Ritter Ultimate Event Spawner v2.0 MV & MZ


Hey everyone! I rolled up my sleeves and dug deep with this one! I present to you Ritter Ultimate Event Spawner 2.0! I started out with a few fixes and ended up redesigning the core backend of the entire system, which improved stability and performance dramatically! Then after upgrading the spawner and expanding on the boundary system I decided to combine the MV and MZ spawners into one plugin, so now everyone who owned MV spawner now owns the MZ spawner too, and vice-versa! 

What's New

  • Fully rebuilt Event Spawner
  • Now compatible with both RPG Maker MV and MZ
  • New high-performance event recycling system
  • Major stability and timing fixes
  • Cleaner API, better plugin commands, better script calls
  • Fully integrated with my updated Boundary System
  • Far better documentation, guides, and examples

This update started as a cleanup pass… and turned into a full-blown upgrade of the core system.

What This Means for Your Projects

The spawner now handles these in smarter, more performant ways:

  • spawn/unspawn endlessly with zero buildup

  • recycle sprites safely and instantly

  • maintain consistent performance over long sessions

  • handle high-volume dynamic maps

  • persist events between spawns

  • work alongside the Boundary System for automated streaming

Your game will feel the same at 20 hours as it did at 2 minutes.

This matters a lot for people making:

  • survival systems

  • farming sims

  • open worlds

  • random encounters

  • anything event-heavy or long-form

If an event doesn’t need to exist 100% of the time, the spawner + boundary system will manage it for you.

Boundary System Updated + Combined

The Boundary System now shares a single codebase between MV and MZ as well.

If you owned the MV version, you should see a 100% off upgrade on the new consolidated page, just claim it to keep your license moving forward.

Boundaries are easier to work with, more stable, and better documented. Detailed documentation is on the way along with more improvements to boundary spawning.

One new boundary feature that isn't explained yet in documentation is:

Preloading events to a boundary.

This allows you to preload spawned events into a boundary's saved event data, allowing for every event to be preloaded and ready when needed as the player approaches if the boundary system sees a preloaded event inside it's saved event database it will spawn in a new event, using the spawn event data located in the saved event slot, and then replace the preload data with a real game event.

This will give a lot more precision and control over the exact location events will spawn in, instead of only relying on regionId based spawning.

Now you can preload events by x,y location & random tile marked with a regionId.

Cross-Engine Support

MV Support was attained day of release, it passed my initial testing with enough confidence to move forward, I'll be putting it through more intense tests in the coming days, updates will roll out as necessary.

Everything core works:

  • spawning

  • unspawning

  • recycling

  • saved event states

  • boundary triggers

  • sprite reuse

If anyone runs into something weird, just tell me and I’ll patch it fast.

What’s Coming Next

This update is not the finish line for the spawner.

More will be coming to the event spawner and boundary system soon!

And then...

My entire plugin collection will be getting the same treatment!

And in doing so I'm laying the groundwork for my next bigger project:
a Procedural World Toolkit built from Event Spawner + Boundary System + Map Transform.

Think:

  • tile-based world streaming

  • dynamic chunk loading

  • persistent grid-based worlds

  • each map is a tile on a larger grid

  • events can be spawned directly from those maps onto the game map as the world shifts

  • true “open world” structure inside RPG Maker where everything exists only around the player.

Yes, it's possible. And yes, it’ll be happening.

It's going to require a lot more work and some technical research but it's entirely within the realm of possibility now.

So this leads me to my...

Patreon Launch

I’ve opened a Patreon for people who want to:

  • follow development

  • get early builds

  • try early prototypes

  • get dev notes and breakdowns

  • access the Discord

  • participate in polls on new systems

  • support future development of new and existing systems

It’s there if you want to support this whole ecosystem of tools and help speed up the development of the bigger systems. I have some big ideas to bring to life which would open the doors for all sorts of other genres of games to be made in RPG Maker!

My Patreon is brand-new, so all early supporters are greatly appreciated!

Follow & Support me on my new Patreon!

Never required, always appreciated.

Thank you all

This update took a lot of late nights, rewrites, testing, and caffeine, but I’m incredibly happy with where the spawner and boundary system are now.

If you try it out, let me know how it goes and if you break something, Thank you! You're helping me make it even better.

If you enjoy updates like these, and the updates soon to come...

Please consider giving a 5 star rating and review! It would help out a lot!

More updates, guides, and videos coming very soon.

- Ritter

Files

Ritter Ultimate Event Spawner v2.0 131 kB
23 hours ago

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