EST - CLONE TRANSFORM DELETE EVENT

estriole

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■ Information ╒══════════════════════════╛
EST - Clone Transform Delete Event
Version: 1.9
By Estriole
File name: EST_Clone_Transform_Delete_Event.js

■ Introduction ╒══════════════════════════╛
Want to Add New Event based on template event in current / other map
or Transform Existing Event in current map Based on template event in current / other Map.
then maybe you want to delete existing Event in current map? Now it's all
possible with this Plugin.

This plugin is second part of my Build and Decor Script conversion from ACE - MV

■ Features ╒══════════════════════════╛
- Add New Event in current map Based on other event in current/other Map.
- Transform Existing Event in current map Based on other event in current / other Map.
- Delete Existing Event in CURRENT Map.

■ Changelog ╒══════════════════════════╛

older changelog inside spoiler

v1.0 2015.10.29 Initial Release v1.1 2015.11.02 Patch for delete_cur_map from EST_Save_Map_Event plugin
to reset selfswitches for event that changed. also method to reinit all map event.
v1.2 2015.11.09 fixed bugs when having event with higher index than max index of map in editor
removed imported and use other method to recognized this script installed or not.
some callibration to make it flow with EST BUILD AND DECOR EX plugins.

v1.3 2015.11.12 fix minor bug which 'sometimes' execute rest of event command after tranforming event.
i change it so after event REPLACED using 'transform'. all event command after that will be stopped.

v1.4 2015.11.27 fixed problem when running game online. and having lots of parallel process
that spawn / transform event. then transfer map. it can throw $dataMap null error.
this caused by loading map data asynchronously...
the 'turnaround' fix is given by hudell. after i pm him for advice.
so this plugin now have extra credits you have to add if you use it.
v1.5 2015.12.02 now if the map didn't tagged with <auto_save_event>. what you clone / transform
will not auto saved. and you need to run "save_cur_map" plugin command manually.

v1.6 2015.12.06 > add method to delete all event based on their source map and id.
it will delete all event that cloned from that map and id across all SAVED map
> add method to delete event based on their xy
(and can delete across map if you save that map)

v1.7 2015.12.15 > fix incompatibility with EST - EVENT SIZE AND TRIGGER which didn't remove size
when event deleted.

v1.8 2015.12.18 > fix error if no event 1 in map when adding new event...
v1.9 2015.12.20 > fix error when somehow $dataMap.events have null value as last record...

■ Plugin Download ╒══════════════════════════╛
warning: this plugin created using earlier version of MV. and the updates of the MV might
ruin this plugin... you may ask other scripter to create compatibility patch if it doesn't work.
since i have retired scripting because of IRL works...

■ Screenshot / Demo ╒══════════════════════════╛
(all build and decor series converted plugin will have same demo)
(update the dead dropbox link)
warning: this plugin created using earlier MV version. this might not work in updated MV.
you can ask other scripter to create compatibility patch since i already retired.
i only update the link for people who want to make the patch.

■ How to use ╒══════════════════════════╛

open spoiler since it's a bit long

1) Add New Event Plugin Command:

add_event source_map_id source_event_id x y example:

add_event 8 2 3 7 will add new event cloned from Map 8 EventId 2
and will be placed in x = 3 and y = 7.

Script Call:

$gameMap.add_event(source_map_id, source_event_id ,x , y); example:

$gameMap.add_event(8,2,3,7); will add new event cloned from Map 8 EventId 2
and will be placed in x = 3 and y = 7.

2) Transform Existing Event
Plugin Command:

transform_event target_event_id source_map_id source_event_id example:

transform_event 24 8 1 will transform event 24 in current map with event
cloned from Map 8 EventId 1
x and y will still use old event value.


transform_this_event source_map_id source_event_id example:

transform_this_event 8 1 will transform event that called it with event
cloned from Map 8 EventId 1
x and y will still use old event value.

Script Call:

$gameMap.transform_event(target_event_id, source_map_id, source_event_id); example:

$gameMap.transform_event(24,8,1); will transform event 24 in current map with event
cloned from Map 8 EventId 1
x and y will still use old event value.

some tips... if called from script call event command...

$gameMap.transform_event(this._eventId,8,1); will transform event that calling it to event
cloned from Map 8 EventId 1
x and y will still use old event value.

3) Delete Existing Event
Plugin Command:

delete_event target_event_id example:

delete_event 24 will delete event 24 in current map


delete_this_event will delete event that called it


Script Call:

$gameMap.delete_event(target_event_id); example:

$gameMap.delete_event(24); will delete event 24 in current map

some tips... if called from script call event command...

$gameMap.delete_event(this._eventId); will delete event that CALLED it.
4) if you want to delete ALL CLONE EVENT based on sourcemapid and source event id
ACROSS ALL SAVED MAP... (in case you only want instance of that event)

plugin command:

DELETE_ALL_EVENT_BY_SOURCE srcMapId srcEventId example:

DELETE_ALL_EVENT_BY_SOURCE 8 14 will delete event that cloned from map 8 id 14 across ALL SAVED map.

script call:

$gameMap.delete_all_event_bysource(srcMapId,srcEventId); example:

$gameMap.delete_all_event_bysource(8,14); will delete event that cloned from map 8 id 14 across ALL SAVED map.

5) if you want to delete event based on xy location across ANY SAVED map
plugin command:

DELETE_EVENT_BY_XY mapId x y example:

DELETE_EVENT_BY_XY 6 7 8 will delete event in map 6, is coordinate x = 7, coordinate y = 8
MAP 6 MUST BE ALREADY SAVED before you call this. or it will do nothing.

script call:

$gameMap.delete_event_byxy(mapId, ev_x, ev_y); example:

$gameMap.delete_event_byxy(6, 7, 8); will delete event in map 6, is coordinate x = 7, coordinate y = 8
MAP 6 MUST BE ALREADY SAVED before you call this. or it will do nothing.
■ Dependencies ╒══════════════════════════╛
EST_Save_Map_Event.js plugin MUST be INSTALLED for this plugin to work. click link for the plugin topic

make sure to use the newest version

■ Compatibility ╒══════════════════════════╛
I'm new in JS... and MV is new engine... so i cannot say for sure.
but it should be compatible with most things. this even compatible with
Hudell - Custom Event. so you can use both script without conflicting.

■ Parameters ╒══════════════════════════╛
this plugin did not have any parameter to set in plugin manager

■ License ╒══════════════════════════╛
Free to use in all project (except the one containing pornography)
as long as i credited (ESTRIOLE).

■ Extra Credit ╒══════════════════════════╛
- Hudell - for workaround to fix $dataMap.null problem with browser online.

■ Support ╒══════════════════════════╛
While I'm flattered and I'm glad that people have been sharing and
asking support for scripts in other RPG Maker communities, I would
like to ask that you please avoid posting my scripts outside of where
I frequent because it would make finding support and fixing bugs
difficult for both of you and me.

If you're ever looking for support, I can be reached at the following:
[ http://forums.rpgmakerweb.com/ ]
pm me : estriole

■ Author's Notes ╒══════════════════════════╛
This is part of the EST - DECOR AND BUILD SERIES.

EST - SAVE MAP EVENTS

EST - CLONE TRANSFORM DELETE EVENT

EST - EVENT GRAPHIC SHIFT

EST - EVENT SIZE AND TRIGGER

EST - BUILD AND DECOR EX

EST - REGIONMAPLOADER
 
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estriole

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fix the demo's not linked correctly (it point to old build)

edit: event size plugin is almost finished. currently bugtesting it. and in process to add size trigger and extra trigger feature;
 
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Roguedeus

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How is this plugin not getting any attention? It works great. And its SUPER FAST. No lag at all so far, unlike a few other event copy plugins I have tried.

Great work!
 

harvard1932

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+1. 

fast, works flawlessly, and simple. Although... it can be improved if you can also use it in script call.

edit: LOL, I misread. You can actually script call. +2 now.
 
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estriole

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+1. 

fast, works flawlessly, and simple. Although... it can be improved if you can also use it in script call.

edit: LOL, I misread. You can actually script call. +2 now.
How is this plugin not getting any attention? It works great. And its SUPER FAST. No lag at all so far, unlike a few other event copy plugins I have tried.

Great work!
thanks i hope this plugin could be useful... anyway i quoted you two so you can notice this update announcement :D

i also updated  my

EST - SAVE MAP EVENT

so you need to update it also...

and

EST - EVENT SIZE AND TRIGGER

if you also use it... grab the plugin

updated the script to v1.2 (yeah double update... i forgot to release the v.1.1. sorry)

changelog:

 v1.1 2015.11.02           Patch for delete_cur_map from EST_Save_Map_Event plugin

                    to reset selfswitches for event that changed. also method to reinit all map event.

 v1.2 2015.11.09           fixed bugs when having event with higher index than max index of map in editor

                    removed imported and use other method to recognized this script installed or not.

                    some callibration to make it flow with EST BUILD AND DECOR EX plugins.

Currently in final phase on Build And Decor EX plugin... still working on adding plugin command. i guess tonight the plugin could be released...

stay tuned :D .

the plugin is will be conversion of my ACE script:

http://www.rpgmakervxace.net/topic/15689-est-build-and-decor-series/

it will be EST - Build and Decor + Decor Movement conversion in one plugin
 

Roguedeus

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Estriole, is there any reason why transformations would stop working after so many?

I'm using:

  • Clone Transform Delete Event (v1.2)
  • Save Map Event (v1.4)

Here are the events in question.

They are identical... But there are over a dozen of them, in a wide range of ID's... (I replaced existing chests with references)

(ID:10 works fine)

(ID:87 just vanishes as if the plugin command never executed)
 
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estriole

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Estriole, is there any reason why transformations would stop working after so many?

I'm using:

  • Clone Transform Delete Event (v1.2)
  • Save Map Event (v1.4)

Here are the events in question.

They are identical... But there are over a dozen of them, in a wide range of ID's... (I replaced existing chests with references)

(ID:10 works fine)

15_1112b.PNG

(ID:87 just vanishes as if the plugin command never executed)

15_1112a.PNG
after lots of test... it's because you "erase it" after you transform the data... (if you unerase it it will show the replaced event)

by logic all your event should all erased...

but the problem sometime the command stop at the transform event and skip the erase event (which make the event works)

but sometimes it goes through... and execute erase event after transforming the event... it's a random thing maybe because

of many event run at once using autorun. (just prediction)

to fix this issue... i update the script to prevent any event command in that page to execute AFTER the event transformed...

updated the EST - Clone Transform Delete Event plugin to v.1.3

changelog

 v1.3 2015.11.12           fix minor bug which 'sometimes' execute rest of event command after tranforming event.

                    i change it so after event REPLACED using 'transform'. all event command after that will be stopped.

Demo Updated

> update all plugins above

> add simple common event usage. using http://forums.rpgmakerweb.com/index.php?/topic/46944-dmv-map-menu-buttons/

(need feedback... currently i place the event in player x and y)...

> there's prototype of conversion of formar region data loader ACE script. it's still prototype. and i doubt i can convert it... since map data in ACE and MV is different. >.<. btw... don't use that prototype plugin !!! (i warned you).

> try the z offset feature of the updated graphic shift. (now the teddy bear is placed above the table)

> add test map where there's auto run event with transform event and erase event. to demonstrate that after transform event. all event command not executed. thus not erased.
 
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Roguedeus

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Thank you! It works perfectly. I love this plugin. It alone is saving me countless hours of copy/paste monotony. :D

And that doesn't even include the ability to create events dynamically!
 

Mattchaby

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Wow Estriole your plugin is amazing thank you this is just what I was looking for.

Is there a to make the event ID dynamic? Or changed in any way with a value stored in a variable? This would allow to interact with an event on a map that calls a common event that tells it to be transformed in the chosen way. Thanks :)
 

estriole

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Wow Estriole your plugin is amazing thank you this is just what I was looking for.

Is there a to make the event ID dynamic? Or changed in any way with a value stored in a variable? This would allow to interact with an event on a map that calls a common event that tells it to be transformed in the chosen way. Thanks :)
try adding transform to map event plugin command to common event.

and by calling that common event from any event... it will transform event that called it to what you specify in common event.

edit: or do you mean you want to transform an event from other event?
 
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estriole

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this few days... i encounter problem with loading map data asynchronously...

this plugin and region map loader plugin is throwing error $dataMap is null when playing the game ONLINE (if playing locally it won't have problem).

i consult with Hudell since his custom event plugin also have same problem after i tested it... and he said that

In the DataManager class, the loadMapData and loadDataFile methods sets null to $dataMap, it will remain null until the map is finished loading. When playing locally, that happens in a split second, but online it takes time.
thus causing the problem... i don't know does this count as MV bug or not. but i need to find a way to "wait until all asynchronous load data finished" before transferring.

luckily... Hudell find some workaround for this plugin. (sadly region map loader still not fixed).

so i add that workaround in my plugin... and this plugin won't throw $dataMap is null error.

in summary. this plugin compatible with browser online game. but region map loader is not compatible yet.

btw that also mean that if you use this plugin... you have to also credit Hudell.

since i have a principle that give credits when it's due :D .

so... updated to v1.4

 v1.4 2015.11.27           fixed problem when running game online. and having lots of parallel process
                    that spawn / transform event. then transfer map. it can throw $dataMap null error.
                    this caused by loading map data asynchronously...
                    the 'turnaround' fix is given by hudell. after i pm him for advice.
                    so this plugin now have extra credits you have to add if you use it.
 

i'm tackling this problem for few days and quite reach the roadblock. i will try fixing regionmap loader too...

but finally decide i might do it later when my JS knowledge is better. since i also have some plugins i want to create.

and by focusing in this issue make me unproductive.

btw... soon released. (will post the plugin topic after posting this)

EST - BATTLE ROYALE EVO

want to have PLAYER + ALLIED ENEMY vs ENEMY vs ENEMY vs ENEMY vs ENEMY vs ENEMY ???

complex battle where suddenly 3rd party join the battle. maybe some other country troop suddenly attack you and your enemy.

or some ecosystem where tiger monster eat rabbit monster. it's up to your imagination.
 

estriole

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because of there's save limitation for browser game...

http://forums.rpgmakerweb.com/index.php?/topic/52008-are-there-limits-to-the-save-file-size/

it's 5mb and about around 5000 event using my plugin...

so i updated plugin to v1.5

 v1.5 2015.12.02    now if the map didn't tagged with <auto_save_event>. what you clone / transform
                    will not auto saved. and you need to run save_cur_map plugin command manually.

this also will allow map which you can spawn event but when you reenter it's gone.

EDIT: You need to update EST - SAVE MAP EVENT to v1.5 too or this will throw error.
 
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Roguedeus

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Does this update require any other plugin to be updated as well?

After updating to v1.5 I am getting this error:

Code:
TypeError: undefined is not a function    at Game_Map.transform_event (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/EST_Clone_Transform_Delete_Event.js:338)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/EST_Clone_Transform_Delete_Event.js:389)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_CoreEngine.js:1119)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_ClassChangeCore.js:616)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_X_Subclass.js:717)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_MessageCore.js:398)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_BattleEngineCore.js:2601)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_DamageCore.js:1317)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_VictoryAftermath.js:378)    at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_ItemCore.js:1085)
 

estriole

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Does this update require any other plugin to be updated as well?

After updating to v1.5 I am getting this error:

TypeError: undefined is not a function at Game_Map.transform_event (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/EST_Clone_Transform_Delete_Event.js:338) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/EST_Clone_Transform_Delete_Event.js:389) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_CoreEngine.js:1119) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_ClassChangeCore.js:616) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_X_Subclass.js:717) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_MessageCore.js:398) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_BattleEngineCore.js:2601) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_DamageCore.js:1317) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_VictoryAftermath.js:378) at Game_Interpreter.pluginCommand (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_ItemCore.js:1085)
sorry... you're correct... you also need to update EST - SAVE MAP EVENT to v1.5

i forgot to mention it.... i will add that in previous update post.
 

GFresh

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First, I want to say I am loving the scripts. I have a couple questions since I did not see any infor from the little looking around I did; is it possible to change the id of the cloned event when cloning? also, would it be possible to allow for placing cloned events at the mouse x and y, or possibly by using charater index to determine facing for offsets?

Thanks for the awesome work so far.
 

estriole

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First, I want to say I am loving the scripts. I have a couple questions since I did not see any infor from the little looking around I did; is it possible to change the id of the cloned event when cloning? also, would it be possible to allow for placing cloned events at the mouse x and y, or possibly by using charater index to determine facing for offsets?

Thanks for the awesome work so far.
for your first question...

cloned event will have 'generated id' to avoid conflict with existing event.

you might not want to manually set id since it could become disaster when you use same id with existing event.

or any case you really need to manually set it?

for placing cloned event at mouse x and y...

you could use script call:

var mapid = 8;var evid = 2;var mousex = $gameMap.canvasToMapX(TouchInput.x);var mousey = $gameMap.canvasToMapY(TouchInput.y);$gameMap.add_event(mapid,evid,mousex,mousey);but it will place the event immediately. be careful when using it.

edit: for direction. just set the image in your event in mastermap to have direction you need. you could see how i 'rotate' table in my demo.
 
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metalgearmaycry

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Would it be possible for you to add the functionality of deleting an event by mapID and X,Y  instead of event ID on the current map? My basic process is: clone an event to the player's location from a map of stock events, and delete the old clone, wherever it may be (location mapID, X,Y stored in variables).
 

estriole

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Would it be possible for you to add the functionality of deleting an event by mapID and X,Y  instead of event ID on the current map? My basic process is: clone an event to the player's location from a map of stock events, and delete the old clone, wherever it may be (location mapID, X,Y stored in variables).
some question... does the old clone is also created by this plugin?

and does the map where the old clone is saved?

since delete event across map WILL only work in map where you have saved before...

do you really have to delete by x y?

in next patch i migh add > delete all clone based on their source map and source id.

so it can delete all event that cloned / transformed from source map and source id across ALL saved map.

ex: (temporary script call name)

$gameMap.delete_all_event_bysource(8,14);

will delete all event that cloned / transformed from map 8 event id 14. across all saved map.

if you really do need to delete it by xy i could also add it in next patch.
 
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metalgearmaycry

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some question... does the old clone is also created by this plugin?

and does the map where the old clone is saved?

since delete event across map WILL only work in map where you have saved before...

do you really have to delete by x y?

in next patch i migh add > delete all clone based on their source map and source id.

so it can delete all event that cloned / transformed from source map and source id across ALL saved map.

ex: (temporary script call name)

$gameMap.delete_all_event_bysource(8,14);

will delete all event that cloned / transformed from map 8 event id 14. across all saved map.

if you really do need to delete it by xy i could also add it in next patch.
The clone would be created by this script, and probably would be on a different map than the current map. Either method for erasing works; there should only be one clone active at any given time. I was just thinking in XY but deleting all by source, if it is easier, would be the route to go. Cleans up any that might have been missed, too. Thank you for your response :D .
 

estriole

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The clone would be created by this script, and probably would be on a different map than the current map. Either method for erasing works; there should only be one clone active at any given time. I was just thinking in XY but deleting all by source, if it is easier, would be the route to go. Cleans up any that might have been missed, too. Thank you for your response :D .
i decided to add both feature.

updated plugin to v1.6:

 v1.6 2015.12.06    > add method to delete all event based on their source map and id.

                    it will delete all event that cloned from that map and id across all SAVED map

                    > add method to delete event based on their xy

                    (and can delete across map if you save that map)

to delete ALL event based on their source map and event id in ALL SAVED MAP

 plugin command:

 DELETE_ALL_EVENT_BY_SOURCE srcMapId srcEventId

or

 script call:

 $gameMap.delete_all_event_bysource(srcMapId,srcEventId);

to delete Event in mapid x y position... (must be current map OR any SAVED MAP. it won't work for non saved map)

  plugin command:

  DELETE_EVENT_BY_XY mapId x y

or

  script call:

  $gameMap.delete_event_byxy(mapId, ev_x, ev_y);

also... MAKE SURE to UPDATE EST - SAVE MAP EVENT to v1.6 to be able to tag your cloned event with

<temporary_event> and make it deleted when you reenter the map.

edit: demo still not updated... since i have to go out for now...

grab the plugin from the download link instead

i will edit this post later when i updated the demo.
 
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I've been debating on this as the title screen for a while now...
Ami
--- Dialog Filter ---

Gunner: Yo! my ****** friend?
Hero: Uhh,what happen with your mouth?
Gunner: Huh? what ****** happen with my mouth? i just speech as usual.
Hero: But,your mouth are like the garbage!
Gunner: Hey,what the **** are you say? you want the piece of **** with my ****** Gun!
(Meanwhile,The Dialog Filter In The Option Is Off)
Demo for Maze of the Lost MZ released. I would appreciate any and all feedback and constructive criticism. If you like Dungeon Crawlers and JRPG's with a hint of Metroidvania and Shadowgate/Uninvited you might like it. https://forums.rpgmakerweb.com/index.php?threads/maze-of-the-lost-mz-demo-port-from-mv.127971/
Well, here it is, colored. :kaoslp:

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