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PostPosted: September 25th, 2005, 10:46 pm 
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Is there a way to move a Character/NPC from one map to another? For example:

A Character/NPC is in dungeon 1. After speaking to them they disappear from that dungeon. Now, they appear in town 1.

Is something like this possible? I have tried everything and can only move the Active Character and not NPCs. If its not possible, then that would mean you can only place a Character/NPC once on a map, and they cannot go any where else but where you place them. That is really limiting....


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PostPosted: September 30th, 2005, 1:15 am 
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I need to test it first. I will do it, I'm sure I can, then I will explain here.


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PostPosted: September 30th, 2005, 6:39 pm 
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You could make a NPC show up in town 1 by having the NPC placed in town 1, but invisible. After you get done talking to the NPC in the dungeon, trigger a condition for the NPC in town 1 that causes it to become visible and have the NPC in the dungeon disappear.

I honestly haven't tried it, but that should work.


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PostPosted: October 1st, 2005, 1:38 pm 
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Yea^ That'll work I just used that approach with an event. Don't see why NPC's would work any different. 1


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PostPosted: October 3rd, 2005, 6:28 pm 
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I'm trying to do the same thing. This is what I was thinking, but I don't understand how to make it so that the character's mode is dependent upon conditions. There are 'events' associated with the modes, but I can't find anywhere to define conditions. Where do you set the condition that decides which mode is active?

In my case, I need an outside event (this npc is not involved) to effectively change the mode.


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PostPosted: October 4th, 2005, 2:18 am 
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The idea of the Display Off is a great one, but still be a problem. Is a problem because we just have 100 people to make, and doing this you will need to create 2 people. Maybe for just one person is useful, but if you want to put 5 knights that appear in different locations, this will be a problem, because in just 2 maps you filled 10 spaces.

This is really limiting, and are the things that make me love rpg maker 2003/xp, but rpg maker 3 have a lot of things really good, like the easy way to create maps, and events, and all, just that have some limiting things. In any case I always look for a way to have what I want in another perspective.


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PostPosted: October 5th, 2005, 5:56 pm 
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imo this is the biggest limitation of the entire game

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PostPosted: October 6th, 2005, 3:36 am 
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The best way could be make a 3 partition game. You can have up to 3 databases in one memory card (8 MB), so it means 3 games. The idea could be have 3 parts of one game, just that the player can't go back to previous missions, but at least have future missions for the game, you can have the missions you want to keep thought. The idea is save in another slot, and erase all the things you do not want to keep, and apply switches for do not enter at the erased missions.


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PostPosted: October 8th, 2005, 3:18 pm 
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Pretty please could someone help me with my question above? I have been trying for a while and just can't do it. I know it's a simple thing and I feel like a 'tard for not being able to, but... well.... it doesn't make sense. I can't find anywhere to enter a condition that changes the mode of the character.


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PostPosted: October 8th, 2005, 3:42 pm 
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You can't enter a condition to change the mode. Change the mode in the event code of the event that's supposed to change the mode of the first event.

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PostPosted: October 8th, 2005, 8:25 pm 
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Oh ok. That makes sense. I didn't realize that is something you can do in an event. I'll try it out tomorrow. Thanks very much!!


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PostPosted: October 11th, 2005, 9:23 pm 
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You will be restricted to making 2 of the same character, though. The game refuses to let you place one character in more than one spot.

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PostPosted: October 13th, 2005, 9:12 am 
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I haven't actually had a chance to try this yet, because I wanted to make some more of my world first and program some more story. Also, we've just been doing other stuff.


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PostPosted: October 15th, 2005, 8:48 pm 
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Yeah, what AsciiDave suggested does work. But in that situation you would have to make 2 separate NPCs. I was trying to get the same thing to happen with just 1 NPC. But after many attempts, there just doesn't seem to be a way to do this.


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PostPosted: November 19th, 2005, 6:40 pm 
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I thought of something that might possibly work... Shoot this down if it sounds too far out there.

Can't you warp NPCs to different towns by using shared variables and modes?

Example:
There are two towns:
Lantre and Resin

Let's say your starting point is in Lantre... Create a shared variable at the entrance to = 1.
Then place an invisible event when you walk into Resin that raises the variable to 2. Then set a condition for each NPC to warp to Resin when Var. = 2. Finally in the next mode, create their new message.

Then every time you enter each town, the same NPCs would show up...and as long as you don't name them, no one will be the wiser!

If you add 1 to every town you go to, you could get around that nasty character limitation... what do you think? I haven't gotten far enough in creation to try it yet, but I think it sounds like a good plan.

Anyone?


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PostPosted: November 19th, 2005, 8:32 pm 
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And you tweak with the mods and you've got a completely different event and person in every time...good thinking. You combine that with Shadowhawk's idea to "make a long rpg" and you've got 2 very effective methods for defying the system.

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PostPosted: December 5th, 2005, 9:55 pm 
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is there a warp event for the NPCs? i looked all over and couldn't find one, maybe im looking in the wrong place.


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PostPosted: December 19th, 2005, 3:27 pm 
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JRawkSteady wrote:
I thought of something that might possibly work... Shoot this down if it sounds too far out there.

Can't you warp NPCs to different towns by using shared variables and modes?

Example:
There are two towns:
Lantre and Resin

Let's say your starting point is in Lantre... Create a shared variable at the entrance to = 1.
Then place an invisible event when you walk into Resin that raises the variable to 2. Then set a condition for each NPC to warp to Resin when Var. = 2. Finally in the next mode, create their new message.

Then every time you enter each town, the same NPCs would show up...and as long as you don't name them, no one will be the wiser!

If you add 1 to every town you go to, you could get around that nasty character limitation... what do you think? I haven't gotten far enough in creation to try it yet, but I think it sounds like a good plan.

Anyone?


Yeah, I don't think there's a warp event for NPCs though. That would make things a lot easier. :\


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PostPosted: December 20th, 2005, 3:02 pm 
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You can put them on other maps. Just make a copy of the character and then place 'em where you want 'em! :D

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PostPosted: December 23rd, 2005, 12:16 am 
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How about without taking up more than one character slot, though? That sure can't be done.

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