MV 999 map cap?

kaeichi

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Does rpg maker mv have the same 999 cap on number of maps allowed just like ace and if so is there a way to increase the total number of allowed maps?
 

Andar

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It has the same maximum.


But why do you think you'll need that many maps?


Whenever someone asks that question, most of the time it is either inexperience/misunderstanding how maps are used or overconfidence (planning more than can be done).


Most commercial successful games made with RPG Makers usually need about 100 or 200 maps as maximum - and those are games that have 10 hours of playing time and took a year or so of professional development.
 

kaeichi

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Mainly for fun. Having fun testing out maps and converting all my old ace projects to mv. Sitting at 3,128 maps and thought might be fun to dump them all into a single project.
 

Andar

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sorry, no - as far as I know there is no plugin yet to break that limit. But it can be done, so you might request it. If some scripter has time for that...
 

RedAkerston

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I am led to believe that the Zeriab Extra Maps plugin does achieve this, but i think it is broken.. or maybe just mislabelled in the help file. The plugin command to access the church folder DOES work, but the plugin command to switch back to the main folder does NOT work.


Add to this that trying to manage the two folders is a bit unwieldy because maps have to be made in the editor and church maps do not appear in the editor, so you kinda have to make two copies of your project and do some copy paste work. If the reset plugin command worked then this would at least be an option... but couldn't there be a simpler solution? 


I understand that it is generally a subject that is waved away for the very reasons that Andar states above, but...


I for one, even if i am in a small group, could really use this plugin ... eventually.


I have my entire game plotted out from front to back. I did so before starting this MV project.


So i know for a fact that i will break 999 maps by or around the end of Chapter 4 ... of 8 Chapters...


I'm just trying not to think about it too much because it is a ways off getting there.


but eventually.... it's gonna happen.


Yes, one can get creative by merging maps and then using the camera lock plugin to avoid any ugly screen scrolling in single room areas.


Or i suppose one could do a crap job of a disk changing type system where you have two projects with all the same data except for the maps, and have one shared map that you ask the player to teleport to, and then save their game, and then copy the save file to the other project and reload to access those areas....


Having each chapter be an individual game is out in the sense that i want the player to be able to access as many past areas as possible for various things.


Frankly, i'm not sure why a higher map limit isn't just part of the core program... aside from the fact that few will ever need it ... how many people will need 2,000 for database sizes for items and gear etc? I don't know enough about coding to know how complicated it would be / would have been to just have a higher map limit.


We can dream.


For now, maybe i (we) will just have to plan ahead for this to never get solved and start getting creative with squishing maps.


I think that the map lock plugin is probably the best option. ... so long as it doesn't conflict with other plugins...


That way you can take 10 single room interiors and put them on 1 map while giving the illusion that they are individual maps because the screen doesn't pan with the player.
 
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Andar

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, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.


@RedAkerston: please make a new topic (don't hijack this one) with a link to the plugin you're having problems with, and we'll explain it to you.


But basically in extra map scripts, you complete the map in the editor, then move the file to a different location and use the script/plugin to redirect to that map ingame - but you won't be able to access it in the editor unless you copy it back (which is why you should complete it before moving it). The plugin/script is there to make sure that the engine can access all extra maps at the same time, but the editor will never be able to do that.
 
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kaeichi

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@RedAkerston: please make a new topic (don't hijack this one) with a link to the plugin you're having problems with, and we'll explain it to you.
I thought Red's post was on topic and useful to my original question. Had found the extra maps plugin afterwards and while cumbersome is rather useful. It was a great suggestion for current available options to getting around the 999 cap.
 

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