Difference between revisions of "Template:VisuMZ Events and Movement Core Plugin Commands"
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(→Call Event Plugin Commands) |
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- The point in the move route for this event to be at if the page ID | - The point in the move route for this event to be at if the page ID | ||
matches the rest of the page conditions. | matches the rest of the page conditions. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | === Event Popup Plugin Commands === | ||
+ | |||
+ | [[File:EventsMoveCore_Update132_Preview.gif]] | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | Event Popup: Player | ||
+ | - Makes a centered event popup on the player sprite. | ||
+ | - Requires VisuMZ_1_MessageCore! | ||
+ | - Cannot be used in battle! | ||
+ | |||
+ | Message Text: | ||
+ | - Insert the text to be displayed. | ||
+ | - Text codes can be used. | ||
+ | |||
+ | Message Duration: | ||
+ | - What is the frame duration of the event popup? | ||
+ | - 60 frames = 1 second. You may use code. | ||
+ | |||
+ | Popup Settings: | ||
+ | - These settings let you adjust how the popup animates. | ||
+ | - See "Popup Settings" section below. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | Event Popup: Follower | ||
+ | - Makes a centered event popup on target follower sprite. | ||
+ | - Requires VisuMZ_1_MessageCore! | ||
+ | - Cannot be used in battle! | ||
+ | |||
+ | Follower Index: | ||
+ | - Which follower index to play popup? | ||
+ | - Index starts at 0. | ||
+ | - You may use JavaScript code. | ||
+ | |||
+ | Message Text: | ||
+ | - Insert the text to be displayed. | ||
+ | - Text codes can be used. | ||
+ | |||
+ | Message Duration: | ||
+ | - What is the frame duration of the event popup? | ||
+ | - 60 frames = 1 second. | ||
+ | - You may use code. | ||
+ | |||
+ | Popup Settings: | ||
+ | - These settings let you adjust how the popup animates. | ||
+ | - See "Popup Settings" section below. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | Event Popup: Event | ||
+ | - Makes a centered event popup on target event sprite. | ||
+ | - Requires VisuMZ_1_MessageCore! | ||
+ | - Cannot be used in battle! | ||
+ | |||
+ | Event ID: | ||
+ | - The ID of the event to play popup on. | ||
+ | - Use 0 for current event. | ||
+ | - You may use JavaScript code. | ||
+ | |||
+ | Message Text: | ||
+ | - Insert the text to be displayed. | ||
+ | - Text codes can be used. | ||
+ | |||
+ | Message Duration: | ||
+ | - What is the frame duration of the event popup? | ||
+ | - 60 frames = 1 second. You may use code. | ||
+ | |||
+ | Popup Settings: | ||
+ | - These settings let you adjust how the popup animates. | ||
+ | - See "Popup Settings" section below. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | Event Popup: Target Tile | ||
+ | - Makes a centered event popup on target tile. | ||
+ | - Requires VisuMZ_1_MessageCore! | ||
+ | - Cannot be used in battle! | ||
+ | |||
+ | Map Tile X: | ||
+ | Map Tile Y: | ||
+ | - The x/y coordinate of the map tile. | ||
+ | - You may use JavaScript code. | ||
+ | |||
+ | Message Text: | ||
+ | - Insert the text to be displayed. | ||
+ | - Text codes can be used. | ||
+ | |||
+ | Message Duration: | ||
+ | - What is the frame duration of the event popup? | ||
+ | - 60 frames = 1 second. You may use code. | ||
+ | |||
+ | Popup Settings: | ||
+ | - These settings let you adjust how the popup animates. | ||
+ | - See "Popup Settings" section below. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | Popup Settings | ||
+ | |||
+ | Fade Settings: | ||
+ | |||
+ | Fade In Duration: | ||
+ | - How many frames does it take to fade in? | ||
+ | - 60 frames = 1 second. | ||
+ | |||
+ | Fade Out Duration: | ||
+ | - How many frames does it take to fade out? | ||
+ | - 60 frames = 1 second. | ||
+ | |||
+ | Offset Settings: | ||
+ | |||
+ | Starting Offset X: | ||
+ | - Offsets the starting x position. | ||
+ | - Negative: left. Positive: right. | ||
+ | - You may use code. | ||
+ | |||
+ | Starting Offset Y: | ||
+ | - Offsets the starting y position. | ||
+ | - Negative: up. Positive: down. | ||
+ | - You may use code. | ||
+ | |||
+ | Ending Offset X: | ||
+ | - Offsets the ending x position. | ||
+ | - Negative: left. Positive: right. | ||
+ | - You may use code. | ||
+ | |||
+ | Ending Offset Y: | ||
+ | - Offsets the ending y position. | ||
+ | - Negative: up. Positive: down. | ||
+ | - You may use code. | ||
+ | |||
+ | Scaling Settings: | ||
+ | |||
+ | Starting Scale X: | ||
+ | - What is the starting scale x? | ||
+ | - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% | ||
+ | - You may use code. | ||
+ | |||
+ | Starting Scale Y: | ||
+ | - What is the starting scale y? | ||
+ | - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% | ||
+ | - You may use code. | ||
+ | |||
+ | Ending Scale X: | ||
+ | - What is the ending scale x? | ||
+ | - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% | ||
+ | - You may use code. | ||
+ | |||
+ | Ending Scale Y: | ||
+ | - What is the ending scale y? | ||
+ | - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% | ||
+ | - You may use code. | ||
+ | |||
+ | Angle Settings: | ||
+ | |||
+ | Starting Offset Angle: | ||
+ | - What is the starting angle offset? | ||
+ | - Use numbers between 0 and 360. | ||
+ | - You may use code. | ||
+ | |||
+ | Ending Offset Angle: | ||
+ | - What is the ending angle offset? | ||
+ | - Use numbers between 0 and 360. | ||
+ | - You may use code. | ||
+ | |||
+ | Misc Settings: | ||
+ | |||
+ | Arc Peak: | ||
+ | - This is the height of the popup's trajectory arc in pixels. | ||
+ | - Positive: up. Negative: down. | ||
+ | - You may use code. | ||
</pre> | </pre> | ||
Revision as of 16:06, 13 December 2023
The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.
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Contents
- 1 Auto Movement Plugin Commands
- 2 Call Event Plugin Commands
- 3 Dash Plugin Commands
- 4 Event Icon Plugin Commands
- 5 Event Label Plugin Commands
- 6 Event Location Plugin Commands
- 7 Event Popup Plugin Commands
- 8 Event Timer Plugin Commands
- 9 Follower Control Plugin Commands
- 10 Global Switch Plugin Commands
- 11 Global Variable Plugin Commands
- 12 Morph Event Plugin Commands
- 13 Player Icon Plugin Commands
- 14 Self Data Plugin Commands
- 15 Self Switch Plugin Commands
- 16 Self Variable Plugin Commands
- 17 Spawn Event Plugin Commands
Auto Movement Plugin Commands
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Auto Movement: Events - Allow/stop events from auto movement. Value: - Allow events to move automatically?
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Call Event Plugin Commands
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Call Event: Remote Read - Runs the page of a different event remotely. - This will run the page of the target event on the CURRENT event. - This means that any "This Event" commands will be applied to the event using this Plugin Command and NOT the target event that page data is being retrieved from. - Think of it as the current event using the target called event as a Common Event ala how RPG Maker 2003 works (for those familiar with it). Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the event to remotely run. - Use 0 for current event. - You may use JavaScript code. Page ID: - The page of the remote event to run. - You may use JavaScript code.
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Dash Plugin Commands
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Dash Enable: Toggle - Enable/Disable Dashing on maps. Value: - What do you wish to change dashing to?
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Event Icon Plugin Commands
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Event Icon: Change - Change the icon that appears on an event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Icon Index: - Icon index used for the icon. - You may use JavaScript code. Buffer X: - How much to shift the X position by? - You may use JavaScript code. Buffer Y: - How much to shift the Y position by? - You may use JavaScript code. Blend Mode: - What kind of blend mode do you wish to apply to the icon sprite?
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Event Icon: Delete - Delete the icon that appears on an event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code.
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Event Label Plugin Commands
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Event Label: Refresh - Refresh all Event Labels on screen. - This is used to refresh page conditions for map changes that don't force a refresh.
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Event Label: Visible - Change the visibility of Event Labels. Visibility: - What do you wish to change visibility to?
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Event Location Plugin Commands
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Event Location: Save - Memorize an event's map location so it reappears there the next time the map is loaded. Event ID: - The ID of the target event. - You may use JavaScript code.
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Event Location: Delete - Deletes an event's saved map location. - The event will reappear at its default location. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code.
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Event Location: Create - Creates a custom spawn location for a specific map's event so it appears there the next time the map is loaded. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. X Coordinate: - The X coordinate of the event. - You may use JavaScript code. Y Coordinate: - The Y coordinate of the event. - You may use JavaScript code. Direction: - The direction the event will be facing. Optional: Page ID: - The page of the event to set the move route to. - You may use JavaScript code. Move Route Index: - The point in the move route for this event to be at if the page ID matches the rest of the page conditions.
---
Event Popup Plugin Commands
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Event Popup: Player - Makes a centered event popup on the player sprite. - Requires VisuMZ_1_MessageCore! - Cannot be used in battle! Message Text: - Insert the text to be displayed. - Text codes can be used. Message Duration: - What is the frame duration of the event popup? - 60 frames = 1 second. You may use code. Popup Settings: - These settings let you adjust how the popup animates. - See "Popup Settings" section below.
---
Event Popup: Follower - Makes a centered event popup on target follower sprite. - Requires VisuMZ_1_MessageCore! - Cannot be used in battle! Follower Index: - Which follower index to play popup? - Index starts at 0. - You may use JavaScript code. Message Text: - Insert the text to be displayed. - Text codes can be used. Message Duration: - What is the frame duration of the event popup? - 60 frames = 1 second. - You may use code. Popup Settings: - These settings let you adjust how the popup animates. - See "Popup Settings" section below.
---
Event Popup: Event - Makes a centered event popup on target event sprite. - Requires VisuMZ_1_MessageCore! - Cannot be used in battle! Event ID: - The ID of the event to play popup on. - Use 0 for current event. - You may use JavaScript code. Message Text: - Insert the text to be displayed. - Text codes can be used. Message Duration: - What is the frame duration of the event popup? - 60 frames = 1 second. You may use code. Popup Settings: - These settings let you adjust how the popup animates. - See "Popup Settings" section below.
---
Event Popup: Target Tile - Makes a centered event popup on target tile. - Requires VisuMZ_1_MessageCore! - Cannot be used in battle! Map Tile X: Map Tile Y: - The x/y coordinate of the map tile. - You may use JavaScript code. Message Text: - Insert the text to be displayed. - Text codes can be used. Message Duration: - What is the frame duration of the event popup? - 60 frames = 1 second. You may use code. Popup Settings: - These settings let you adjust how the popup animates. - See "Popup Settings" section below.
---
Popup Settings Fade Settings: Fade In Duration: - How many frames does it take to fade in? - 60 frames = 1 second. Fade Out Duration: - How many frames does it take to fade out? - 60 frames = 1 second. Offset Settings: Starting Offset X: - Offsets the starting x position. - Negative: left. Positive: right. - You may use code. Starting Offset Y: - Offsets the starting y position. - Negative: up. Positive: down. - You may use code. Ending Offset X: - Offsets the ending x position. - Negative: left. Positive: right. - You may use code. Ending Offset Y: - Offsets the ending y position. - Negative: up. Positive: down. - You may use code. Scaling Settings: Starting Scale X: - What is the starting scale x? - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% - You may use code. Starting Scale Y: - What is the starting scale y? - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% - You may use code. Ending Scale X: - What is the ending scale x? - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% - You may use code. Ending Scale Y: - What is the ending scale y? - 0.0 = 0%, 0.5 = 50%, 1.0 = 100% - You may use code. Angle Settings: Starting Offset Angle: - What is the starting angle offset? - Use numbers between 0 and 360. - You may use code. Ending Offset Angle: - What is the ending angle offset? - Use numbers between 0 and 360. - You may use code. Misc Settings: Arc Peak: - This is the height of the popup's trajectory arc in pixels. - Positive: up. Negative: down. - You may use code.
---
Event Timer Plugin Commands
---
Event Timer: Change Speed - Changes the timer frame decrease (or increase) speed. Speed: - How many 1/60ths of a second does each frame increase or decrease by? - Negative decreases. - Positive increases. - JavaScript allowed.
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Event Timer: Expire Event Assign - Sets a Common Event to run upon expiration. - Bypasses the default code if one is set. Common Event ID: - Select the Common Event to run upon the timer's expiration.
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Event Timer: Expire Event Clear - Clears any set to expire Common Event and instead, run the default Game_Timer expiration code.
---
Event Timer: Frames Gain - Chooses how many frames, seconds, minutes, or hours are gained or lost for the event timer. Frames: - How many 1/60ths of a second are gained/lost? - Positive for gain. - Negative for lost. - JavaScript allowed. Seconds: - How many seconds are gained/lost? - Positive for gain. - Negative for lost. - JavaScript allowed. Minutes: - How many minutes are gained/lost? - Positive for gain. - Negative for lost. - JavaScript allowed. Hours: - How many hours are gained/lost? - Positive for gain. - Negative for lost. - JavaScript allowed.
---
Event Timer: Frames Set - Chooses how many frames, seconds, minutes, or hours are set for the event timer. Frames: - Set frame count to this value. - Each frame is 1/60th of a second. - JavaScript allowed. Seconds: - Set seconds to this value. - JavaScript allowed. Minutes: - Set minutes to this value. - Each minute is 60 seconds. - JavaScript allowed. Hours: - Set hours to this value. - Each hour is 60 minutes. - JavaScript allowed.
---
Event Timer: Pause - Pauses the current event timer, but does not stop it.
---
Event Timer: Resume - Resumes the current event timer from the paused state.
---
Follower Control Plugin Commands
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Follower: Set Global Chase - Disables all followers from chasing the player or reenables it. Chase: - Sets all followers to chase the player or not.
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Follower: Set Target Chase - Disables target follower from chasing the player or reenables it. Follower ID: - Select which follower ID to disable/reenable chasing for. Chase: - Sets target follower to chase its target or not.
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Follower: Set Control - Sets the event commands to target a follower when "Player" is selected as the target. Follower ID: - Select which follower ID to control. - 0 is the player.
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Follower: Reset - Resets all follower controls. Event Commands that target the "Player" return to normal and followers chase again.
---
Global Switch Plugin Commands
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Global Switch: Get Self Switch A B C D - Gets the current ON/OFF value from a Self Switch and stores it onto a Global Switch. Map ID: - The map the source map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the source event. - Use 0 for current event. - You may use JavaScript code. Letter: - Letter of the target event's Self Switch to obtain data from. - Target Switch ID: - The ID of the target switch.
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Global Switch: Get Self Switch ID - Gets the current ON/OFF value from a Self Switch and stores it onto a Global Switch. Map ID: - The map the source map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the source event. - Use 0 for current event. - You may use JavaScript code. Switch ID: - The ID of the source switch. - Target Switch ID: - The ID of the target switch.
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Global Variable Plugin Commands
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Global Variable: Get Self Variable ID - Gets the current stored value from a Self Variable and stores it onto a Global Variable. Map ID: - The map the source map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the source event. - Use 0 for current event. - You may use JavaScript code. Variable ID: - The ID of the source variable. - Target Variable ID: - The ID of the target variable.
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Morph Event Plugin Commands
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Morph Event: Change - Runs the page of a different event remotely. Step 1: Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Step 2: Template Name: - Name of the target event template to morph into. - Ignored if this is called "Untitled". Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Preserve Morph: - Is the morph effect preserved? - Or does it expire upon leaving the map?
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Morph Event: Remove - Remove the morph status of an event. Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the event to remotely run. - Use 0 for current event. - You may use JavaScript code. Remove Preservation: - Also remove the preservation effect?
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Player Icon Plugin Commands
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Player Icon: Change - Change the icon that appears on on the player. Icon Index: - Icon index used for the icon. - You may use JavaScript code. Buffer X: - How much to shift the X position by? - You may use JavaScript code. Buffer Y: - How much to shift the Y position by? - You may use JavaScript code. Blend Mode: - What kind of blend mode do you wish to apply to the icon sprite?
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Player Icon: Delete - Delete the icon that appears on the player.
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Self Data Plugin Commands
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Self Data: Reset All - Reset the Self Switch and Self Variable data of all events within the specified map. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code.
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Self Switch Plugin Commands
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Self Switch: A B C D - Change the Self Switch of a different event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Letter: - Letter of the target event's Self Switch to change. Value: - What value do you want to set the Self Switch to?
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Self Switch: Switch ID - Change the Self Switch of a different event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Switch ID: - The ID of the target switch. Value: - What value do you want to set the Self Switch to?
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Self Variable Plugin Commands
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Self Variable: Variable ID - Change the Self Variable of a different event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Variable ID: - The ID of the target variable. Value: - What value do you want to set the Self Switch to?
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Spawn Event Plugin Commands
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Spawn Event: Spawn At X, Y - Spawns desired event at X, Y location on the current map. Step 1: Template Name: - Name of the target event template to spawn as. - Ignored if this is called "Untitled". Map ID: - Target event's map to be used as reference. - You may use JavaScript code. Event ID: - The ID of the target event to be used as reference. - You may use JavaScript code. Step 2: X Coordinate: - Target Location to spawn at. - You may use JavaScript code. Y Coordinate: - Target Location to spawn at. - You may use JavaScript code. Check Event Collision: - Check collision with any other events and player? Check Passability: - Check passability of the target location. Preserve Spawn: - Is the spawned event preserved? - Or does it expire upon leaving the map? Step 3: Success Switch ID: - Target switch ID to record spawning success. - Ignore if ID is 0. OFF means failed. ON means success.
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Spawn Event: Spawn At Region - Spawns desired event at a random region-marked location on the current map. Step 1: Template Name: - Name of the target event template to spawn as. - Ignored if this is called "Untitled". Map ID: - Target event's map to be used as reference. - You may use JavaScript code. Event ID: - The ID of the target event to be used as reference. - You may use JavaScript code. Step 2: Region ID(s): - Pick region(s) to spawn this event at. Check Event Collision: - Check collision with any other events and player? Check Passability: - Check passability of the target location. Preserve Spawn: - Is the spawned event preserved? - Or does it expire upon leaving the map? Step 3: Success Switch ID: - Target switch ID to record spawning success. - Ignore if ID is 0. OFF means failed. ON means success.
---
Spawn Event: Spawn At Terrain Tag - Spawns desired event at a random terrain tag-marked location on the current map. Step 1: Template Name: - Name of the target event template to spawn as. - Ignored if this is called "Untitled". Map ID: - Target event's map to be used as reference. - You may use JavaScript code. Event ID: - The ID of the target event to be used as reference. - You may use JavaScript code. Step 2: Terrain Tag(s): - Pick terrain tag(s) to spawn this event at. - Insert numbers between 0 and 7. Check Event Collision: - Check collision with any other events and player? Check Passability: - Check passability of the target location. Preserve Spawn: - Is the spawned event preserved? - Or does it expire upon leaving the map? Step 3: Success Switch ID: - Target switch ID to record spawning success. - Ignore if ID is 0. OFF means failed. ON means success.
---
Spawn Event: Despawn Event ID - Despawns the selected Event ID on the current map. Event ID - The ID of the target event. - You may use JavaScript code.
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Spawn Event: Despawn At X, Y - Despawns any spawned event(s) at X, Y location on the current map. X Coordinate: - Target Location to despawn at. - You may use JavaScript code. Y Coordinate: - Target Location to despawn at. - You may use JavaScript code.
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Spawn Event: Despawn Region(s) - Despawns the selected Region(s). Region ID(s) - Pick region(s) and despawn everything inside it.
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Spawn Event: Despawn Terrain Tag(s) - Despawns the selected Terrain Tags(s) on the current map. Terrain Tag(s): - Pick terrain tag(s) and despawn everything inside it. - Insert numbers between 0 and 7.
---
Spawn Event: Despawn Everything - Despawns all spawned events on the current map.
---