There's a way to populat your entire world by populating only one town. Here's how:
Let's say, for example, that you want five towns, 2 of them having a castle:
step one: place five empty towns on your map.
step two: ) In the first town (pick one without a castle), place a series of decorative doorless buildings (not actual buildings). these will be the graphics for houses, shops, inns and sanctuaries.
step three: place an NPC (let's call him "that one guy") anywhere in the town. In his event code, place a series of Value conditional Branches (Variable1=0, Variable1=1, etc.) under each branch, place a message display event (each one a different message) and increase the Variable by 1. If you want more messages, place an invisible event (anything but auto) on the map where the player can't get to it and set up an event transition to it in "that one guy"'s event code. Do the same event coding as "that one guy" in the invisible event. Just remember to place a "Modify shared/internal variable" at the end of the coding, creating a giant loop of messages every time you talk to "that one guy".
Step four: place the rest of the NPCs on the map, with an event transition to "that one guy"'s event code. this creates the illusion that everyone has something random to say whenever you talk to someone.
Step five: in the other four towns, place an auto event anywhere on the map. In the event codes, have each one modify the first town's envirement settings (weather, BGM, season, etc.), modify a variable (let's say Variable2) to a specified number, and ending with the player warped to the first town( remember to make the setting changes unique to each auto event).
Step six: In the first town, place an invisible outo even twhere the player can't reach it. In mode one, modify Variable2 to 1, then move the player inside the town gate. In mode two, display off the auto event.
Step seven: In the first town, place an invisible event right at the exit(blocking the way out) and set it to "touch". in the event code, place a QA branch asking if the player wants to leave. under yes, place a Value conditional branch with three choices and another with two choices. For each branch (V2=1, V2=2, etc.), change the environment setting back to what they were before they were changed, Modify Variable2 back to 0, then warp several feet away froom the toen the player "entered". for 'V2=1", display on the auto event, modify tthe variable to 0, than warp the player several feet from the town they "entered".
Step eight: place a series of "button" invisible events next to all the doorless buildings. place Value conditional branches in esch of them (V2=1, V2=2, etc.) for each branch, display on/off NPCs and change the BGM of the house/inn/sanctuary, than warp the player to that shop/inn/sanctuary.
Step nine: In the house, follow steps three and four.
Step ten: In the Inn, follow steps three and four.
Step eleven: In the Sanctuary, follow steps three and four.
Step Twelve: shops are trickier, because you can't change the items and prices of shops in the event codes. for the invisible events that warp the player to a shop, set the value conditional branch choices to modify other variables (V3, V4, etc.) and warp the player to the shop, then follow steps three and four.
Step thirteen: for houses, inns and sanctuaries, place invisible touch events right nest to the door. In the event codes, place a value conditional branch with three choices and another with two choices. In the choices, modify the Variable you're using to 0 and warp the player to the town. For shops, all you have to do is warp to the town.
Step fourteen: to go to a castle, place one special-looking building in the town (like a monastery or something). place an invisible "button" event nest to the building. In the event coding, place 2 Value conditional branches. for three of the choices, end the event. for the other two (these are for the towns that have a castle), change the settings of the castle that you want, modify a variable (like five or something) to either 1 or 2, then waer the player to the castle.
Step fifteen: In the castle, follow steps three and four. For the exit, follow step thirteen.
Step sixteen: place all the buildings the invisible events in the first town warp to in onre of the "empty shell" towns.
Congratulations! you've populated the entire world! Just remember that the above is generic. You can customize the above steps to your heart's desire.
Let's say, for example, that you want five towns, 2 of them having a castle:
step one: place five empty towns on your map.
step two: ) In the first town (pick one without a castle), place a series of decorative doorless buildings (not actual buildings). these will be the graphics for houses, shops, inns and sanctuaries.
step three: place an NPC (let's call him "that one guy") anywhere in the town. In his event code, place a series of Value conditional Branches (Variable1=0, Variable1=1, etc.) under each branch, place a message display event (each one a different message) and increase the Variable by 1. If you want more messages, place an invisible event (anything but auto) on the map where the player can't get to it and set up an event transition to it in "that one guy"'s event code. Do the same event coding as "that one guy" in the invisible event. Just remember to place a "Modify shared/internal variable" at the end of the coding, creating a giant loop of messages every time you talk to "that one guy".
Step four: place the rest of the NPCs on the map, with an event transition to "that one guy"'s event code. this creates the illusion that everyone has something random to say whenever you talk to someone.
Step five: in the other four towns, place an auto event anywhere on the map. In the event codes, have each one modify the first town's envirement settings (weather, BGM, season, etc.), modify a variable (let's say Variable2) to a specified number, and ending with the player warped to the first town( remember to make the setting changes unique to each auto event).
Step six: In the first town, place an invisible outo even twhere the player can't reach it. In mode one, modify Variable2 to 1, then move the player inside the town gate. In mode two, display off the auto event.
Step seven: In the first town, place an invisible event right at the exit(blocking the way out) and set it to "touch". in the event code, place a QA branch asking if the player wants to leave. under yes, place a Value conditional branch with three choices and another with two choices. For each branch (V2=1, V2=2, etc.), change the environment setting back to what they were before they were changed, Modify Variable2 back to 0, then warp several feet away froom the toen the player "entered". for 'V2=1", display on the auto event, modify tthe variable to 0, than warp the player several feet from the town they "entered".
Step eight: place a series of "button" invisible events next to all the doorless buildings. place Value conditional branches in esch of them (V2=1, V2=2, etc.) for each branch, display on/off NPCs and change the BGM of the house/inn/sanctuary, than warp the player to that shop/inn/sanctuary.
Step nine: In the house, follow steps three and four.
Step ten: In the Inn, follow steps three and four.
Step eleven: In the Sanctuary, follow steps three and four.
Step Twelve: shops are trickier, because you can't change the items and prices of shops in the event codes. for the invisible events that warp the player to a shop, set the value conditional branch choices to modify other variables (V3, V4, etc.) and warp the player to the shop, then follow steps three and four.
Step thirteen: for houses, inns and sanctuaries, place invisible touch events right nest to the door. In the event codes, place a value conditional branch with three choices and another with two choices. In the choices, modify the Variable you're using to 0 and warp the player to the town. For shops, all you have to do is warp to the town.
Step fourteen: to go to a castle, place one special-looking building in the town (like a monastery or something). place an invisible "button" event nest to the building. In the event coding, place 2 Value conditional branches. for three of the choices, end the event. for the other two (these are for the towns that have a castle), change the settings of the castle that you want, modify a variable (like five or something) to either 1 or 2, then waer the player to the castle.
Step fifteen: In the castle, follow steps three and four. For the exit, follow step thirteen.
Step sixteen: place all the buildings the invisible events in the first town warp to in onre of the "empty shell" towns.
Congratulations! you've populated the entire world! Just remember that the above is generic. You can customize the above steps to your heart's desire.




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