Yeah, that would.Which is why I made it so the event spawns directly on the position of $game_player (using $game_player.x for the X value and $game_player.y for the Y value).You can use these methods:
x = $game_map.round_x_with_direction($game_player.x, $game_player.direction)y = $game_map.round_y_with_direction($game_player.y, $game_player.direction) then make your event spawn at the point designated by x and y. However, that could be ANYWHERE on the map - on a tree, on the wall of a house, on a cliff or hill, in the water. There is no check that the tile in front of the player is a VALID tile for a particular event to spawn on. You would have to do that check yourself, using whatever rules you need for the purpose you have in mind.
The event I'm spawning has no move route its just set to random. Its just a dog with random movement set (to test the script). On an event-less map, it works fine.No, don't comment out that one, lol!
Strange, I don't remember editing anything else in that script...
Ohh, well, so the correct line to comment out for making it possible to spawn events on the player is:
return if dx == $game_player.x && dy == $game_player.yShow me a screenshot of the event page setups you want to spawn. I want to take a look at that event, maybe it's just a misplaced event command.And what happens if you try to spawn that event on an event-less map?
key_id = @events.keys.max + 1
I came here for script help and only achieved updating your Triple Triad? HHAHAHAHAHAIt works for me in your demo too.
Do note that it will not spawn the event if there is an event already on the spawned event's location.
So if you stand in front of the event which gave you the item, it will not spawn when you use the item.
You must move away, so that nothing blocks the spawned event.
This is another reason why I made my event spawn directly on the player, because regardless if the item was successfully used or not (spawned or not), it will be consumed after usage.
And make the scope for your teleport item to "None".
And WTFruit, thanks a lot for the "extra" in the demo!
I thought nobody upgrades that script anymore.
The new rules really work (elemental, families)? If so, I must upgrade my version too! *-*
Now I can remake my album edit again. >.>
Alright, thank you. It works now. I replaced line 74Nop, nothing disappears, everything works as intended.
What patch? o.o
And, just to be sure, I checked again before I posted.
Yes, it will disappear if you have an empty event ID on your map because of the line I showed you above.
I will try to explain this more clearly...
So, make a new map to test this...
On this new map, make 5 events, doesn't really matter what kind of events, they can even be copy/pasted events.
Check their IDs. On a completely clean map, making 5 new events would yield 5 event IDs. These would be: 1, 2, 3, 4 and 5.
The total amount of events on the map is 5.
Now, when you made them, delete the event with the ID of 2.
After this move, do not make any new events.
Checking the event IDs on the map, we will get only 4 numbers, those are: 1, 3, 4 and 5. Do note the missing number here (number 2)!
The total number of events on the map now is only 4.
After this, when you try out the new map, and try to spawn an event, it will delete the event with ID 5 on the map. Why? Because of that little line I showed before:
key_id = @events.keys.max + 1What this piece of code does exactly?It checks for the number of events placed on the map, and adds +1 to that number. The result will be the new, spawned event's ID.
So, if an event with that ID is already present, than that event will be completely replaced by the spawned event.
If you tested the above example with the 5 events, you now know why it happened. There were only 4 events on the map, but the last event ID was 5 and not 4. When the spawned event was created, the spawned event's ID became 5 (4 total events on map + 1 = 5), resulting in the deletion of the original event with ID 5 on the map.
That is what I tried to explain in one of my post above.
Always check the IDs of the events on your maps, and if you got a missing number from the sequence, just select the event with the highest ID and do a cut/paste on it. That will fill in a gap in the sequence. If you got more gaps, repeat the process until you have no more gaps left.
I hope I described everything well enough.
Just fill in the gaps in the event ID sequence, and everything should work fine.