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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.

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