Questions about limits revolving around single events

Zoltor

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What's the page limits of events(is it 99 like the original PS RPG Maker or is it even higher now) ?

That's not too important(big deal, a slightly lower range, it matters so little at that point, there's no way it will be noticeable in game), but this next question is the really important one.

Is there a actual event line limit for common events, if there is, what is it?
 

Celianna

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Even line, like ... how many commands you can use inside of a common event?


I've created some pretty long events, and I've never run into a limit - are you expecting to create something extraordinarily long?
 

Zoltor

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Even line, like ... how many commands you can use inside of a common event?

I've created some pretty long events, and I've never run into a limit - are you expecting to create something extraordinarily long?
Yes.

Yea, It's as complex as creating a encounter system from scratch, if not more so.

I'm wanting to use a common event, that runs a pretty big random number variable to enable a string of events to be allowed to be activated.

Basically every single number in the random variable's range, needs its own condition branch that turns on a switch(however no or else proc is needed at all in these condition branches, so each condition branch is only 4 limes total, so keep that in mind, however 4x Y adds up pretty fast as you can imagine)
 

Tsukihime

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Is 10000 enough?


Sounds like you're doing things pretty inefficiently.
 
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Celianna

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Basically every single number in the random variable's range, needs its own condition branch that turns on a switch(however no or else proc is needed at all in these condition branches, so each condition branch is only 4 limes total, so keep that in mind, however 4x Y adds up pretty fast as you can imagine)
Can't you use a small scriptlet for this? I'm not a programmer of any means, but this should be easy to figure out. Like make the switch be the same number as the random variable, so reserve all those witches for that system, then simply set that variable to the switch to be turned on.


Something like:


switch[random variable] is on.
 
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Zoltor

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Is 10000 enough?

Sounds like you're doing things pretty inefficiently.
That's way more then enough.

Trust me, I'm doing it the only way(there's no other way for "this" aspect of the system), through eventing, the side quest/game I'm making, just happens to be insanely complex, and the rng generater it needed to prevent people from noticing any kind of pattern.

The only other way would be to high a living god scripter(which btw it would no doubt take 10x more lines in scripting, then it is with eventing), and I would probally have to fork of 1,000+ bucks for such a script.

Tell Celianna: to script the entire system would cost a fortune. Howver technically I guess, someone can script just the randomization variable that turns on all the switches that need to be, based on the variable outcome, and make a script call for it.
 
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Engr. Adiktuzmiko

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The only other way would be to high a living god scripter(which btw it would no doubt take 10x more lines in scripting, then it is with eventing), and I would probally have to fork of 1,000+ bucks for such a script.
How can you be so sure of that 10x thing?


anyway, you're free to event it all the way on your own anyways...


but since I'm here and pretty curious, what exactly are you trying to do anyway?
 

Tsukihime

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100 conditional branches can typically be re-written in a few lines of code depending on what you're actually doing.
 

Shaz

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Code:
Control Variables [0001: Random Number] = Random(1-10000)Script: $game_switches[$game_variables[1]] = true
And if your switch range happens to start at 1000,
Code:
Control Variables [0001: Random Number] = Random(1000-11000)Script: $game_switches[$game_variables[1]] = true
So you're reserving 10000 switches (or however many are in this huge range) and not using them for anything else apart from whatever the random number thing does?
 

Zoltor

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How can you be so sure of that 10x thing?

anyway, you're free to event it all the way on your own anyways...

but since I'm here and pretty curious, what exactly are you trying to do anyway?

Each switch coralates to like 24-30 events.  the events are paired in 2s(and mixed(in different cobinations for each switch).

The idea is to flip over 2 cards(aka 2 events) that are the exact samein a row, if you succeed the pair stayed face up, if you fail, both cards get turned face down again.

That's the main phase of the game anyway.

There's gonna be a lot of possibilities on what cards/pairings can show up in here too.

You're right though(lol I was up for 72 hours straight when I wrote that, don't mind me), it would probally take less scripting to do, but it would be a pain in the but script right, and even harder to properly test out(actually nearly impossible to test out, there would be no way to figure out how broken the randomization system/pairing is, but if I need to create every combination, I can physically check/see every possible outcome).

to get it to praportionally randomize it, while making sure it always sets them up in pairs.
 
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Engr. Adiktuzmiko

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so it's like for a memory game?
 

Engr. Adiktuzmiko

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Here's my idea on how to do that in case it will be scripted (probably the same manner if it was to be evented of sorts):


First you randomize how many pairs of each symbol will show


Then save those into an array


Then you set-up blanks equal to the total number of panels


Then you simply iterate thru the panels and pick a random one from the randomized pool/array, and make sure to remove the picked one from the pool


Basically, you should already have randomized the pairs before setting a symbol to each panel. that way, you're sure that each panel has a symbol and that you always have a pair...
 
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Tsukihime

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This doesn't need a godly scripter to accomplish, nor would such a script require 3x as many lines as an event with a thousand conditional branches.
 
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