Announcement

Collapse
No announcement yet.

More Questions about Variables...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    More Questions about Variables...

    Still been trying to get a hang of them.

    It seems like you use internal variables for exclusive changes to a single object or character...while shared variables are more used for things where a certain event effects other objects or characters. Do I have that right?

    My problem is that I still have yet to activate one variable, no matter what combination I use. On an object I had two modes...for the 2nd I listed its condition to happen would be to have a variable of one. So on the first mode I use the increase variable command, and set it to one. The 2nd mode would never activate though.

    Is a whole another story with characters...it looks like you have to use the Val Conditional Command with them to use variables...but that commande confuses me. It gives you two different boxes for two different values each time you use it...and I've tried using each of them...but it doesn't work at all.

    Makes no sense to me, and without using anything similar to switches I can only make the most basic of games.

    I think there needs to be a variable FAQ put out somewhere...or a very specific example given out that illustrates step by step how to make certain event happen in the game.

    But any help that anyone can give me, I'd quite appreciate.

    #2
    Re: More Questions about Variables...

    I'll give it a shot, since I'm feeling socible and I was playing with these today. If I'm mistaken about anything, I'm sure someone will correct me.
    1. There isn't much difference between shared and internal variables. Really, I'll go out on a limb and say they are identical. internal variables are simply stored on a map or a character so as to be more organized. And the shared variable you have even if you never make a map or character (but then of course there's nothing to do with them!). I thought at first that internal varibles refered to characters stats--this would have been useful too, but isn't so. The event help text (press start) makes it sound like in vars change when you leave the map, but I tested this and it didn't change.

    2. Now, both types of variables are only ever useful if you use them! Either as event conditions or val branching script. Lets use the latter first.

    3. Inside and event, choose val branching script. you need to set the specific variable, >,<, or =, and a number. Sounds like you got that part. Then pops up, back on the scripting page, 5 indented boxes:
    option 1 start
    option 1 end
    option 2 start
    option 2 end
    branch end
    Move the cursor down to the "option 1 end." Put in any number of new commands here that will only execute under th conditions you just set up. (such as if var 1 = 0, if that is what you put in above.)
    Likewise on option 2 end, although you don't have to put anything here. Anything you enter after branch end will happen either way. If you don't want this, put in an end event or event transfer in one of the conditional areas.

    That should work. If it doesn't, go to test mode & hit start to make sure the variable is on. Also, keep in mind earlier modes start first, so if this is the second mode, that may be your problem?

    4. I think that may be the problem for your mode conditional start as well. We may need to make the mode that has the condition var 1 = 1 (or whatever) have a lower mode number... so it will be checked first. Or, on the first page, add a condition that says var 1 <1 ! that should work?

    There are many numbers involved in different places; it is hard to explain with just words! If that doesn't help, clarify what is the problem?
    Last edited by NikisKnight; 09-24-2005, 10:38 PM.

    Comment


      #3
      Re: More Questions about Variables...

      Well, to be exact in what I was testing out...I made a character, put him in a town, and set his 1st mode to display a message. After that command, I told it to increase his internal variable to one. On the 2nd mode page I set a Val Conditional Branch, and set its needed value to 1, and on the end portion of the first option I put a new message. So the general idea was to talk to this guy, trigger the variable, and have him say something else because of that variable change. Unfortunately it did not work.

      On top of that, I've even had trouble with the simple "With treasure" command for an object event. I'd set two modes for the object, and set it up so that the 2nd mode would only activate if the hero possessed a certain treasure item. To my surprise, the 2nd mode did not work when I had the hero examine the object with this treasure piece.

      Reason I miss switches from RPGM1 is because, well, I could have a switch trigger and automatically have like 20 people change their dialogue accordingly. With this game doing events that change seems more difficult...and is really my only complaint about the game right now.

      Comment


        #4
        Re: More Questions about Variables...

        It's actually easier than RM1, just different. Here's the thing, you don't need two modes. Just put the Var Condition in the first mode. Example:

        [Mode 1]
        Var Condition
        Option 1 (Int. Var. = 0)
        "Hello. Nice to meet you."
        Increase Int. Var +1
        Option 2 (Int. Var. = 1)
        "Hey, I rememeber you."

        It'll change after the first time you talk to them.

        For your problem with the With Treasure condition. It won't switch to mode 2 on it's own. Here's how you do it.

        [Mode 1]
        "This plant will grow if you use fertilizer."
        Modify Mode: Mode 2
        [Mode 2]
        Conditon: With Treasure "Fertilizer"
        "The plant grew."

        The plant will grow only if you bring the fertilizer. I hope I explained that well, I tried to make it complete but short. If you need more details just say so.
        Last edited by DarkwingChuck; 09-25-2005, 12:33 AM.
        I want that Mulan McNugget sauce, Morty!

        Comment


          #5
          Re: More Questions about Variables...

          Oh, I see now...hmm, thanks. Didn't think of either of those.

          What if I wanted if I had the hero defeat a boss enemy and have people say new things after that happening? How do I connect those two things together? Is that where shared variables come in?

          Comment


            #6
            Re: More Questions about Variables...

            Actually you don't have to use a Shared Variable. You can set the Value Condition branch in the people's events to be based on an Internal Variable in the boss enemy event.
            I want that Mulan McNugget sauce, Morty!

            Comment


              #7
              Re: More Questions about Variables...

              Hrm...so, I could set the boss's internal variable to increase to like 6 after being beaten, and on a townperson's Val Conditional I could set the needed value to 6, and they would say something different then? And all that could be done on just the first mode of the townperson?

              Comment


                #8
                Re: More Questions about Variables...

                Yes. The only reason I can see that you would need to use a different mode for a townsperson is if you waned their movement or animation to change since that is set in the "To Mode Editor" part. Or if there is a limit to how many lines you can put into the first mode. I'm not sure if there is or not.
                I want that Mulan McNugget sauce, Morty!

                Comment


                  #9
                  Re: More Questions about Variables...

                  Ahhhh...I think I'm getting it now. Here I was thinking you needed different modes for different "activations".

                  In that same case...if the value needed for them to say something new after the boss is defeated is 6 (same as the boss's), but they've already gone through an activation that added one to their variable, does that mean I have to tell it to actually add 5 to their value so that it lines up with the boss's or does the game do that stuff automatically?

                  Thanks again, you're helping me a lot.

                  Comment

                  Working...
                  X