Tsukihime 1,487 Posted April 26, 2013 (edited) This script allows you to randomize an event's position when you enter the map. Regions are used to designate the tiles where an event can appear. Download Get it at Hime Works! Installation Place this script below Materials and above Main Usage To designate an event page where the event's position is randomized, create a comment and write <random position region: x type> For some region ID xThe type determines when position randomization occurs init - only when the event is created page - when you change to that pageIf that page is active when the map is loaded, then the event will be randomlymoved to a tile in that region. This is applied to events on a per-page basis, so you may need to add the comment to multiple pages. Edited March 30, 2015 by Tsukihime 3 KayDgirl91, Wren and Gump reacted to this Share this post Link to post Share on other sites
anavn1 9 Posted April 26, 2013 Just realized a limitation. If the event used is not active when loading the map it will not be randomized even if it has the same randomize comment. ex: needs a variable. A solution I found was making an empty event with the comment and making it use a self switch when the variable is obtained. Share this post Link to post Share on other sites
estriole 326 Posted April 28, 2013 hime you could call the randomize position not at initialize but at def setup_page_settings it will fix the issues anavn1 encounter (no need for extra blank event page and one selfswitch for randomize. because self switch is valuable for eventer and by default we only have 4 ) Share this post Link to post Share on other sites
Tsukihime 1,487 Posted April 28, 2013 Updated script with an extra argument to the comment <random position region: 3> <random position region: 3 init> <random position region: 3 page> If you write page, the position is randomized whenever you change to that page.If you write init, or don't write anything at all, it will just be randomized only when the event is created. Share this post Link to post Share on other sites
Animebryan 135 Posted August 8, 2013 I'm trying to create a psuado-random dungeon generator by using the Random Generator on template maps then copying & pasting them onto a 500x500 map to make different generated areas. I'm using 100x100 maps so I can fit up to 25 different areas on one map. This script would help randomly place my events around but I rely on a randomly generated variable to determine which section the player gets transferred to. I want to label the floor tiles in each section with Region IDs so they won't get placed in walls & ceilings, but the script requires you to specify only 1 predetermined Region ID. I need to label each section with a different region ID so that the events get placed in the right section.So I was wondering if you could set an option that would check a custom variable to determine which region ID the events get placed on. It would be too difficult to try to make separate events for each section (1 staircase, 1 recovery point, 20 chests & 40 enemies to randomly place). That would be WAY too many events on one map, & would be equally difficult to try to use eventing to workaround it. So if you could add this option to the script I would appreciate it very much. Thank you. Share this post Link to post Share on other sites
Tsukihime 1,487 Posted August 9, 2013 I've added support for variables so you can say <random position region: v[2]> To use whatever value is stored in variable 2 as the region ID where the event could be placed. 1 TheNewAgeDilemma reacted to this Share this post Link to post Share on other sites
Animebryan 135 Posted August 9, 2013 I've added support for variables so you can say <random position region: v[2]> To use whatever value is stored in variable 2 as the region ID where the event could be placed. Sweet! Thanks! My psuado-random dungeon idea might just actually work! Share this post Link to post Share on other sites