I see. So I wouldn't be able to create/edit common events beyond 1000 in the Editor, but I could edit common event 990 and then paste it to event 1001 in CommonEvents.json? But would I be able to call CE 1001 from a map event? I'm assuming the scrolldown menu to select a common event is also limited to 1000?No, in editor NO, but if you edit commonEvents.json file manually, then you can, but when you load project again common events above 1000 will be cutoff - if not when loading project, then on saving.
Yes, you can say so. And every time I use an event more than once I store it as a common event, because it's a lot easier to edit/update one common event, than searching all maps for dozens of local events that contain the same script.How are you using common events that you need more than 1000 of them? Is your game that large?
So that would call CE 1001 in a local event?You could try a script-call then for example with common event 1001:
$gameTemp.reserveCommonEvent(1001);
Sure I could probably cut down on some by combining them. But that would make things a lot more complex to keep track of. And some are already so large I am considering splitting them up. Just to make them easier to read/edit. And besides, just a couple of hundred common events won't last me very long. But I should take a hint and start finishing the main quest line, because I may end up hitting other limitations otherwise. How many variables and Switches does MV allow you to use?I am sure you could condense your common events to make room.
It's hard to believe that you have 1000 unique common events, each with their own functionality.
You can probably put many of them into a single common event and just put some conditionals in there.
Or use variables to create "pseudo parameters" to use in your common events.
Phew....I have about 1500 of each, should be enough then. Where can I find info on those and other limitations/capabilities?MV has a capacity of 5000 switches and 5000 variables.
Ah, that's interesting. I guess the interface was set up to just display the records in the json without imposing a hardcoded maximum. You won't be able to change the maximum again without it reverting to 1000 though.I just tried manually adding events beyond 1000 in the CommonEvents.json and they show up just fine in the editor. Both the Common Events Editor and the list for for choosing the Common Event locally now contain the events beyond 1000. I tried saving the project and then reloading after viewing them in the editor, and they are still there. I doesn't look like the editor will remove them once they are stored in the .json file.
I've probably spent 6000+ hours on the game the past 4-5 years. I only have about 120 maps, but gameplay wise I guess it's between 30-50 hours. But it's a sandbox type of gameplay, so you can more or less do quests in any order you wish and a lot of repeatable stuff (crafting, farming, have kids, etc.), so it's more or less up to the player how much time he/she wishes to play beyond the quests. Non-linear quests is also what makes things very complicated to track of. I used a lot of event pages and self-switches early on, but the more quests/storylines you connect to a character, the harder it becomes to handle them that way. If you use variables and switches instead, you can call common events suited for each situation. It simply gives you a lot more flexibility and keeps your events way more tidy. A lot of switches go to controlling NPC's or enemies. I don't use random events, instead every creature has it's own sprite. By giving each their own dedicated switch I can control who is at a given location based on the needs of quest.Seriously how large is your project? How long have you been working on it? I can't imagine using both 1500 Switches and an additional 1500 Variables (on top of 1000 common events) and not even being finished with the main quest line. Are you aware of SelfSwitches and event pages? I am seriously struggling to grasp the immensity of your project.
I mean my game already boasts well over an hour in play time (and weeks in development time) and I have currently a whole lot of
- 49 Maps
- 17 Common Events
- 45 Switches
- 19 Variables
in use.
Sorry to be the bearer of positive newsAh, that's interesting. I guess the interface was set up to just display the records in the json without imposing a hardcoded maximum. You won't be able to change the maximum again without it reverting to 1000 though.
This is great to know since I'm close to maxing out the 1000 Common Events inside the editor.Sorry to be the bearer of positive news, but once you reserve the events in the .json file, they stay there and will show up in the editor too. Just like any of the others below 1000. I've added events beyond 1000 several times now, opening them in the editor and saving the project. And they are still there. They also work just fine when called in game.
It seems that only the editor has an artificial limit for how many events you can reserve.