RPG Maker 3 doesn't make good use of these, so the explanation will be quick.
Variables. These are values which can be manipulated to become any number(0-999,999 in RPG Maker 3's case I believe). Take a jar of marbles. The JAR will be a variable. It holds any value. Now let's look at the MARBLES. This is the value which the JAR holds(for example's sake, the jar will equal a variable value of 0).
So let's say I put 3 MARBLES into the JAR. That means the JAR now holds 3 MARBLES, meaning I just added 3 to the variable, which means our variable now equals 3 instead of 0.
The concept of variables is very simple, and the use of them can be easy or hard, depending on your comprehension of them.
Take an example here, a toggling event. When done correctly, this will allow you to experience different outcomes depending on how you toggled the switch(which will instead be an event, do not confuse this with a dungeon switch, or so help me...
).
To be clear, this will not cover how to use events, only variables! Go to page 38 of the manual if you don't know how to use events. Since every new copy of the game has a manual and RPG Maker Magazine as far as I know, has the manual pages archived, there's no excuse to be ignorant of what's on those pages.
First we'll outline the different events and their event codes:
Event 1(this will be the button event)
Graphic:whatever you like
Condition:Button
Event code:
-Control > Val-Conditional Branch > Option 2(Option 1 if value equals specified value which is 1, Option should be if the value equals specified value, which is 0)
Option1(start)
-Property Control > Modify Shared variable > Shared variable 01 = 0
Option1(end)
Option2(start)
-Property Control > Modify Shared variable > Shared variable 01 = 1
Option2(end)
End Branch
Event 2(statue)
Graphic:whatever you like
Condition:Anything expect auto
Event code:
-Control > Val-Conditional Branch > Option 2(Option 1 if value equals specified value which is 1, Option should be if the value equals specified value, which is 0)
Option1(start)
-Control > QA Conditional Branch
Option1(end)
Option2(start)
-Party Control > Gain Experience
Option2(end)
End Branch
Now, go and test your events after you've placed them in layout mode. First, go to the statue. You should experience the 0 variable outcome. Now go to the button. Activate it by pressing a button, then go back to the statue again. If you experienced a different outcome, great, now go back to the event and activate it again. If you experienced a different outcome than the last one, then congratulations, the process is complete!
If you're still clueless, then me writing all this was a waste, and you should get out there, and actually experiment, IT WON'T KILL YOU! Good luck.
Variables. These are values which can be manipulated to become any number(0-999,999 in RPG Maker 3's case I believe). Take a jar of marbles. The JAR will be a variable. It holds any value. Now let's look at the MARBLES. This is the value which the JAR holds(for example's sake, the jar will equal a variable value of 0).
So let's say I put 3 MARBLES into the JAR. That means the JAR now holds 3 MARBLES, meaning I just added 3 to the variable, which means our variable now equals 3 instead of 0.
The concept of variables is very simple, and the use of them can be easy or hard, depending on your comprehension of them.
Take an example here, a toggling event. When done correctly, this will allow you to experience different outcomes depending on how you toggled the switch(which will instead be an event, do not confuse this with a dungeon switch, or so help me...
).To be clear, this will not cover how to use events, only variables! Go to page 38 of the manual if you don't know how to use events. Since every new copy of the game has a manual and RPG Maker Magazine as far as I know, has the manual pages archived, there's no excuse to be ignorant of what's on those pages.
First we'll outline the different events and their event codes:
Event 1(this will be the button event)
Graphic:whatever you like
Condition:Button
Event code:
-Control > Val-Conditional Branch > Option 2(Option 1 if value equals specified value which is 1, Option should be if the value equals specified value, which is 0)
Option1(start)
-Property Control > Modify Shared variable > Shared variable 01 = 0
Option1(end)
Option2(start)
-Property Control > Modify Shared variable > Shared variable 01 = 1
Option2(end)
End Branch
Event 2(statue)
Graphic:whatever you like
Condition:Anything expect auto
Event code:
-Control > Val-Conditional Branch > Option 2(Option 1 if value equals specified value which is 1, Option should be if the value equals specified value, which is 0)
Option1(start)
-Control > QA Conditional Branch
Option1(end)
Option2(start)
-Party Control > Gain Experience
Option2(end)
End Branch
Now, go and test your events after you've placed them in layout mode. First, go to the statue. You should experience the 0 variable outcome. Now go to the button. Activate it by pressing a button, then go back to the statue again. If you experienced a different outcome, great, now go back to the event and activate it again. If you experienced a different outcome than the last one, then congratulations, the process is complete!
If you're still clueless, then me writing all this was a waste, and you should get out there, and actually experiment, IT WON'T KILL YOU! Good luck.

heh

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