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Event Re Spawn - EventReSpawn.js
Plugin desc : Event Dynamic Generation
License : MIT License
Author : Triacontane
Desc page : https://github.com/triacontane/RPGMakerMV/tree/mz_master/EventReSpawn.js
Download Page : https://raw.githubusercontent.com/triacontane/RPGMakerMV/refs/heads/mz_master/EventReSpawn.js
File name : EventReSpawn.js
Help of plugin :
* @plugindesc Event Dynamic Generation * @author Triacontane * @target MZ * @base PluginCommonBase * @orderAfter TemplateEvent * @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/EventReSpawn.js * * @param keepSelfSwitch * @text Self Switch maintenance * @desc If enabled, it will no longer clear the Self Switch when moving locations. If the event clearing is performed, it will be cleared. * @default false * @type boolean * * @param variableSpawnEventId * @text Generated Event ID storage variables * @desc The ID of the last generated event is stored in the specified variable. * @default 0 * @type variable * * @command MAKE * @text Event Generation * @desc Generate dynamic events. * * @arg id * @text Event ID * @desc The event ID or name of the source of the copy. A number will be interpreted as an ID. * @default 1 * @type string * * @arg x * @text X-coordinate * @desc The X coordinate of the destination. * @default 1 * @type number * * @arg y * @text Y-coordinate * @desc The Y coordinate of the copy destination. * @default 1 * @type number * * @arg xByVariableId * @text X-coordinate variable id (When using variable specification) * @desc Specifies the ID of the variable in which the value to set the X coordinate of the copy destination is stored. If 0 is specified, the variable specification is not used. * @default 0 * @type number * * @arg yByVariableId * @text Y-coordinate variable id (When using variable specification) * @desc Specifies the ID of the variable in which the value to set the Y coordinate of the copy destination is stored. If 0 is specified, the variable specification is not used. * @default 0 * @type number * * @arg template * @text Template Generation * @desc Generate template events when enabled. A separate template event plugin is required. * @default false * @type boolean * * @command MAKE_RANDOM * @text Conditional Random Generation * @desc Generate events dynamically at random locations according to the conditions you specify. If there is no possible location for generation, no generation will take place. * * @arg id * @text Event ID * @desc The event ID or name of the source of the copy. A number will be interpreted as an ID. * @default 1 * @type string * * @arg passable * @text Passable tiles only * @desc Only passable tiles are event-generated. * @default false * @type boolean * * @arg screen * @text Conditions on the screen * @desc Generate only in or off screen. * @default 0 * @type select * @option Do not judge * @value 0 * @option In Screen * @value 1 * @option Off-screen (more than 2 squares away from the screen display border) * @value 2 * * @arg overlap * @text Character and positional overlap * @desc Generate avoidance of an already existing event or player position. * @default 0 * @type select * @option Do not judge * @value 0 * @option Player and non-overlapping * @value 1 * @option Events and non-overlapping * @value 2 * @option Neither the event nor the player overlap * @value 3 * * @arg terrainTags * @text Terrain Tag * @desc Generate only for the specified terrain tag. * @default [] * @type number[] * * @arg regions * @text Region * @desc Generate only for the specified region. * @default [] * @type number[] * * @arg template * @text Template Generation * @desc Generate template events when enabled. TemplateEvent.js is required. * @default false * @type boolean * * @arg algorithm * @text Generation Algorithm * @desc How to determine the generated coordinates. If there are not many tiles that meet the criteria, the Find from the top left is faster. * @default 0 * @type select * @option Find at random locations (fast when there are many candidates for generating positions) * @value 0 * @option Find them in order from the top left (fast if there are few candidates for the generated positions) * @value 1 * * @help EventReSpawn.js * * Copy and dynamically generate and place events on the map. * Placement locations can be directly specified or randomly placed at locations that meet the criteria. * * The copied temporary events are completely deleted by the event command * "Erase Event", freeing up space for objects and sprites to be used. * Self Switches are managed individually and are initialized each time they are generated. * * Template events can be generated dynamically on the map when combined * with the separately published template event plugin(TemplateEvent.js). * * In addition, you can place events and template events by simply placing regions on the map. * You can place events and template events by simply placing regions on the map. * You can also place events and template events by simply placing regions on the map. * The tags in the note of the source event. * Place a copy of the event in the square where you placed the region [1]. * <CP:1> * * You need the base plugin "PluginCommonBase.js" to use this plugin. * The "PluginCommonBase.js" is stored in the following folder under the installation folder of RPG Maker MZ. * dlc/BasicResources/plugins/official * * User Agreement: * You may alter or redistribute the plugin without permission. There are no restrictions on usage format * (such as adult- or commercial-use only). * This plugin is now all yours.