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PostPosted: August 24th, 2006, 11:06 am 
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"The worst pokemon."
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Each dungeon (64x64), as you know, holds plenty of events. And those events can hold as much data as a memory card will allow.

When you see a dungeon from the list you also see how much memory it is taking up currently. THERE IS A LIMIT TO THAT NUMBER...

The closer you get to 20000 the more problems you will run into. I had a room near 19500 and event WOULD NOT run. Anything set to check or touch would not go.

I know it's not a matter of switches or conditions. I've checked everything perfectly. I had to go through the events and use takeovers to bypass this.

I think I got lucky, the dungeon that I had problems with was taken care of with a few takovers where I had the party acivate something manually. But I don't want this to happen to someone were they can't get around it as easy as takeovers.

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PostPosted: August 24th, 2006, 11:11 am 
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K thanks, I'll keep this in mind when making my game.

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PostPosted: August 24th, 2006, 11:26 am 
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Here's the funny thing. If you were in test play and quicksaved, then restarted the testplay, the event would work. But in actual gameplay you won't be able to quicksave... now will ya.

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PostPosted: August 24th, 2006, 11:28 am 
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very odd...

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PostPosted: August 24th, 2006, 4:26 pm 
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Thank you for that info =)

But there's always be a limit, for whatever. I never really trusted RM1 was so free.

I remember RPG Tsukuru 2. Made 2 games using it... You had a limit of 127 items, 127 dungeons, and 96 monsters...

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PostPosted: August 24th, 2006, 4:28 pm 
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Uhg....

*blech*

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PostPosted: August 24th, 2006, 5:20 pm 
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I think something may be wrong on your end. The field in Acre-age is over 25000 and I've never had a single problem.

You need to check your page conditions, probably.

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PostPosted: August 24th, 2006, 5:36 pm 
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The only page condition was a single switch. I went into my menu and check to see if that switch was on... and it was. The event was set to touch. without reseting anything, I did all I could to get it to run.

But as I look back at it. It was a dungeon that had so many events that RM1 wouldn't let me make another event. I would have to delete one to make another. Maybe that had something to do with it as well...

But thanks for the info Ix... I'll look into the matter farther.

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PostPosted: August 24th, 2006, 6:17 pm 
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"The worst pokemon."
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Ah, you just debugged it wrong >.< You lame game maker.

Haha, joking with ya'. ;)

Anyway, everything has limits, and there WILL be a point where things start to go wrong... I'm pretty sure of it.

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PostPosted: August 24th, 2006, 8:41 pm 
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Ouch, right in the RPG Making gohnads...

Nah, I know there is something fishing going on. It might not be that it's the 19500 plus data... but I did max out how many event that a single dungeon would let you have. It may be a combo of both.

Just trust me, this isn't a matter of me getting my conditions and switches mixed up.

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PostPosted: August 25th, 2006, 9:14 am 
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K, think I found it...

You can have only so many event depending on how much data is in them (you can have more duplicates than anything). So when you reach your limit, it's based off of how much data is within the collection of already exsisting events.

What I did, was make the events with, pretty much, no data in them. Then I went back in a filled it with commands and/or text. So I forced RM1 to have more event pressent that it wanted. That and having over 19500 memory taken up on that one place must have triggered the problem.

I found out by going in and deleting events.... of course I didn't save, I was just testing. But if someone finds this info to be flagrant, feel free to correct me.

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