Were you able to see the issue in the project I linked? I wonder why it didn't happen in your project hmmm... but yeah I tried again in a 5th new project and it's still angry at me when I switch maps haha, am I doing something incorrectly you can see? I tried with and without the qmove comments too and messing around with some stuff but I couldn't figure it out QvQ
Viewing post in Ritter Ultimate Event Spawner (RPG Maker MV) comments
I did look into this issue and it's likely caused when the saved events are recreated. Chances are I'll have to handle how I recreate saved events in another way. I had a few things I needed to take care of in the meantime while I come up with another method for the handling of restoring saved events that won't interfere with QPlus. I'm on it still, just not quite satisfied with the result yet.
Edit:
I spoke too soon and think I finally came up with something I don't hate. This method seems to be an overall upgrade from the original method of restoring events so with some testing it should be good to officially replace the old method.
I uploaded the modified plugin file to the store page if you wanted to download it and help me test it further that would be super helpful! Hopefully this solves all issues :D
It took me a while to find the source of this error xD but there was one error I found where if you do the following then change maps and come back it will give this error: "Cannot read property of `_eventId` of undefined."
- This error happens even with qplus and qmove turned off btw <3
- This error only occurs when you spawn an event onto or move an event onto an unspawned event's location before transferring maps at least once .
- ie. if you remove event 1 > transfer/transfer back > spawn event 2 on event 1's location there will be no error when transferring maps again.
However if you remove event 1 > spawn event 2 on event 1's location > transfer/transfer back there WILL be an error.
Project: https://www.dropbox.com/s/lanmn4001jwoxeb/Get%20Started%20with%20Dropbox.pdf?dl=...
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Spawn #1 > Unspawn #1 > Spawn event #2 > Move event #2 to event#1's old pos.
Ritter.spawnEvent(2, 1, 5, 2, true);
Ritter.unspawnEvent($gameMap._lastSpawnEventId, true);
Ritter.spawnEvent(2, 1, 5, 1, true);
$gameMap.event($gameMap._lastSpawnEventId).setPosition(5, 2);
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Spawn #1 > Unspawn #1 > Spawn event #2 on event#1's old pos.
Ritter.spawnEvent(2, 1, 5, 2, true);
Ritter.unspawnEvent($gameMap._lastSpawnEventId, true);
Ritter.spawnEvent(2, 1, 5, 2, true);
Sorry about that I actually deleted the posts after downloading the project because the project file contains this paid plugin :P
I did indeed download them though and I'm in the process of working out whats going wrong, it seems to be with the new method of saved events introduced in the last compatibility fix.
I believe I have the problem fixed but requires further testing. I uploaded this new version of the plugin to the store page:
Ritter_EventSpawner SavedEvent Fix Testing.zip
I'll run more tests myself but its always useful to have extra hands on. Turns out it was not deleting the saved events properly which was causing it to error. This was likely caused by the recent change to saved events. I believe its fixed now hopefully.
Still running A+ at first I ran into the bug once but I haven't seen it since so I'm not sure what happened there? Otherwise works like a charm~
Also just bought the MZ version last weekend, since MZ is on sale right now going to take the opportunity to buy it and slowly start swapping things over~ Take your time porting this to MZ, no pressure, and let me know when it's ready for testing there too! I'll release another status gushing on the forums when you do since I honestly can't thank you enough