Bypassing event page limit (which is 99)?

sapiboong

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As the topic says, I would like to know if there is a way to break the limit of event page which is only 99. I've searched around but could only find the "Database Limit Breaker" one and it doesn't cover event page. 

Why do I need so many event pages? Well, it's for a farming game that I'm working on. It needs a new page each for a new plant and if it has been watered yet... so yeah, it needs a lot of event pages.

So, can anyone help me bypass this limit? Thank you! 
 

Tsukihime

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You should think of a different solution. Why have one event for 50 plants?
 
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sapiboong

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You should think of a different solution. Why have one event for 50 plants?
Well, that sucks...

Actually, I'm using Selchar's method of farming system

It can be found here: http://forums.rpgmakerweb.com/index.php?/topic/9370-variable-calendarweather-system/

It's only 15 plants, not 50, and the event page is all used up. 

Only one event because that event is the "soil" and you can plant different kind of crops there. 

Still hoping for something like a "Database Limit Breaker"  ;_;
 
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Selchar

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I don't think it's 1 event for 50 plants, more like maybe closer to 16.  Taking the demo for my variable calendar as an example I used up 71 pages for 12 plants, 4 per season for 3 seasons, so depending on how the event is setup it'd be around there.  Technically it could be more if I used a different map for each season but that seems like more trouble setting up than it's worth, if I'm understanding the system I built 1 1/2? years ago.

Edit: Looks like you actually are using my system, good luck with it.

I don't think you'll find a way to break the 99 page limit, sure it might be possible but I don't think it's worth looking into. Perhaps have a different plot/event for 'special' crops and not try to cram everything into 1 event?
 

sapiboong

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I don't think it's 1 event for 50 plants, more like maybe closer to 16.  Taking the demo for my variable calendar as an example I used up 71 pages for 12 plants, 4 per season for 3 seasons, so depending on how the event is setup it'd be around there.  Technically it could be more if I used a different map for each season but that seems like more trouble setting up than it's worth, if I'm understanding the system I built 1 1/2? years ago.

Edit: Looks like you actually are using my system, good luck with it.

I don't think you'll find a way to break the 99 page limit, sure it might be possible but I don't think it's worth looking into. Perhaps have a different plot/event for 'special' crops and not try to cram everything into 1 event?
Wow, what a coincidence to see you here because I just posted this exact problem at the Variable Calendar's thread :D

Well, how do you make this special event for special crops? 

Does that mean those special crops won't be able to be plotted on normal 'soil'? 
 

Selchar

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Basically just copy the base event and change all the crops, maybe even on a different map?  You wouldn't be able to use 'normal' seeds on it, but you wouldn't be able to use 'special' seeds on the normal event either.

You're free to wait and see if someone's at least willing to try your request, or you can get started and think about alternatives to your current plan.

Anyways NOW I'm off to catch some zzz, or count some sheep, or something.
 

Hudell

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Why do I need so many event pages? Well, it's for a farming game that I'm working on. It needs a new page each for a new plant and if it has been watered yet... so yeah, it needs a lot of event pages.
You should try something different. On my farm game, I change the event graphic through script instead of creating a new page for each possible graphic.
 

Ralpf

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In my system I can get 18 plants per event tile (At a glance it's the same end result as Selchar's method, but it's all evented) by making the redundant graphics only take up one page. I put the 'seeded plot' and 'watered seeded plot' as page 94 and 95 and when a seed is planted it calls a variable (which controls which plant graphic to show later) and a switch which goes to the 'seeded plot' (you may have to use a variable since his method uses switches instead of variables for most things).

Then when enough time has passed you turn that switch off and your event continues along it's normal path. I made it switch off in a day to keep it simple, so after a day all my plants have a little piece of green sticking out from under the soil, I feel that is reasonable in a game.

You will have to decide if the work you would have to do to change it (not to mention decipher my ramblings) to get an extra 3 plants would be worth it. You could also go with the separate seasons on different maps as Selchar mentioned, which would triple the amount of plants you could use, but would also be a lot of work.

More event pages would be cool, but I don't know if that is possible. You may have to look at other options.
 

sapiboong

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@Hudell

If I may ask, what script are you using? I'm kinda interested (not gonna use it for this one, but for future references...)

@Ralpf

Hi Ralpf, I've decided to go with Selchar's method, which is to make separate maps for each season. Not too bad, actually (hope so, haven't gone to debugging yet) :D
 

Hudell

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@Hudell

If I may ask, what script are you using? I'm kinda interested (not gonna use it for this one, but for future references...)
I wrote it myself for my game. I can make a public standalone version if there's any interest on it.
 

sapiboong

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I wrote it myself for my game. I can make a public standalone version if there's any interest on it.
If you can change an event's graphic to specific graphic through just script then it will definitely gain massive interest ;)  

Problem solved by using alternate method. Mod, please close this thread :)  
 

Wavelength

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Alternatively, you could split it up into multiple events (one for each type of crop or even one event for every 5-10 types of crops) and use the "Set Event Location" event command immediately upon loading the map (before it fades in, I guess) to place the appropriate crop on the plot.
 
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Tsukihime

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Alternatively, you could split it up into multiple events (one for each type of crop or even one event for every 5-10 types of crops) and use the "Set Event Location" event command immediately upon loading the map (before it fades in, I guess) to place the appropriate crop on the plot.
My first thought was that but then the next question that came up was "what if there's more than one?"


If there's actually only one then it's not too bad.
 
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Wavelength

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Alternatively, you could split it up into multiple events (one for each type of crop or even one event for every 5-10 types of crops) and use the "Set Event Location" event command immediately upon loading the map (before it fades in, I guess) to place the appropriate crop on the plot.
My first thought was that but then the next question that came up was "what if there's more than one?"

If there's actually only one then it's not too bad.
You would need multiple events for each plot, similar to how you'd need one event for each plot if all the crop types were in one event.

Or in other words there would be one event for Plot #1's (Carrots/Onions/Turnips/Potatoes) and one event for Plot #1's (Strawberries/Melons/Blueberries) and one event for Plot #1's (Radishes/Squash/Pumpkins).  Then you'd have another three events associated to Plot #2.

I think you could still use the same copy-and-paste method to create all these events; you'd just need to be precise about which events you're using Set Location on and where you're sending them.
 

Tsukihime

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You would need multiple events for each plot, similar to how you'd need one event for each plot if all the crop types were in one event.


Or in other words there would be one event for Plot #1's (Carrots/Onions/Turnips/Potatoes) and one event for Plot #1's (Strawberries/Melons/Blueberries) and one event for Plot #1's (Radishes/Squash/Pumpkins).  Then you'd have another three events associated to Plot #2.


I think you could still use the same copy-and-paste method to create all these events; you'd just need to be precise about which events you're using Set Location on and where you're sending them.
That would work, depending on your preferences.


I probably would have just said "copy-paste? Redundancy, bad idea" and looked for a different solution.


For example, set up one event for each type of plant, and then use a spawn-event script to determine which one to generate.


If this were a challenge that prevented me from using scripts or script calls, that might be the approach I would take.
 
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Ralpf

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Alternatively, you could split it up into multiple events (one for each type of crop or even one event for every 5-10 types of crops) and use the "Set Event Location" event command immediately upon loading the map (before it fades in, I guess) to place the appropriate crop on the plot.
That a pretty good idea, if I ever have to start from scratch on a farming system I would give that a try. Little more room for error but all the crop options you could want.

Though I too am interested in Hudell's script.
 
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Hudell

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Though I too am interested in Hudell's script.
I will make a public version of it then.

Tell me, how do you guys control which graphic should be displayed? Is it one single variable with a different value for each sprite?

Does it use a different graphic for when it's wet and when it's not?
 

Ralpf

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Yeah, I use a single variable per plot, that variable controls what plant it is and how long it has been planted. So say 100 would be corn, 101 would be corn that has grown one day, and I change the graphic change interval on a per plant basis. For example corn might change graphics at 101, 104, and 107. The next plant would be 200.

I use different graphics for wet and dry. A switch controls watered or not.
 
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Hudell

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It's done:

https://github.com/Hudell/hudell-farm/blob/master/HudellFarm.rb

To use it, you will need to configure all your crops in the top of the file:

@maps = [  2]This is a list of maps where the script should run. Just replace the number 2 for the ID of the map where you have your farm. You can add more than one using commas.

@graphicsConfig = {  100 => {    0 => {      :dry => {        :spriteName => 'crops',        :spriteIndex => 0,        :direction => 2,        :pattern => 1      },      :wet => {        :spriteName => 'crops',        :spriteIndex => 0,        :direction => 4,        :pattern => 1      }    },    4 => {      :dry => {        :spriteName => 'crops',        :spriteIndex => 1,        :direction => 2,        :pattern => 0      },      :wet => {        :spriteName => 'crops',        :spriteIndex => 1,        :direction => 4,        :pattern => 1      }    }  }} 

This is the configuration for one type of crop.

100 is the code of the crop, you can add any multiple of 100 you want (there's no limit)

0 and 4 are the stage the crop is in. When the variable value is between 100 and 103, it will use the "0" configuration. When the variable value is between 104 and 199, it will use the "4" configuration. You can add as many as you want.

Inside the stage, there is the :dry and :wet configuration, I believe no explanation is needed here.

Then we finally have the graphic information:
:spriteName is the name of the spriteset.

:spriteIndex is the index inside that spriteset (0 to 7)

:direction is the direction of the sprite (2 = first row, 4 = second row, 6 = third row, 8 = fourth row)

:pattern is the movemtn pattern of the sprite (0 = first column, 1 = second column, 2 = third column)

 

 

How the code works:

If a variable value is, let's say: 307, the code will work like this:

It will check if there's any configuration for a crop with the code 300. If there's not, it will cancel the update. If there is, it will continue:

Then, inside the crop 300 config, it will check if there is a "7". If there is not, it will search for a "6", then a "5", all the way to "0", until it finds something.

When it finally finds the right config, it will update the event graphic using the information it finds.

How to setup the events:

All you need to do is add this in the event name:

[farm=15,30]replace 15 with the index of the variable that should be used by that event and replace 30 with the index of the switch that should be used to indicate if the crop is wet or not.

 

 

All events on the map will automatically be updated when you enter the map. If you need to update it manually, there's three ways to do it:

 

Code:
HudellFarm::updateCurrentEvent
If you put this line of script inside an event, it will update itself.

 

Code:
HudellFarm::updateEventById(50)
This will update the graphic of the event 50.

 

Code:
HudellFarm::updateMapEvents
This will update all crops in the current map.

 

 

If you are in the farm map, simply changing the variable value will not update the graphic, you have to call one of those three script lines.

 

You are free to use this script however you want. Let me know if there's any problem with it.
 

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