A downloadable plugin

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RPG Maker MZ allows game developers to 'plant' hidden events which reveal themselves once a condition (or set of conditions) is met, making it look like they've spawned out of nothing. However, the applications of such a manual method are limited, and there isn't a built-in system to dynamically and efficiently spawn an event (or multiple events) based on various  parameters and conditions, allowing for richer game-design possibilities.

  1. This plugin enables developers to spawn an event (or multiple events), from a pre-made template event stored on a dedicated map, using various parameters and conditions, making spawning a dynamic process, and accommodating diverse game scenarios:


    1. The spawned event contains all the data and settings from its original source (the template event).
      1.  The developer can refer to the source / template event either by its ID (in the source map) or by its (unique) name.
    2. If the template event is changed / updated, all of the events spawned based on this template are also updated automatically (no need to update them manaully one-by-one).
    3. The event can be spawned on all game maps according to several parameters:
      1.  Exact coordinates.
      2. Randomly scattered throughout the map, letting the game's developer determine how many events will be spawned.
      3. By region ID - with 2 sub-options:
        1. Full - the event will be spawned on EVERY tile with the specified region IDs.
        2. Random - the event will be spawned randomly on tiles with the specified region IDs. The developer detrermines the percentage or fixed number of the tiles that will be spawned upon out of the whole.
    4.  The developer can define restrictions for the locations in which the event can be spawned, such as:
      1. Only on passable tiles.
      2. Only on tiles that are not already occupied by other events.
    5. Whether the developer defined such restrictions or not, the plugin makes sure that the event's spawning location is a valid one, meaning:
      1. It is within the target map's boundaries.
      2. It contains a tile (not just black space).
      3. It does not contain a vehicle.
      4. If the location already contains another event (and the developer allows multiple events in the location), its priority must be different than the spawned event's priority.
    6. The developer can define whether the spawned events are persistent, meaning: when the player leaves the map they are preserved and remain in the same state when the player re-enters the map.
    7. Spawned events, spawning definitions and spawning history is preserved in saved games, allowing for game continuity.
  2. The plugin also enables developers to:
    1. De-spawn spawned events.
    2. Transform spawned events into other events.
    3. NOTE: these can be performed only on SPAWNED events. Events that were placed on the map "manually" by the developer will not be affected.
    4. These actions can be performed using various conditions and parameters similar to the ones described in the previous article for spawning.   They enable various game scenarios not otherwise possible, for example: planting and harvesting crops.
  3. Event spawning, de-spawning and transformation can be triggered by various game scenarios:
    1. Parameters and conditions (including timing conditions) pre-defined by the user and implemented through several mechanisms. For example: Enemy troops & treasure chests scattered randomly throughout a dungeon when the player enters it.
    2. Spawning, de-spawning and transformation mechanisms can be incorporated (using common events) into skills, spells, items etc., allowing the PLAYER to perform event spawning and transformation actions in real (game) time. For example: A scroll that conjures up a demon, or a spell that transforms cats into tigers.
    3. These mechanisms can also be incorporated into other events, in order to create scenarios in which one event 'spawns' other events. Example scenarios: A cow 'giving birth' to calfs periodically, or A "Boss" monster spawning other, smaller minions.
    4. The developer can define an item to be 'dropped' by an event and 'picked-up' by the player in cases where the player despawns the event. Example scenario: when the player 'harvests' a crop, or some other game resource.
  4. Event spawning, de-spawning and transformation can be accompanied by text prompts & animation effects, in order to 'highlight' them in certain game scenarios (optional).
  5. The developer can define event spawning, de-spawning and transformation, and incorporate them into game scenarios, using 2 different approaches:
    1. Targeted / focused - Through dedicated plugin commands (6 in total).
    2. In "bulk" (multiple events pre-defined for multiple maps) Through the plugin's parameters (for spawning events only).
  6. The plugin implements 'on-the-go' event recycling, in order to optimize the use of system resources and avoid the creation of long, crowded event lists which might affect performance. 
  7. The plugin is compatible with my other major plugins (so far):
    1. Enemy Levels.
    2. Customized Dynamically Generated Chest Loot.
    3. Revealed Area Map.

All features and required parameters are explained in detail in the plugin's help section.

Since this project and other projects on my page are my first attempts at plugin coding, any constructive feedback is welcome and appreciated.  If you encounter a bug or any other problem, please report it in a comment and I will do my best to fix it.

If you used the plugin and thought it was good, please take a few seconds to leave a good rating or review, it really helps getting it out there! And finally - The plugin is free to use and you are welcome to it. However, If you find that you can donate a few dollars to support my work, on this project and future ones, it will be very much appreciated, as a LOT of time and effort went into it. Enjoy!

✔️ YOU CAN:

  • Use the plugin in any commercial  or non-commercial project
  • Adapt or modify the plugin for use in any commercial or non-commercial project
  • In any case, an acknowledgment in the credits would be appreciated

❌  YOU CAN'T:

  • Resell or distribute the plugin to others
  • Edit and resell the plugin to others

Download

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Click download now to get access to the following files:

COCOMODE_eventSpawner.js 103 kB

Development log

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