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Copy Events

Resource Copy Events 1.0

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
685
wrigty12 submitted a new resource:

Copy Events - Create one event, have copies of it all throughout your game!

Have you ever made a complicated event that you need to use across many maps, only to find that one typo you now need to make in each of those events?

Now, you can edit a single event and those changes will be reflected across all copies of the event!

Setup
Simply install the plugin, and you're all set.
How to use
1) Determine which main event you want to make copies of and note down its Event ID and Map ID.
2) Create a new event that you want to become a copy...

Read more about this resource...
 
I didn't tested, but it looks like a great addition! Trivia: The RPG Maker for PlayStation (AKA RPG Tsukūru 3) has this built in, called Duplicate Events and they have a big "D" in their icon. Duplicate Event only work for the same map. A screen:
KgwjtqF.png
 
Thank you for this script! Is there any way to also have it copy the event's other pages? When I try to use it in my project, it seems that only the first page gets copied, meaning that I cannot use the script to copy events that work by activating a Self-Switch to move on from a Parallel Process page.
 
Thank you for this script! Is there any way to also have it copy the event's other pages? When I try to use it in my project, it seems that only the first page gets copied, meaning that I cannot use the script to copy events that work by activating a Self-Switch to move on from a Parallel Process page.
It should copy all pages. I'm actively using the plugin in my own game and it copies over everything.

Can you show me how you've set up your event so I can try to replicate it?
 
It should copy all pages. I'm actively using the plugin in my own game and it copies over everything.

Can you show me how you've set up your event so I can try to replicate it?
I did further testing on a fresh/clean project to make sure it wasn't something wonky with my project specifically, and it turns out the behavior is even stranger than I thought. The problem only occurs on connected maps, not if the map is using normal transfers.
The event that is being copied looks like this:
QjQVVLH.png
sMAsWBA.png


The events that copy it are simply this:
ylBMRnw.png


The event being copied is on the Cedolan City demo map (ID 7). I put the events that copy it on Route 1, Lappet Town, and Route 2 (though I didn't walk that far in the demonstration below). The result when playtesting is odd, but pretty much exactly what is happening in my actual project when I get close to the borders of the connected maps that the copied events are on:
gVZBwHt.gif


I'm guessing the Map Factory may be messing with the script or the events? Appreciate you looking into it.
 
I did further testing on a fresh/clean project to make sure it wasn't something wonky with my project specifically, and it turns out the behavior is even stranger than I thought. The problem only occurs on connected maps, not if the map is using normal transfers.
The event that is being copied looks like this:
QjQVVLH.png
sMAsWBA.png


The events that copy it are simply this:
ylBMRnw.png


The event being copied is on the Cedolan City demo map (ID 7). I put the events that copy it on Route 1, Lappet Town, and Route 2 (though I didn't walk that far in the demonstration below). The result when playtesting is odd, but pretty much exactly what is happening in my actual project when I get close to the borders of the connected maps that the copied events are on:
gVZBwHt.gif


I'm guessing the Map Factory may be messing with the script or the events? Appreciate you looking into it.
Yeah it isn't this plugin. With a clean copy, no plugin, I tried throwing the same event setup you have in Route 1, and it's constantly firing while I'm in Lappet town. I think it's a core problem with map_factory trying to run parallel processes on a different map than the current one, so it's likely trying to set the self switch for the event with the same # on the Lappet Town map since that's where the player is. Which means the event never actually has its self switch set until you enter Route 1. And thus, it constantly runs.

This is why I never use parallel processes, because they always tend to break things lol. I would recommend reworking what you're trying to do.

EDIT: Actually, you can bypass this issue and still be able to use this plugin if you do the following:
1) In the script editor, in a new script above Main, add
Ruby:
Expand Collapse Copy
class Interpreter
  attr_reader :event_id
end
2) In your event, instead of using the Control Self Switch command, add the script call pbSetSelfSwitch(self.event_id, "A", true)

This fixes it because the Control Self Switch command always runs on $game_map (the map the player is currently on) instead of the map the event is actually on.
 
Last edited:
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