I think I finally got this working, no bugs π
This is a scripter’s tool. It allows events to be spawned from a proxy map in your project. It has support for spawning persistent events on the map which will remain in place upon saving and reloading the game, etc.
Get the script here. (Updated 4June2013)



this script give me error “Game Character” line 215: ArgumentError occurred.
Wrong number of arguments (2for1)
I wonder if you can please fix it… I like your scripts π
keep up your great work!
It should work now.
Any chance of this getting ported to VX?
There’s a possibility, I’ll make note of the request. There are likely already existing event spawners for vx as well.
Nevermind, I’ve moved my project to VXA now and I’m encountering an issue:
If the x value and the comma seperating it from the y value aren’t on the same line(which is inevitable due VXA’s character limit per line), the game crashes.
For example:
“EventSpawn.spawn_event(10,1,$game_player.x
+1, $game_player.y, true,2)” makes the game crash
Hey, I apologize for the late response.
When I release the Era basic module it will include a helper function which will make the call to this method shorter and easier to use.
For now, try using this code in the script call box:
es = EventSpawn
p = $game_player
es.spawn_event(10,1,p.x+1,p.y,true,2)
hello, this script is pretty cool and I was wondering what are the terms for commercial use of this script. Thanks
My scripts are free to use commercially.
Oh thank you. I looked at all the available “event spawn” scripts and yours was the best one in my opinion. It was the only one that offered the persistent option which is extremely important to me. It was also the only one I managed to modify so that it can place events using a parallel event when a map is loaded. Once again I would like to say great job with this script.
EventSpawn.spawn_event(2,15,$game_player.x+1, $game_player.y, false,2)
So it is (map id,event id,playerx,playery,persistent,??)
I don’t get they last number after true or false. It doesn’t do anything for me. You say it’s the self switch that will be on when it’s spawned but, I don’t get it. Could someone help?
Hi Zelik,
Sorry about the confusion, I knew that was something that may cause questions but I had intended the script to be used by people who would modify it heavily anyway so I didn’t bother changing it.
The parameter you’re referring to is not currently used (there’s a small note about this in the comments at the top of the script). In the very first version of the script that I never released I was using that parameter to specify the initial direction the event was spawned in. I decided not to support this on release but I never bothered to take out that parameter.
– Eshra
David Liwa said he managed to run this as a Parallel Event. How can I do that?
Try tagging the event you’re spawning as parallel process (in the event spawn map).
Sorry I don’t understand what tagging means. Is it changing the event trigger to parallel in the spawn map?
Yeah setting its trigger to parallel process (on the spawn map) should do it.
Awesome! Your spawn event is the only one (of which I’ve tried) that seems to work correctly (event spawns and acts as it should) with Pearl Abs. Thanks for your help.
awesome π
Is there a way to get the id of the new event?