Does this make it so that you can have more than 999 events on a map? Because I really need to find something for that or I can't finish my game...
Database Limit Breaker 1.1 (Event Port)
● ARCHIVED · READ-ONLY
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What happens when you try to create the 1000'th event on the map?
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The database limit breaker is literally a database limit breaker. Which means it only deals with the database.
For events, it is possible to break this limit but you would have to use different techniques such as inserting an event into the map at different locations.
You might say, reserve 25 squares somewhere to place 25 new events, which you would then take and move around.
Of course I am not sure if this will work but I don't think the editor would reject event numbers greater than 999. -
I managed to get rid of some of the less necessary events, so it's a temporary fix.
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Just curious, what are all of the events doing? Are the ones surrounding the edge all just determining when a player leaves the area, for instance? If so, you can probably replace them all with a single common event that checks X,Y of the player. Similar techniques may be possible for other repeated events that all do basically the same thing.I managed to get rid of some of the less necessary events, so it's a temporary fix.
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They are setting passabilities. It's kind of a 3 dimensional map.
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So, any way you can combine the functionality into a single parallel process event? A little more work to create the event, but frees up a lot of events for use.They are setting passabilities. It's a kind of 3 dimensional map.
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Maybe, but it would be very complicated. If it comes to it, I will try.
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Trying this script now many thanks :) - Worked like a charm, many thanks. I'm up to 10k limits.
There is a slightly longer load time for anyone wondering on an average computer, when you go that high 10-15k on most things, but that's to be expected for the massive increase in room you get.
Levels and Maps I know are very tricky, but if you can get them or either, i'd appreciate it greatly :)
For - pxlgraphic:
Better late than never but I use regions to set a passable flag, you can do it with 1 spare and a simple script over the entire game, no need to use up events. I personally keep 1 for NPC's 1 for All.
http://yanflychannel.wordpress.com/rmvxa/field-scripts/move-restrict-region/ -
Hello,
This "patch" can be used for commercial projects? -
hello, how to turn on [sYS!]'s conditional switch.?
i've tried it using event that directed to call common event [sys], but nothing happened -
I just made an autorun event that called the 4th common event in the downloadhello, how to turn on [sYS!]'s conditional switch.?
i've tried it using event that directed to call common event [sys], but nothing happened
@>Call Common Event: [DB Limit Breaker [sYS!]]
and it worked great. -
Hello. I apologize if this counts as a necro post, but it is on a tutorial.
Where did the OP go? I was searching to find this again for my project, as I fear that I actually made my database too large. However, the original post in this thread seems to be missing? Does anyone still have the demo? My computer suffered a crash (critical failure) and I lost the demo. I tried another database breaker, and it wasn't able to downsize after having used this one, and I still have the common events in my game.
I could find the XP version of this, but couldn't find the Ace demo anymore, anywhere online. I'm certain it must exist, because again, I have the events inside of my Ace project! I fear that my project may be stuck lagging if PK8 removed the demo for whatever reason.
Edit: I found the demo on my recovered hard drives. Looks like you can't downsize with this, only up-size. I suppose this goes as a warning. Too big can cause some database lag that may be undesirable. -
Unfortunately several very old topic posts were lost due to a glitch in the forum backups, and the admins can't restore them.
Search the master script list for "limit breaker", the script is still linked there and contains its own description. But this tutorial is lost to us.
closing, because we can't do anything here