Spawn from Another Map, it needs Separate Self Switches

2d_quest

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I need a spawn script that creates instances with separate ids and separate self switches.  I tried Yanfly Engine Ace - Spawn Event v1.00.  It's easy to use and I like being able to take them from another map but, the problem with it is that if a self switch is turned on in one spawn it affects all the spawns of the event.  I need one that has separate self switches for each spawn, otherwise spawning isn't that useful.  If anyone knows what I'd have to change in the above mentioned script to make it have separate self switches that would solve my problem.  If you know of another script that separate self switches and can copy the event from another map or how to script a spawn that does that, that would also solve my problem.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


I have a Clone Events script that allows you to copy events from one map to another, and each one has its own self switches, but it's a CLONE script, not a SPAWN script - you have to add an event in the editor wherever you want this to show up, so it doesn't just create unlimited numbers of them.


In fact, I think it would be difficult to have a spawn script that DOES keep separate self switches for each new event - you can't guarantee each time it's run that each new event is going to get the same id that it got previously, so a self switch that belonged to one event might later be allocated to another, simply because they're created in a different order.
 

2d_quest

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

I have a Clone Events script that allows you to copy events from one map to another, and each one has its own self switches, but it's a CLONE script, not a SPAWN script - you have to add an event in the editor wherever you want this to show up, so it doesn't just create unlimited numbers of them.

In fact, I think it would be difficult to have a spawn script that DOES keep separate self switches for each new event - you can't guarantee each time it's run that each new event is going to get the same id that it got previously, so a self switch that belonged to one event might later be allocated to another, simply because they're created in a different order.
So there's no way to do this.  Couldn't it make an id higher than what exists in the current map including other spawns on the map or even in the game?  Also where's your clone script, maybe that might still work for me.
 

Tsukihime

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I don't see how it would be difficult to just clone an event and give it a new ID. That automatically gives it its own set of self-switches.


In fact, the most basic event spawning script should be doing just that. If they're not, then they're doing something wrong.


Re-using an ID is a valid concern, however, and is something that should be done with care: you don't want an event appearing and immediately triggering the last page just because it's re-using a previous event's switches.

I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


I have a Clone Events script that allows you to copy events from one map to another, and each one has its own self switches, but it's a CLONE script, not a SPAWN script - you have to add an event in the editor wherever you want this to show up, so it doesn't just create unlimited numbers of them.
I'm not sure what you mean by it's "cloning" and not "spawning". If you mean the ID's are identical, then you're going to lose references to events because the map stores all events in a hash with ID's as keys.


If you mean you can ever only have one copy of it on your map, then that would make sense.
 
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