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> How can I reset Map Data?, New Game (+) style
KD648
post Jul 25 2012, 08:57 AM
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Does anyone here know how to reset map data? What I mean by that, specifically, is reverting all data like self-switches, opened treasure chests and the like so each map is as it was when the game began, while still leaving variables and switches untouched.. My game features a time travel component (a lot like Radient Historia from what I've heard) and includes the ability to go through some dungeons more than once. When travelling back in time the characters retain their classes, levels and items and all that, but the story goes back to an earlier point in time. I'm simply going to reset the world each time as you can only "time travel" once you've reached one of the multiple endings, so resetting the entire world seems quicker and easier than trying to determine which chests were opened when. However, many important quest items and situations are controlled by switches and variables, so I need to leave those untouched. I imagine this is a scripting solution, but if anyone knows ANY kind of answer I'd love you forever!

Thanks so much in advance!


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Gamer91112
post Jul 26 2012, 05:09 AM
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QUOTE (KD648 @ Jul 25 2012, 09:57 AM) *
Does anyone here know how to reset map data? What I mean by that, specifically, is reverting all data like self-switches, opened treasure chests and the like so each map is as it was when the game began, while still leaving variables and switches untouched.. My game features a time travel component (a lot like Radient Historia from what I've heard) and includes the ability to go through some dungeons more than once. When travelling back in time the characters retain their classes, levels and items and all that, but the story goes back to an earlier point in time. I'm simply going to reset the world each time as you can only "time travel" once you've reached one of the multiple endings, so resetting the entire world seems quicker and easier than trying to determine which chests were opened when. However, many important quest items and situations are controlled by switches and variables, so I need to leave those untouched. I imagine this is a scripting solution, but if anyone knows ANY kind of answer I'd love you forever!

Thanks so much in advance!


What I would suggest if I were you, is to make a copy for each map in the game that you will reset through while you're in the game, then when you have to travel to like a past version of a dungeon for example, you make a copy named 'dungeon (past)' and then have your character will teleport to the "past" version of the same dungeon. Afterwards, you need to change the kinds of variables and switches that the new copy will affect, assuming you want to keep the old variables from the original copy. You might have to create copies for each variable and switch again if necessary. If you want to create less work for yourself, I recommend using a lot of self-switches because even when the player shifts from map (present) to map (past), the self-switches in the original map will stay the same, and the self-switches in the map copy will act as untouched the first time the player enters that map. I hope I helped you somewhat and if there's any other questions you would like to ask, feel free to do so. wink.gif


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amerk
post Jul 26 2012, 03:37 PM
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More or less, this. I'm not sure if such a script exists (you can always request one), but if not this may be your best method. Just to elaborate a bit more, I'm assuming the chests in the past won't be able to be opened, since they're closed in the present? If so, just create chests images in place of the chest of the present time, but don't give them any commands.

Also, if you think you'll run out of room in regards to mapping, you can always combine your maps on one map screen. By this I mean, if you have a dungeon with 10 rooms, instead of 10 different map IDs, you can just create one large map and draw all ten rooms on the same map, leaving enough black space in between each map so the player can't see the other rooms when they are in one.


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KD648
post Jul 27 2012, 01:27 PM
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Sorry guys, I should have explained myself better. My game is a branching path story with heavy emphasis on replayability. What I mean, is that there are four different main quests and eight different endings, and the story will only be fully revealed if the game is played through multiple times. I don't know how many times a player would play through the first dungeon (theoretically eight, although you don't have to start over from the beginning each time). I can't simply make copies because I don't know how many times the player is going to visit any one dungeon, and several of the dungeons are only available on very specific paths. It may be one players third playthrough, but the first time they've seen the "forest" dungeon.

What I'm really secretly hoping for is that Kread-ex will show up with a "$game_map.map(121).data.erase" command or sometheing else I can type into the "script" button in an event page. I really truly need to reset each map that will re-set events on that map, not just make copies, for this to work. If I truly have to I'm willing to go back and reset the data event by event via scripting commands, but I REALLY hope it doesn't come to that.

Either way, thanks so much for the help, and sorry I didn't explain myself well.


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KD648
post Aug 8 2012, 01:29 PM
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*bumpcuzI'mdesperate*


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