RPG Maker Forums

■ 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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