Galv's Event Spawner

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Started by Galv 116 posts Page 6 of 6 View original ↗
  1. Hello! Does anyone know workaround with doodads? Event is spawned but doesn't appear above doodad layer until the map is updated (for example going in and out of the menu).
  2. ptimiya said:
    Hello! Does anyone know workaround with doodads? Event is spawned but doesn't appear above doodad layer until the map is updated (for example going in and out of the menu).
    This thread has a couple of solutions
    Reset map scriptcall?
  3. AquaEcho said:
    This thread has a couple of solutions
    Reset map scriptcall?
    Resetting map isn't great as it "blinks" when it does. I just noticed that Yanfly has similar plugin - I shall try, should be compatible. Thank you!
  4. ptimiya said:
    Resetting map isn't great as it "blinks" when it does. I just noticed that Yanfly has similar plugin - I shall try, should be compatible. Thank you!
    I believe Yanfly's spawner doesn't copy over event notetags like this one does but if you dont need the notetags then it might be a viable alternative
  5. Hello, I have encountered a problem. I need to be able to permanently delete a saved spawned event through a common event. This would be fine by making the common event trigger a self switch on the event and then on a separate page of the event, it fires off the plugin command Galv.SPAWN.unspawn(this); in the event.

    But for reasons that would take way too long to explain, I can't use the self switches for this. Is there a way to permanently delete the saved event just through the common event and skip all the self switch page stuff. I would pretty much just need a way to use the Galv.SPAWN.unspawn(this); but be able to target a specific event. Just a reminder, I am unable to use the self switches in this case. Thanks.
  6. IntoTheDrink said:
    Hello, I have encountered a problem. I need to be able to permanently delete a saved spawned event through a common event. This would be fine by making the common event trigger a self switch on the event and then on a separate page of the event, it fires off the plugin command Galv.SPAWN.unspawn(this); in the event.

    But for reasons that would take way too long to explain, I can't use the self switches for this. Is there a way to permanently delete the saved event just through the common event and skip all the self switch page stuff. I would pretty much just need a way to use the Galv.SPAWN.unspawn(this); but be able to target a specific event. Just a reminder, I am unable to use the self switches in this case. Thanks.
    If you're calling the script from a common event you would replace this with this.character(EventID)
  7. AquaEcho said:
    If you're calling the script from a common event you would replace this with this.character(EventID)
    Oh sorry, I forgot to include one more thing, it has to be able to also despawn events from maps other than the map that is loaded. Since posting my message I've tried many different attempts to make this work and all of them fail to be able to access maps other than the one that is currently loaded. Sorry for forgetting that part.
  8. IntoTheDrink said:
    Oh sorry, I forgot to include one more thing, it has to be able to also despawn events from maps other than the map that is loaded. Since posting my message I've tried many different attempts to make this work and all of them fail to be able to access maps other than the one that is currently loaded. Sorry for forgetting that part.
    Then you'll have to look at the data structure where spawned event data is stored when you tell it to save events, and edit that data structure.
  9. AquaEcho said:
    Then you'll have to look at the data structure where spawned event data is stored when you tell it to save events, and edit that data structure.
    Oh okay, well. I'm not skilled enough with JS to do that. So I'm going with my plan B. Thanks for the information though. :)
  10. Is there any way to make it so the spawned event IDs start at a certain number?

    I've used this in my released project already. The issue I'm running into at the moment is that if I spawn things, leave that map, save and then add some new event into that map and then reload and go back in, it won't show up or run the event at all.

    It's really making editing my game hard. I also couldn't update my game for players with new events or anything. They'd have to start over.

    Yanfly's event spawner has a setting to start the spawned events IDs. It's default is 1000. I don't use that plugin because I like some of the functionality that Galv's one has.
  11. Does anyone here know how to delete one specific event? I've tried putting its ID into a variable with the provided function and then calling Galv.SPAWN.unspawn(x)

    with x being=

    first) $gameVariables... etc, with the number of the variable in which i stored the ID.
    second) 1, the original ID of the event in the first map.

    in either case i get errors.
  12. Excidiar said:
    Does anyone here know how to delete one specific event? I've tried putting its ID into a variable with the provided function and then calling Galv.SPAWN.unspawn(x)
    You can unspawn it from itself if you use this._eventId as x
    If you're tryng to unspawn it from another event then its ID needs to be stored somewhere for you to reference it.
  13. AquaEcho said:
    You can unspawn it from itself if you use this._eventId as x
    If you're tryng to unspawn it from another event then its ID needs to be stored somewhere for you to reference it.
    Tried with and without parentheses:

    1733602499440.png

    But as soon as i try to despawn a portal ...
    1733602571165.png

    I invariably get this same error

    1733602601500.png
  14. You might need to put $gameMap.event($gameVariables.value(109))

    It looks like the unspawn function takes an object as a parameter, not an integer
  15. Hello!
    I use

    Code:
    Galv.SPAWN.clear(0,true);

    But unfortunately I realized that this command does not completely 'delete' the events.
    The spawned events become 'ghosts'...
    I use Chrono Engine in ABS mode, when using the command to clear enemy spawners when using Attack I can still hit these Enemies that should have been cleared from the map.
  16. Aandel said:
    Hello!
    I use

    Code:
    Galv.SPAWN.clear(0,true);

    But unfortunately I realized that this command does not completely 'delete' the events.
    The spawned events become 'ghosts'...
    I use Chrono Engine in ABS mode, when using the command to clear enemy spawners when using Attack I can still hit these Enemies that should have been cleared from the map.
    You should unspawn it with Galv.SPAWN.unspawn(this._eventId)

    But really if you're using Chrono Engine you should be using either Yanfly's spawner with Restart's fix or Ritter spawner because they start spawned events at ids of 1000+ so they don't conflict with Chrono Engine tool events. Chrono Engine itself is spawning tools to the map at the same time event spawners do, and they will fight for the same event id if you spawn/unspawn an event and tool at the same time causing reference errors.