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Hi,

I just discovered to my horror that MV isn't allowing me to go beyond 1000 Common Events! Is there a way to override this?
 

Soulrender

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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.
 

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How are you using common events that you need more than 1000 of them? Is your game that large?
 

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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.
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?
 

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How are you using common events that you need more than 1000 of them? Is your game that large?
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.
 

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It would call CE 1001 wherever you place the command, yes.
Most likely inside an event via script-call.

However, I have no experience whatsoever with creating editor elements beyond their limits, especially not with going over 1000 common events.

So I am not sure if and how it works exactly.
 

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I fear that if the editor is capped at 1000 common events, trying to work around that with script calls will be more trouble than it is worth. As @Soulrender mentioned, there will probably be some loading/saving issues, that may need to be worked around via some plugin magic. And even if that all succeeds, there is still the issue that you won't be able to edit the new common events in the editor, but rather you would need to edit the json file(s) directly.

I'd suggest looking at stuff like Yanfly's Event Copier instead. http://www.yanfly.moe/wiki/Event_Copier_(YEP) Word of warning, though: it is part of their paid bundle. But maybe you own it already, or you find another free plugin that does something similar.

EDIT: fixed typo
 

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You can edit any data file to have entries beyond the editor limit, and if you want to use that ID in your game you'll have to manually edit the map json file or commonevents.json to reference that number, but you can never load your project in the editor again after this or it'll just remove all of the entries above the max.
 

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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.
 

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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.
 

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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.
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?
 

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MV has a capacity of 5000 switches and 5000 variables.
Also I wonder how you use your Common events, because it's likely that there are more efficient ways
to accomplish what you are doing with them.
 

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MV has a capacity of 5000 switches and 5000 variables.
Phew....I have about 1500 of each, should be enough then. Where can I find info on those and other limitations/capabilities?
 

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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.
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.
 

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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.
 

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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.
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.
 

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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.
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.
 

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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.
This is great to know since I'm close to maxing out the 1000 Common Events inside the editor.
 

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