VX ACE MAP LIMIT

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It was 999 in RMXP. Is it the same in VX Ace?
Sooo, umm... guess nobody's made a game quite that big yet? ^_^;
Pretty sure it's as big as you want it to be. If you do reach the limit, however (if there is even a limit) you could probably find ways around it via scripts or making episodes.
It is the same 999 limit. From what I heard, it's not at all easy to break this based upon the way the program reads and processes, and I don't know of any scripts that have been made to get around this.

But you can always combine maps. Say you have a village with 5 interior homes. Rather than make 5 separate maps for each interior, you could make one large map and draw all 5 of your interior maps within.

The same can be done with dungeons with separate rooms. You can design all of your rooms to a dungeon on one map, if needs be, rather than have a separate map ID for each dungeon room.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Creating a script to load more maps wouldn't be too crazy. You could create some map/event loading scripts that load maps of any filename you want.

Would be a pain in the ass to edit the maps beyond 999 in RPG Maker though. They'll only load into RPG Maker if they're numbered 1 through 999, so whichever ones you want to show up in the editor, you have to number 1 through 999. You'd have to have a way to automatically rename all of the files at once.... or rename 1998 files by hand every time you want to switch from one set of maps to the other.

that is a stupid method lockez what were you thinking just put them in a different folder. Then you can use a variable in rpg maker to control which folder to load maps from.
Amerkevicius, I did just that quite a bit toward the end of my current game; it did get the job done, though it was a tad bit annoying to remember where everything was (on top of managing/balancing the number of events on each map).

Anyway, I'm just glad they didn't lower the map limit for any reason... guess I've been a bit paranoid ever since the great "resource cut" between RM2K3 and XP (database arrays used to reach 5000 as opposed to 999; I had to get REALLY creative to overcome the limited number of enemy battle formations).

And that is certainly an interesting method, LockeZ... of course, I have no idea how to go about doing it, but it's good to know.
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