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PostPosted: June 20th, 2006, 5:34 pm 
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In RPG Maker 1, can you make a scripted battle using a treasure event?

I'm making a part in my game that has about 5 scripted battles on one screen and I don't want to make 5 different switches.

And that brings me to my second question... This may sound nooby, but I've never really checked to see...

More than 1 switch can be turned on at the same time right?

I'm pretty sure they can, but I have never gone to check.

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PostPosted: June 20th, 2006, 5:44 pm 
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1. Yes, you can make a scripted battle using a treasure event.

2. Yes, it can. You can turn on a range (say Switch 001-24 or whatever) or singles.

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PostPosted: June 20th, 2006, 5:45 pm 
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ok, thanks.

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PostPosted: June 20th, 2006, 6:19 pm 
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One thing to keep in mind... Actually, two things. There's a limit on how many "treasure events" you can use on a single memory card. I think the limit is around 120. Also, treasure events don't stay activated when going on to the next scenario card. That won't be a problem with cutscenes/bosses as treasure events, but it poses a bit of a problem if you actually use treasure events to hold treasure.

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PostPosted: June 20th, 2006, 8:47 pm 
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I don't understand... Scenario Card?

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PostPosted: June 20th, 2006, 9:48 pm 
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RPGM1 has a "Next Scenario" option. If you run out of Scenario memory (or run out of room on the memory card), you use the Next Scenario command and tell it what scenario card is next. Then, on a fresh memory card, take your old Scenario data, rename it to whatever you want it to be called, get rid of the stuff you no longer need, and put in some new stuff. It's very much like how a bunch of PS1 games asked you every once in a while to insert the next disk. The player will reach the end of the card, it will look for the specified next scenario card, ask them to put it in, and they'll be able to continue on once they do so.

The best part is, there is no limit to how many cards long you want your game to be.

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