and your plugin doesn't so I would love to use it.

    1691695288859.png

    Thanks again.
  5. jay_adams__ said:
    Hi there !
    thanks for your plugin and work,

    I'm trying to use this plugin with the cross engine (chrono engine abs with pixel mouvement)
    and I can spawn enemy events but something with the event Id make them not always spawn or being able to attack (with an event too).
    The cross engine is compatible with Yanfly Event Spawner it tried and it works but it add lag, even when I don't use it, and your plugin doesn't so I would love to use it.

    View attachment 272914

    Thanks again.
    I use Cross Engine and had no issues with Galv Spawn. Show your event page and how and where you're using the spawn command.
  6. @jay_adams__ That screenshot of your console shows a ton of errors. Ideally your game should have 0.

    With that much going wrong, it could be causing bugs in other things. I'd focus on getting those figured out and cleaned up, then turn this back on and see if you have any problems.
  7. ATT_Turan said:
    @jay_adams__ That screenshot of your console shows a ton of errors. Ideally your game should have 0.

    With that much going wrong, it could be causing bugs in other things. I'd focus on getting those figured out and cleaned up, then turn this back on and see if you have any problems.
    Thanks for answering

    The 8 errors are the same one with this plugin actived
    Here's without
    1691697366020.png

    This is the spawner event
    1691697412321.png
    1691697421674.png
  8. You're telling the door event to turn directions? Is that what you want? What does the spawned event page look like?
  9. AquaEcho said:
    You're telling the door event to turn directions? Is that what you want? What does the spawned event page look like?
    Yes it's just an animation to know the spawn was activated, there are two spawn points, they spawn in region 4 and 12 just in front of the door in a selection of 5 events (enemy) 1691698293156.png

    The spawned event page:

    1691698420061.png
    1691698431727.png
    and I put a DeadSwitch who activate a common event to store the kill intro a Variable to prevent respawn more than 3 (or whatever I choose) enemy on the map
    1691698515929.png
    1691698536257.png
  10. jay_adams__ said:
    The 8 errors are the same one with this plugin actived
    Here's without
    That's still a lot of stuff :kaoswt:

    I see most of the Cross Engine stuff is just talking about moving events being stuck, but I wouldn't want a plugin to be vomiting all over my console if nothing is broken :stickytongue:

    What's the stuff at the top? It looks like it's saying you have multiple versions of a plugin installed or something?
  11. Could you show the move route of the spawned event since your original error message said "move route script error"?
    ATT_Turan said:
    What's the stuff at the top? It looks like it's saying you have multiple versions of a plugin installed or something?
    It looks like he's using PhoenixKage suite plugins and they're all checking against a core plugin
  12. ATT_Turan said:
    That's still a lot of stuff :kaoswt:

    I see most of the Cross Engine stuff is just talking about moving events being stuck, but I wouldn't want a plugin to be vomiting all over my console if nothing is broken :stickytongue:

    What's the stuff at the top? It looks like it's saying you have multiple versions of a plugin installed or something?

    The message spam in the console is mostly about some sprites for character poses (for attack, jump, death poses and more) not being present but it's not necessary since the cross engine bypass them and just sent a warning in the console, and the KDcore is present inside each Pheonix Kagedesu plugins I use like quest, craft and more. It bypass too if a precedent version is detected.
  13. AquaEcho said:
    Could you show the move route of the spawned event since your original error message said "move route script error"?

    It looks like he's using PhoenixKage suite plugins and they're all checking against a core plugin

    1691699461279.png

    The move route is pretty simple but what's makes me think It's an ID event problem is that this error does'nt appears at start but after some respawn, and with the Yanfly Event Spawner and thoses events (adapted for yanfly plugin) I have no error.
    When the console show an error, the event in game don't make damage but work again after a moment.
  14. And also this where Restart talk about conflict between Yanfly Spawner event ID and Moghunter chrono engine event ID
    1691700111991.png
    Thoses fixes are in the cross engine so it might allow yanfly event spawner to work but not galv's event spawner
  15. I actually think the issue is that you're spawning a lot of things in rapid succession, and Chrono Engine is also spawning events whenever you use a weapon or tool, so sometimes the wires get crossed. Because you say this doesn't happen at first but only after you've been spawning and unspawning for a while. I also think this because I bought a different spawn plugin that had a specific workaround for Chrono Engine compatibility, and said that "tool events clash with spawn event"
  16. AquaEcho said:
    I actually think the issue is that you're spawning a lot of things in rapid succession, and Chrono Engine is also spawning events whenever you use a weapon or tool, so sometimes the wires get crossed. Because you say this doesn't happen at first but only after you've been spawning and unspawning for a while. I also think this because I bought a different spawn plugin that had a specific workaround for Chrono Engine compatibility, and said that "tool events clash with spawn event"
    Seems like it, like the workaround that Restart made with yanfly where ID events start from 1000 to not clash with Moghunter's one.
    Any idea how to solve this ? or another solution other than yanfly who make my game slower
  17. jay_adams__ said:
    Seems like it, like the workaround that Restart made with yanfly where ID events start from 1000 to not clash with Moghunter's one.
    Any idea how to solve this ? or another solution other than yanfly who make my game slower
    Well the workaround would be to add some script to Galv's plugin to check if the user is also using ChronoEngine.js, then start the spawnIds at 1000+

    Or you can buy the plugin I did. Sure, it costs money but it does have ChronoEngine compatibility, is designed to accommodate rapid spawning and unspawning of a large number of events, and the dev has been super responsive every time I asked him a question or a fix. If mass event spawning is a big part of your game it might be worth it to spend the few bucks for a plugin specialized for it.
  18. So I think I've found a fix inside the Yanfly Spawner version If it can help anyone, I made the ID Starting Rage to 100 instead of 1000 cause I think the lag was caused by the plugin scanning ID events (higher the number, higher the lag) and with the fix made by restart inside the cross engine it seems to work, moghunter events ID don't clash with Yanfly one's.

    1691708875050.png

    What might help more with performance too is to change the Max Yanfly events too (inside cross engine), I've already tried this before posting but it wasn't enough1691709156264.png

    1691708830960.png