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PostPosted: November 16th, 2010, 1:50 pm 
Rank 2: Eager White Mage Rank 2: Eager White Mage
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After a chat with Vespuleth, he has given me permission to explain how the block limit trick works. As most of you know, the biggest drawback to RPGM2 is that you can only have 512 blocks displaying at a time. With this trick you can literally have as many buildings as their are events.

Heres how it works:



A different angle shot kinda showing how it really works:



Now there are a few things that make this system a tad tedious.
For one, you can't have any zooming in or out, as it would look odd. Also you have to pay heavy attention to how many buildings are in your current visible area, as well as how many blocks each of them have.

Now lets get on to how it works.

First make a basic house, then make another.

Now make flags for however many buildings you want to use for the trick
im gonna use 10 flags.

So B1-B10.

Now make 10 events named B1-B10. For each event:

The first Event Page should be for example "B1"
If Flag B1=ON
Display Building, and choose your direction. Create a new page for the event. In this page If Flag B1=OFF, no display (basically how the building is turned off).

Do the same for B2-10.
Now here is how the magic all works. Now depending on how big your buildings are this part could be different, for now im only gonna be displaying 2 buildings at a time. We need to create gateways so create a new script name it G1.

[G1]
Data: Game Info Load
If Party Dir = 6 (North)
Flag B1 Off ~ Flag B2 Off
Flag B3 On ~ Flag B4 On
End
If Party Dir = 2 (South)
Flag B1 On ~ Flag B2 ON
Flag B3 OFF ~ Flag B4 OFF

Repeat for G2-G10.

Now we need the actual events, so create 10 more events, named G1-G10.
In each Apply Slot put the corresponding script, and set the type to Equal.

Now when you place your buildings on your map, make sure that there is enough space to not look like its disappearing and appearing fast, also before each set of buildings place your gateway events. Save, and testplay. This is mainly for people who already know what they are doing. If need be I can release a file with all that I've mentioned. Just PM me if needed. Remember, if you do use this. Make sure to credit Vespuleth, not me.


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PostPosted: November 16th, 2010, 1:54 pm 
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This will probably stop that horrible slow down effect from having too much junk in one area as well.

This is epic.

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PostPosted: November 16th, 2010, 2:02 pm 
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Lantis wrote:
This will probably stop that horrible slow down effect from having too much junk in one area as well.

This is epic.



Yep yep, you just make gateways for the objects as well and flags corresponding each object.


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PostPosted: November 16th, 2010, 5:15 pm 
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By gateways, you mean events lining the ground that the player triggers when they step on them?

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PostPosted: November 16th, 2010, 5:30 pm 
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Yeah, Equal events the player needs to run into, sorry shoulda mentioned that.


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