Original Source
- Original title: TAA_EventTemplates (v1.0.0)
- Original author: taaspider
- Original date: December 24, 2020
- Source thread: https://forums.rpgmakerweb.com/threads/taa_eventtemplates-v1-0-0.131352/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)
Summary
TAA_EventTemplates - v1.0.0 Created by taaspider Terms of Use Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider".
Archived First Post
Created by taaspider
Terms of Use
Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider".
Redistribution of parts or the whole of taaspider plugins is forbidden (which also includes reposting), unless it comes from the official website (linked within the post). You are allowed to edit and change the plugin code for your own use, but you're definitely not allowed to sell or reuse any part of the code as your own. Although not required to use my plugins, a free copy of your game would be nice!
Introduction
Replicating frequent event through your game can be quite time consuming, specially if you find yourself in need of updating all of them. Be it a visual encounter, a chest, an item or NPC, this kind of work can become quite time consuming, but reflecting in little to no progress in a project.
TAA_EventTemplates brings two important features:
- The ability to set an event to automatically copy another (which serves as a template), so that if you ever need to change that chest behavior you can just alter the template. Wherever that template is referenced will be automatically updated the next time you start your game;
- The ability to transform an event into a template. This feature lets you organize your events with less pages and care for your game's progress in a more organized way. Or even change how an event from another map behaves completely without being limited to switchs and variables.
You can download the plugin here.
You can also test the plugin using my sample demo project. It was built with MV, but you can open it with MZ as well (just open the game.rmmzproject file and you're good to go).
On each of your map templates, create and organize the events you need. As with maps, events can be given a name, which can be used to reference it later. Just make sure that the combination of "Map Name" and "Event Name" are unique, otherwise we may run into trouble later. Then open the Plugin Manager and fill the only plugin parameters displayed with the map IDs from your template maps.
After that, just use note tags and plugin commands to reference one of your templates.
Be careful though: transforming an event into another do not alter the self switches states. So if the event's self switch A is on, for example, transforming it into another event won't change that. The event ID and Name are also not changed (so you can still reference them in move route commands, for example).
Also, event transformations are automatically saved and load any time the event is loaded again. That means that going out and back from the current map won't reset the transformation. The only way to do that is through explicit plugin commands.
WARNING: Map and event names cannot contain either the , or > symbols. If you're an MV user, I'd advise against creating names containing blank spaces, as that will make them unreachable through plugin commands.
If you're using MZ blank spaces are not a problem (, and > are still a no no though).
The basic note tag is as follows:
Remember: self switch states won't change when an event is transformed. When talking about note tags, that means that an event will always load with all self switches turned off, at least initially. But what if, for some reason, we want it to turn one of them on by default?
That can also be done with note tags:
$gameSystem.hasEventTemplateData(mapId, eventId)
$gameSystem.deleteEventTemplatesData(mapId, eventId)
$gameSystem.transformLocalEvent(eventId, mapKey, eventKey, noHistory)
$gameSystem.transformRemoteEvent(mapId, eventID, mapKey, eventKey, noHistory)
$gameSystem.rollbackLocalEvent(eventId, n)
$gameSystem.rollbackRemoteEvent(mapId, eventId, n)
$gameSystem.resetLocalEvent(eventId)
$gameSystem.resetRemoteEvent(mapId, eventId)
Transform Remote Event
Rollback Local Event
Rollback Remote Event
Reset Local Event
Reset Remote Event
- Version 1.0.0:
- Public release. No changes from beta;
- Version 0.9.0:
- Beta release;
Downloads / Referenced Files
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Terms of Use Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider". Redistribution of parts or the whole of taaspider plugins is forbidden (which also includes reposting), unless it comes from the official website (linked within the post). You are allowed to edit and change the plugin code for your own use, but you're definitely not allowed to sell or reuse any part of...
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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