Orange Custom Events

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Started by Hudell 188 posts Page 4 of 10 View original ↗
  1. DBDragoner said:
    I love your plugin. I didn't see a plugin command to copy an event from one map to here, but I tried it anyways and it worked. SO happy. Your plugin just made my farming system doable. Thank you.


    Would it be possible to add a plugin command that copies one event from another map to the location of the event your using and have the event your using be deleted? Kinda like a override feature? Or is there a simple delete event feature I'm not seeing. I have crops that will take several days to grow so I don't want the event to be temporary, but I will need it to be deleted later down the line.


    edit: I found the command. I'm sorry. I had to reread this thread several times to find it. It was "Delete this event".
     
    Ah, sorry, forgot to add that on the main post. I'll add it now.


    Edit: Updated the script. MVCommons is no longer needed for this one to run.
  2. Hey I was wondering with this would you ever be able to make a blank event like the old event spawner script that allowed you to create an event from script?
  3. Fox536 said:
    Hey I was wondering with this would you ever be able to make a blank event like the old event spawner script that allowed you to create an event from script?
    You can create events from scripts using the Orange Custom Event Creator
    Edit: Oh, wait, you already use that. I think I didn't understand your question then.
  4. Nope I think I misunderstood what the Creator Plugin did, I re-read it and it's what Im looking for lol, sorry bout that.
  5. Fox536 said:
    Nope I think I misunderstood what the Creator Plugin did, I re-read it and it's what Im looking for lol, sorry bout that.
    I kept the description of the thread a little "simple", but the creator plugin is powerful enought to create any event.
  6. Yes, it worked awesome, I'm using to create events for one of my plugins, using events to create a bridge of ice of water (any tile marked with the right region id.) It's amazing once i went back and read the topic again, lol. Anyways though you rock and saved me a crap ton of time :)
  7. Hey nice script, I was lucky that i found it.

    But there is a small problem. On my Map I create a lot of events with the copy function $gameMap.copyEvent();

    then I store the Event ID of the created Event with $gameMap.getIndexForNewEvent(); and also store some other variables like which image It should get when I come back to the map.

    When i destroy 1 Event, and leave the map, and then come back, i got setimage error because the event IDs has changed.

    Is it possible to change the code, so the events will keep their ID?

    Or do i have to make a script that will change the id-variables of my array?

    I hope u could understand my problem :)

    also copy from other map is somehow not working.

    PS. Im new to scripting, maybe thats why I can't find a solution for my problem
  8. I change the ID everytime it is loaded, because you may add new events on the map through rpg maker and those IDs may conflict with the ones that were cloned. On Ace I would just use very large IDs for the cloned events (> 1000), but on MV that caused some lag.


    In your case, wouldn't it be easier to create temp events and just recreate the ones you need every time the player enters a new map? At least in Ace, using temp events was also much faster.
  9. I will try to create everytime new events when I enter the map. Its a huge map and you can customize every field in the map.

    I dont want to many events on the map cause of lag. :)

    edit: it works fine now. I create now new events when i was refreshing the images of the events. Problem solved :p

    thx for your fast answer

    BTW
    I did it like $gameMap.copyEventFrom(11, 2, 4, 8, true)

    is not working somehow :/
  10. I'm confused, is it working or not?
  11. I'm sry for confusing you.

    Now I'm creating every Time new Events for my Map and save the new event id in a variable.

    That is working fine

    Not working is coppy event from other maps.

    I did it like "$gameMap.copyEventFrom(MAPID, X, Y, true);"

    But when I start the script it says "MVC is not defined".

    I'm not experienced enough in Javascript to find the Problem.

    ReferenceError: MVC is not defined
        at Object.$.getAnotherMapData (***/js/plugins/OrangeCustomEvents.js:66:7)
        at Game_Map.getEventDataFrom (***/js/plugins/OrangeCustomEvents.js:215:7)
        at Game_Map.copyEventFrom (***/js/plugins/OrangeCustomEvents.js:270:10)
    mfg Zitrone
  12. Ah, my mistake. It's fixed now.
  13. Maybe found another bug.

    When I want to delete one of the custom Events by Event ID $gameSystem.removeCustomEvent(mapid, eventid) and then or before delete the event with $gameMap.eraseEvent(Eventid);
    the event will be removed. But there is still an event saved for this spot.

    I tried $gameMap.eventIdXy(x, y) and it gives me a value. And $gameMap.event($gameMap.eventIdXy(x, y))._priorityType === 1) // Same as Player// was also true. But the event was passable.
    So there is a Ghost Event that is blocking my script. Do you know what could this cause? I also can not remove the ghost event with the .removeCustom or .eraseEvent commands. =/

    I tried again in the developer Tool

    $gameMap.eventIdXy(2,5)
    15

    $gameMap.eraseEvent(15)
    undefined

    $gameMap.eventIdXy(2,5)
    15

    $gameSystem.removeCustomEvent(11,15)
    undefined

    $gameMap.eventIdXy(2,5)
    15
    MapID is 11
  14. If MV does the same thing ace did, then erased events continue on the map, they are just disabled (with the _erased property set to true).


    Is this causing you some kind of problem? You can usually add an IF condition checking the _erased property if you have any script checking the events.
  15. I found it... It came to me under the shower. Tried to delete an normal Event and it also stays on map >_>

    Sry for disturbing you. I will try to change the id or property temporarly :) edit (its working this way)
  16. hey is there anyway to copy the note data along with the event, I know it wouldn't be saved back to the file but that's fine. If it could add the note Data into the $dataMap or have some method added to retreive the data from the original event that would be awesome

    nevermind, I kept digging some more after thinking about it again, and found where the noteData got stashed.
  17. Was that info being lost on the copy process?
  18. No, I just didn't look hard enough to find where it was getting put. It's there though.
  19. Hi.  I was imagining if it would be possible to use variables in plugin commands. I want to copy an event from Map 3 using the main actor coordinates instead of setting manually the coordinates. I tried to previously set two variables, ID10 and ID11, to X and Y position respectively and then using the command copy "event 1 from map 3 to position \v[10] \v[11]" but it didn't work. I guess "\v[]" is only usefull in messages. Is there any way of doing this? 
  20. To copy to where the player is:

    copy event 1 from map 3 on playerTo copy to the same position as the event that is running:

    Code:
    copy event 1 from map 3 here