1) Saving map events to memory
Plugin Command:
save_cur_map or Script Call:
$gameMap.save_cur_map() (also in case you want to use this from other plugin)
IF you have event which change it's graphic (example Door)
and you need to revert the changes back when doing transfer...
add this COMMENT in the door event page
<reinit_event> warning it won't reinit self switch!!!. this just change the page to state prior
activating the page...
if you use AUTO DOOR (in editor > right click > quick event creation > Door)
i include some automatic detection. and you don't have to add any comment tags.
the detection work like this:
if there's Event Command > Move Route > This Event > Through ON
AND
if there's NO Event Command > Move Route > This Event > Through OFF
i assume it's auto door event...
although it's "RARE"... is there a scenario that event like above is NOT an autodoor event?
if yes... don't worry... you could add comment at the "RARE EVENT" page:
<not_auto_door> and it won't reset the page.
2) Deleting map events from memory (it will reload map event from editor next time reenter map)
self switch is left as it is though... so if any changes on self switch will be remain there.
if you don't want this behavior use number 3) method below
Plugin Command:
delete_cur_map or Script Call:
$gameMap.delete_cur_map() 3) RESETING map events to editor (all self switch also will be set to false)
Plugin Command:
reset_cur_map or Script Call:
$gameMap.reset_cur_map() 4) AUTO SAVING map event... WARNING... don't save too many map with many events if you make
browser game. since there's 5mb size limitation (around 5000 event).
so if you want to autosave in a certain map. add this in map note
<auto_save_event> this note will also automatically save map events when there's a change using
EST Clone Transform Delete Event.
5) to make event temporary. (will be deleted at entering the map. useful for spawned event you
want to not stay the next time you reenter the map). add this in either event note or event page comment
<temporary_event>