- Oct 26, 2017
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If you want a quick and easy way to track this, you can (re)use variables for interaction progress. Unless you plan to have thousands of unique NPCs (and events) in town, they can then be tracked by their event ID. If this confused the hell out of you, each event has an unique ID in addition to its map ID, so you just assign a variable range (makes things much more readable and also keeps things easy to debug), say, 2000...3000, and script it so you don't have to get a headache whenever you need to set or get values.
If this is still far too complicated, you can assign them manually, but that'll take time and break saves if the variable ID moves around between versions, so make sure you use the near-end range and stick to those IDs. Afaik RMMV/RMMZ doesn't actually keep track of unused variables between ranges if you set the "array length" (number of variables) to 5000, though if it does, well yeah, that's a lot of JSON null to parse...
tl;dr: You can easily implement this without worrying too much about it.
pre-emptive edit: The post was a wall of text. 90% of it was removed.
If this is still far too complicated, you can assign them manually, but that'll take time and break saves if the variable ID moves around between versions, so make sure you use the near-end range and stick to those IDs. Afaik RMMV/RMMZ doesn't actually keep track of unused variables between ranges if you set the "array length" (number of variables) to 5000, though if it does, well yeah, that's a lot of JSON null to parse...
tl;dr: You can easily implement this without worrying too much about it.
pre-emptive edit: The post was a wall of text. 90% of it was removed.