Well that's strange. I just installed it into my project and another empty project, it doesn't really behave the way I thought it would. It seems to only spawn one of any specific event from the spawn map in my main project. On the other hand, in the blank project it seems to overwrite the event with the highest event ID.
Edit: It does the same in my main project, overwrites the very last event.
Truthfully I haven't been using a script to spawn events, I've been using a script call like such:
map = load_data("Data/Map001.rvdata2") ##the spawn mapnew_id = $game_variables[6] ##the new event IDnew_event = map.events[$game_variables[203][@map_id][$game_variables[8]]] ##the event ID from the spawn mapnew_event.id = new_id$game_map.events[new_id] = Game_Event.new($game_map.map_id, new_event)$game_map.events[new_id].moveto($game_player.x + 1, $game_player.y + 1) ##where the event will spawn$game_map.need_refresh = trueEdit 2:
I've modified the script to make it so you can spawn the event with its own ID. I can't fix it but I can modify it ;x
Line 66, replace def spawn_event(dx, dy, event_id, map_id) with def spawn_event(dx, dy, event_id, map_id, key_id)
Line 73, replace key_id = @events.keys.max || -1 + 1 with key_id = (@events.keys.max || -1 + 1) if key_id == 0
Line 127 replace def spawn_event_location(dx, dy, event_id, map_id = 0) with def spawn_event_location(dx, dy, event_id, map_id = 0, key_id = 0)
Line 129 replace $game_map.spawn_event(dx, dy, event_id, map_id, key_id) with $game_map.spawn_event(dx, dy, event_id, map_id, key_id)
Now you can do this:
spawn_event_location(x, y, event_id, map_id, key_id)
the last value will be the new ID of the spawned event. If you exclude it, it will do what it normally does.