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Nerd god presents: town recycling

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    Nerd god presents: town recycling

    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.
    Last edited by Deeth Irteen; 02-28-2008, 09:23 AM. Reason: Because of the harshness of step 17


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

    #2
    Re: Nerd god presents: town recycling


    "There's Nothing better than a drunken Russian singing Italian opera"

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      #3
      Re: Nerd god presents: town recycling

      Cool! I've done this in my game with my custom Inns and some custom Shops, to save some memory capacity. The key is to be smart enough to use this judiciously to create efficiencies without hurting the unique feel of each town in your game.


      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

      "I live and love in God's peculiar light." - Michelangelo

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        #4
        Re: Nerd god presents: town recycling

        Can this be done to one's heart's content? Is there any of that "infinite loop checksum" thing that limits events repeating past five loops? (Or whatever that is... )
        A God from the Machine - Menander

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          #5
          Re: Nerd god presents: town recycling

          Originally posted by MagusMartovich View Post
          Can this be done to one's heart's content? Is there any of that "infinite loop checksum" thing that limits events repeating past five loops? (Or whatever that is... )
          I'm under the impression it's 20 loops before the error happens, but I'm not sure. However, I don't think looping is used to any extent in this trick. What's important is that you know which town the player "came" from, which requires you to use a variable. If you've got a bunch of towns that can all access a certain building, it will require an extensive set of Var-Cond branches (one to two full pages worth), but that's still not a huge deal.


          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

          "I live and love in God's peculiar light." - Michelangelo

          Comment


            #6
            Re: Nerd god presents: town recycling

            This is by far the most effective way to 'bypass" the 100-limit. That I can think of, anyway.


            "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
            -Walt Disney

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              #7
              Re: Nerd god presents: town recycling

              Originally posted by Wavelength View Post
              I'm under the impression it's 20 loops before the error happens, but I'm not sure. However, I don't think looping is used to any extent in this trick. What's important is that you know which town the player "came" from, which requires you to use a variable. If you've got a bunch of towns that can all access a certain building, it will require an extensive set of Var-Cond branches (one to two full pages worth), but that's still not a huge deal.
              Its 5 loops for errors in 1 event, 20 if youre jumping from event to event.

              Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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                #8
                Re: Nerd god presents: town recycling

                whatch you talkin 'bout loops for? I tested all the events and haven't encountered any problems. must I remind you?....
                Step Seventeen: playtest and make sure everything works fine the way you want it.
                ....or did I for get to mention: in the first town, have an invisible auto event that warps the player to the inside of the town gate, and in mode2, display off the event. If I forgot this, I apologize


                "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
                -Walt Disney

                Comment


                  #9
                  Re: Nerd god presents: town recycling

                  I just answered Magus' question, thats all

                  Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                  Comment


                    #10
                    Re: Nerd god presents: town recycling

                    Right! And despite your "Easy 17 Step Process" (that I didn't read all the way through) I still thought it valid to ask about that loop error thing. I've heard other people start threads and end up with "...but after doing it twice my game crashed for some reason..." and this seemed like it could have very possibly been one of those instances.

                    On a slightly unrelated note, is instructing people to playtest really necessary? I mean, sure, there are people like me who rarely play RM3 and this trick could (possibly) get me to kill a Saturday (or a Wednesday if I call out sick) but it really seems like you're talking down on people with that kind of attitude.
                    A God from the Machine - Menander

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                      #11
                      Re: Nerd god presents: town recycling

                      Nerd God thinks he is truly a nerd god even though he's oblivious to the fact that hes asked a LOT of questions that are considered basic knowledge.

                      Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                      Comment


                        #12
                        Re: Nerd god presents: town recycling

                        Originally posted by MagusMartovich View Post
                        Right! And despite your "Easy 17 Step Process" (that I didn't read all the way through) I still thought it valid to ask about that loop error thing. I've heard other people start threads and end up with "...but after doing it twice my game crashed for some reason..." and this seemed like it could have very possibly been one of those instances.

                        On a slightly unrelated note, is instructing people to playtest really necessary? I mean, sure, there are people like me who rarely play RM3 and this trick could (possibly) get me to kill a Saturday (or a Wednesday if I call out sick) but it really seems like you're talking down on people with that kind of attitude.
                        Ooooh, I didn't take that into knowledge. I meant to test it out in-between parts of the editing. I'll edit the steps to make it nicer


                        "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
                        -Walt Disney

                        Comment


                          #13
                          Re: Nerd god presents: town recycling

                          I'm really just busting stones at this point: I had a BAD day yesterday and I didn't mean to attack you or anything.

                          I actually like the entire idea and maybe just tweak it to say "playtest continuously" or something with less spelling errors
                          A God from the Machine - Menander

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