'Internal Variable"? "Shared Variable"? I can't follow!
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RPGM3 variables are confusing
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RPg maker 3 nerdTags: None
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Re: RPGM3 variables are confusing
Obright's correct here--there's no difference whatsoever. You can use variables anywhere, whether they're named "Shared" or "Internal." For organization purposes, it's best to use the shared for things you keep track of everywhere, and internal for things relating to that person/dungeon/whatever, but there's no difference in functionality.
Any other questions about Variables we can help you with?
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Re: RPGM3 variables are confusing
Hi. can you tell me how to set up an event with variables in which most
of the party has to kill 10 of a specific monster in order to advance, but one
guy has to kill 15?

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Re: RPGM3 variables are confusing
Hi, and welcome to the pavilion!Originally posted by nerd god View PostHi. can you tell me how to set up an event with variables in which most
of the party has to kill 10 of a specific monster in order to advance, but one
guy has to kill 15?
And to answer your question, there are 2 main ways of doing what you want...it just depends on which one you want to try.
Doing it with random encounters:
- Make several enemy parties that contain the enemy you want to count. They can have 1-4 of this enemy in them (with other enemies also, or without).
- Make 4 treasure items, and call them the '_______ pelt' (or whatever). You can title them this way:
'Beast Pelt x1'
'Beast Pelt x2'
'Beast Pelt x3'
'Beast Pelt x4'
- Set the enemy parties to drop one of these 4 items ALWAYS. If the party has only one of the 'counted' enemies in it, make that party drop the 'Beast Pelt x1'...if there are 4 of the enemy, have them drop the 'Beast Pelt x4'...you see what I mean.
- Now, make 4 separate invisible auto-events in the area where you encounter these enemy parties. Each one of these events will lie dormant until your party has one of the 4 treasure items, so set the events to 'AUTO', and set the requirement for the events to be 'with treasure item', and select one of the 4 treasures (one for each event).
- On a separate sheet of paper, write "Shared Variable 01 - NUMBER OF MONSTERS DEFEATED" It doesn't have to be variable 01, but just for the sake of example, let's just say that it's 01.
EDIT - Or, you can download this template: http://i34.photobucket.com/albums/d1...stemplate2.jpg
Just print it out, and fill it in (preferably in pencil).
- Now, in the 4 invisible auto-events, go into the 'event codes' page, and add a Property Control>Increase Shared Variable code. Select variable 01, and increase that variable by 1-4, depending on the number of that enemy in the party. Then place a Party Control>Lose Treasures event code to remove the treasure item.
You can simplify this by using only one treasure item and one invisible auto-event, but you'll need to make sure that there is only 1 of the enemy in each party.
...................................
Doing it with event battles:
This method is simpler in certain ways. You just need to make several touch-activated events that contain a Control>Event Battles event code, and set the enemy party to be encountered. In addition to this code, you'll need a Control>Battle Result Branch to set what happens if the battle is won or lost. In the 'WIN' side, increase the 'number of monsters defeated' variable with the same event code mentioned earlier. At the end, you'll probably want a Display>Display OFF event code, so that the battle will only be fought once. That's pretty much all there is to it.
HOWEVER...now you'll need to set up events to check the value of variable 01, and give different results accordingly. You do this with Value-Conditional Branches (Control>Value-Conditional Branch).
Since you'll have 2 different sets of requirements (one for that 1 person, and one for everybody else), you'll need to have separate variables tracking whether each person is in the party or not......If you want to keep this idea in your game you CAN, but I can tell you it will be pretty complicated. in the event which checks variable 01, you'll need 2 Value-Conditional Branches...one for that 1 guy, and one for everybody else. You might set your variables list (on the separate sheet of paper) up like this:
Variable 01 - number of monsters defeated
Variable 02 - 'that one guy' is in the party
Now...in the event which checks your 'number of monsters defeated' variable,
place a V-C branch with 2 options - 1 for if 'that guy' is in the party (variable 02 = 1), and 1 for everybody else (variable 02 = 0). Within BOTH sides, place another 2-way V-C branch. Both will check the value of Variable 01, but the requirements will be different for each. This will also require you to have yet another event which takes characters in and out of your battle party and alters those variables accordingly...but my fingers are about to fall off.
In V-C Branch 1 (the one for everybody else), set option 1 to be if variable 01 is less than or equal to 9, and the second if 01 is greater than or equal to 10. In the first option, place a Display>Message Display saying something like 'You haven't defeated enough monsters yet!'. In the second, have a message saying 'You have defeated enough monsters!', and then give the reward(s).
In V-C Branch 2 (the one for the 1 guy), do the same thing, but this time set the requirements up like this: Set option 1 to be if variable 01 is less than or equal to 14, and the second if 01 is greater than or equal to 15.
Honestly though...I think you might be better off if you make the requirements the same for everybody, because there's no way to track which one of your characters makes the killing blow in battle...you'd have to make it so that each character fights alone during that part of the game, and then triggers the event alone.
I know this sounds complicated, but hopefully it will help. If you have any more questions, just ask!Last edited by Ωbright; 10-02-2007, 12:35 AM.
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Re: RPGM3 variables are confusing
The only thing you need to consider is that there is no command to copy an internal variable's value to a shared variable, and vice versa. It is possible with trick #20 from this thread.
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