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    My god, you think...

    You think I would have asked these questions almost a year ago when I got the damn game.

    What is the point of variables? I want to set up a variable system that will allow for mode changes once a variable hits a certain number (i.e. Gretchan is late to work, so while she is miandering around and not going to work, everyone yells at her and tells her to go to work until after a certain event...Once the event happens, she gains a variable to be used for the even changes after she gets off work, meaning no one tells her to go to work.) What is the event string that I could use that would utilize this variable to change people's modes once she does what she's suppose to (other then adding a whole crapload of modes on an event/person).

    Am I using the variables wrong?

    #2
    Re: My god, you think...

    First make an auto event (meaning it always occurs when the conditions are met) in the place where the event changing the variable will occur. Now, lets say the variable you are using is Shared Variable One. When Gretchan does what she's supposed to, Shared Variable 1 = 1. Then, on the auto event, set the condition "Shared Variable 1 = 1." Then, have all the mode changes you need happen in there, and then change the auto event to mode 2. On the mode 2 of the auto event, give it an impossible condition (a good one is to make it occur only when the player has a treasure item they will never obtain.) This prevents it from looping and crashing the game.

    Did that do it?

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      #3
      Re: My god, you think...

      Originally posted by hitogoroshi
      First make an auto event (meaning it always occurs when the conditions are met) in the place where the event changing the variable will occur. Now, lets say the variable you are using is Shared Variable One. When Gretchan does what she's supposed to, Shared Variable 1 = 1. Then, on the auto event, set the condition "Shared Variable 1 = 1." Then, have all the mode changes you need happen in there, and then change the auto event to mode 2. On the mode 2 of the auto event, give it an impossible condition (a good one is to make it occur only when the player has a treasure item they will never obtain.) This prevents it from looping and crashing the game.

      Did that do it?
      Possibly. I'm probably going to mess with it tomorrow, seeing as how I'm horribly tired and worn from the day today.

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