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PostPosted: March 8th, 2008, 5:30 pm 
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Ok, if have no idea how to ask this, so I'll just go visual

I have an event like this
Page 1
(doesn't matter)

Page 2:
conditon: switch 11 on

Page 3
condition: switch 12 On

When I checked the event on Test Play, it ran page 3, just like I expected. But did this happened because Switch 12 > Switch 11, or just because Page 3 > Page 2

I want to make sure, so I don't mess anything up in the future. :lol

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Last edited by Guarionex on March 10th, 2008, 8:33 am, edited 1 time in total.

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PostPosted: March 8th, 2008, 6:19 pm 
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It happened because of Page 3 > Page 2.

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PostPosted: March 8th, 2008, 7:37 pm 
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Ah, I see. Thank you.

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PostPosted: March 9th, 2008, 7:28 am 
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activation is given to the first page starting at the last page and going to the first page that meets the conditions. however note that if you set the event to activate a certain direction, and have another page activate using another direction but no conditions, the lower pages will be ignored (last page of no conditions will activate). i tried to avoid switches for something by using directional activation and found it to be a miserable failure so dont do it.

you have to be careful with how you use conditions else you can box yourself in and not be able to activate an event when you want just because a player did something in a different sequence then you planed.

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PostPosted: March 9th, 2008, 2:50 pm 
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That was going to be my next question. So basically in this case

Page 3
Condition: have x item

Page 5
Condition: Switch 3 On

If the player found X item, Page 3 won't activate if switch 3 is already on. right?
But if it were:

Page 3
Condition have x item AND switch 3 On

Page 5
Condition: Switch 3 On

Then page 3 would be activated over 5? Am I getting it right? (I think I am, but I want to be completely sure.

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PostPosted: March 9th, 2008, 6:55 pm 
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if switch 3 is on that page will activate since its the furthest page. the first page, is the last page that will be checked for conditions, and will activate if no other page is right. if you had 5 pages, page 5 would be checked first. the checking stops once any page condition is met. you could meet the conditions for every single page, it doesnt mater it still stops at the first page to meet the requirement starting from the last page and going to the first page.

its a bullien function, where the pages are else if commands and the first page is the final result if no other page condition is met.

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PostPosted: March 9th, 2008, 9:56 pm 
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Oh, I see. So I'd have to add, "Not to have X item" as a condition in page 3 if I wanted to make sure.

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PostPosted: March 10th, 2008, 12:13 am 
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yes. i always build outward meaning i put pages in chronological order of activation that way i have a fail safe so if a switch i need didnt go off, i know another will cover the mistake soon enough.

i will often use two sets of conditions in order to get an exact page for a mini game. i use this most often with my "point" system which relies on money values (10k or more and 11k or less conditions ect). be creative, know the limits of the software and how to beat them.

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PostPosted: March 10th, 2008, 8:33 am 
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Yeah, that's what I'm trying to do (knowing what the software can and can't do)
And that reminds me... I tried to make a dungeon, that for the first part, you could only fight one monster at the time, and then make another portion where you got 2 of those monsters. But I realized random encounters setup doesn't work that way. It just choose any of the monsters you listed at random in a seemingly random amount.
Is the max amount determined by the size of the monster? (I can't just picture 3 Xlarge monster together)

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PostPosted: March 10th, 2008, 1:43 pm 
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id avoid all auto battles but if you must have them yes its determined by size. one extra large, two large, 3 medium and like 6 small. i think you can get them to combo up too. note that even if you do custom battles then its limited by this same formula.

experiment and see what works, auto battling is annoying and too random. dont forget that you can add custom battle events to an auto battle settling, you just use the battle command. be creative, perhaps make the battle activate on a randomly placed and activated tile with a present chance of initiating a battle. you can also do manual auto battle placement which allows you to make specific tiles different then the rest of the dungeon (you cant have manual and auto on at the same time so choose wisely).

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PostPosted: March 18th, 2008, 11:51 pm 
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Ok, I have yet another question.

As I'm making my game, I start to think that I can make things look better than they do. But I fear that I'm giving way to much emphasis on details, and I'll run out of system data space.
Then I thought that maybe I could save system data space if, (for example) instead of putting a row of armors as part of the dungeon, I could make these armors as events, same with any other type of decoration that can be made with events.
Scenario data would fill quicker, but I can just keep the game going on by switching scenarios.

The question is: Would I be really saving a lot of system data by doing this on the long run?

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PostPosted: March 19th, 2008, 12:47 am 
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If you have a large world and a lot of detail...It sure does add up so use those events!

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PostPosted: March 19th, 2008, 7:57 am 
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I agree with in5ult080t, that could be used to save system data in the long run.


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PostPosted: March 19th, 2008, 9:15 am 
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Actually, as long as you are using scenario data... go all out. There's no limit to the number of scenario cards you can have for a game.

Well, the same is true for system... but it's a little, tricky. Best to just use events for your decor. Also, a small custom room will take a good 300 to 400 bits of data. A decent sized dungeon can get anywhere from 4000 on up. ANY pre-made area is only 21 bits of data... reguardless of how un-blocky it looks as compared to it's custom counterparts. If you can, use them.

I currently use 10 scenario cards and still am on just 1 system card. And it's still at 9 blocks.

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PostPosted: March 19th, 2008, 9:30 am 
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Yeah, I'm trying to see how can incorporate sample dungeons instead of so many custom ones
So, there's a way to use a second system data? I'm hoping I don't have to get to that. But I think I read something about it (Said it was unconfirmed at the time it was posted)

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PostPosted: March 19th, 2008, 9:42 am 
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Oh, no... it's a completely fuctional method to use mutiple system cards.

The way RPG Maker looks for data is by what you named it. So if you called your Sceanrio Data "Scenario1" When it goes to load your game, it'll look for it by that name. Same for system. Say you just called it "Sys Data"... when you load your game, it'll look for just that.

Say that card gets full. If you want another System card.... you can not name it "Sys Data2" or anything like that... it has to have the original name of the first card. Because that's the ONLY System data name it will look for.

Basically, you are tricking it into thinking it's the original card.

The problem with that is there room for user error. When the second system card is needed, the user must save their game, reset the Playstation, and when it asks for system data, have them load the second card (which is named the same as the first) and it's all good.

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PostPosted: March 19th, 2008, 9:51 am 
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AH, I see. I'm glad to know it does work.
Someone at the Pavillion said there's an overall limit to events in an area. Is this true? I know I could get around this by using multiple scenarios, but I want to know exactly what is this overall limit

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PostPosted: March 19th, 2008, 9:54 am 
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Yes, there is a limit to events.

I don't know the number... but I do know it's just under the amount of tiles you can see on screen at any one time.

I was playing around with something and wanted to see if I could load up the screen with events. It was like... 5 away from getting it covered.

But I was using duplicate events.... and I think that it may possibly be even less with actual events.

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PostPosted: March 19th, 2008, 5:26 pm 
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Nope. Regular, duplicate, or treasure, an event is an event, and you can't have more than 120 on a single map. But it is unlikely you'll ever reach that amount, unless you do something complex or have a big area surrounded by a ton of exit events.

There is a limit to treasure events on the scenario card as a whole, though. Once you've used up so many of those, you can't use any more until the next scenario card. I don't know what that amount is.

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PostPosted: March 20th, 2008, 2:57 am 
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Oh, that is very good to know. I doubt that I'll have that much events in a single map tho.

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