RPG Maker MV

RPG Maker MV

Favbot Apr 1, 2019 @ 9:10am
Need help figuring out an issue I have with Galv's Event Spawner Plugin
My scenario: I’m not attempting to have drops after battles but instead just allow the player to drop an item sort of like in Minecraft where you can press the Q key and drop whatever item is selected, except I’m trying to use the L key to drop in one specific type of item (not one selected by the player).

I’ve been using Galv’s event spawner, but having major issues with it as it won’t work when I attempt to move an event to the player’s location (X and Y).

I have no errors when this is done. I know that the command block is being run, but the event just isn’t spawning at the player’s location.

I have attempted a fix by setting it to a location outside of the player’s field of view and having the event that is being spawned in, autorun (i’ve also tried parallel) an event move command to have it move to the specific Player.X and Player.Y coordinates. This has also come back not working properly, for what I suspect to be the issue of it being in a different map before being spawned in. I have even tried using switches to go from the spawn event to the spawned event.

I can provide more details and even show you what I mean, but I was wondering if maybe there is something I’m doing wrong.
I’ll send my specific code below: “Galv.SPAWN.event(1,4,66);” which works and “Galv.SPAWN.event(1,$gamePlayer.x,$gamePlayer.y);” which doesn’t work.
Originally posted by Caethyril:
Plugin link for reference: https://galvs-scripts.com/2016/05/14/mv-event-spawner/

As noted in the plugin's help, there is a spawn "overlap" restriction in place. By default event spawning is blocked by impassable tiles, events, or the player. You can modify this using the given script call, here's the relevant part from the plugin help:
Galv.SPAWN.overlap = type; // can be one of the following: // 'all' spawns over characters/terrain // 'terrain' any terrain, no characters // 'chars' any characters, no terrain // 'none' spawns on empty tiles only // events spawned after changing this // will use the new overlap type
E.g.
Galv.SPAWN.overlap = 'chars';
I'm pretty sure this setting won't be saved when the player saves their progress; as such it may be safest to have an "overlap" call immediately before any spawn calls.
< >
Showing 1-3 of 3 comments
The author of this thread has indicated that this post answers the original topic.
Caethyril Apr 2, 2019 @ 1:25am 
Plugin link for reference: https://galvs-scripts.com/2016/05/14/mv-event-spawner/

As noted in the plugin's help, there is a spawn "overlap" restriction in place. By default event spawning is blocked by impassable tiles, events, or the player. You can modify this using the given script call, here's the relevant part from the plugin help:
Galv.SPAWN.overlap = type; // can be one of the following: // 'all' spawns over characters/terrain // 'terrain' any terrain, no characters // 'chars' any characters, no terrain // 'none' spawns on empty tiles only // events spawned after changing this // will use the new overlap type
E.g.
Galv.SPAWN.overlap = 'chars';
I'm pretty sure this setting won't be saved when the player saves their progress; as such it may be safest to have an "overlap" call immediately before any spawn calls.
Favbot Apr 3, 2019 @ 11:02am 
Originally posted by Caethyril:
Plugin link for reference: https://galvs-scripts.com/2016/05/14/mv-event-spawner/

As noted in the plugin's help, there is a spawn "overlap" restriction in place. By default event spawning is blocked by impassable tiles, events, or the player. You can modify this using the given script call, here's the relevant part from the plugin help:
Galv.SPAWN.overlap = type; // can be one of the following: // 'all' spawns over characters/terrain // 'terrain' any terrain, no characters // 'chars' any characters, no terrain // 'none' spawns on empty tiles only // events spawned after changing this // will use the new overlap type
E.g.
Galv.SPAWN.overlap = 'chars';
I'm pretty sure this setting won't be saved when the player saves their progress; as such it may be safest to have an "overlap" call immediately before any spawn calls.

I actually just heard back from Galv, who showed me the exact same thing! Thank you so much!
Caethyril Apr 3, 2019 @ 11:30am 
:cozyjunimogreen: Happy RPG Making! ^_^
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Apr 1, 2019 @ 9:10am
Posts: 3