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?
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.
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.
@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.
@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
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)
The spawned event page:
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
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?
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.
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
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.
And also this where Restart talk about conflict between Yanfly Spawner event ID and Moghunter chrono engine event ID
Thoses fixes are in the cross engine so it might allow yanfly event spawner to work but not galv's event spawner
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"
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
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.
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.
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 enough