Okay. In RPGM2, you could do a variable check based upon user input, so that a password check is not from a branching decision tree (which is sorta lame when it comes to passwords, as they can simply just trial and error it).
RPGM3 doesn't have this... but I've thought of a way to do it (for numbers, at least). The password is, say, 467. However the player figures this out is up to you... the password man or door has a triple tiered variable check which looks at three global variables... basically (and this is not the code in RPGM3, but just a theoretical framework).
Branch 1:
Yes (Variable1=4)
Branch 2:
Yes (Variable2=6)
Branch 3:
Yes (Variable3=7)
(Password is correct, door opens, or whatever...)
No (Variable3 doesn't = 7)
No (Variable2 doesn't = 6)
No (Variable1 doesn't = 4)
So, this is just a check to see if all three numbers are correct... now, here's the inventive part... how to get that input from the player... simple! Have three 'buttons' near the door... for each push of the button, you get an increase of 1 for that variable and a text output telling the player what the current number is... explain to the player that each of these three switches corresponds to the hundreds, tens and ones column and you have a way to have player input in RPGM3!
Cool, non?
RPGM3 doesn't have this... but I've thought of a way to do it (for numbers, at least). The password is, say, 467. However the player figures this out is up to you... the password man or door has a triple tiered variable check which looks at three global variables... basically (and this is not the code in RPGM3, but just a theoretical framework).
Branch 1:
Yes (Variable1=4)
Branch 2:
Yes (Variable2=6)
Branch 3:
Yes (Variable3=7)
(Password is correct, door opens, or whatever...)
No (Variable3 doesn't = 7)
No (Variable2 doesn't = 6)
No (Variable1 doesn't = 4)
So, this is just a check to see if all three numbers are correct... now, here's the inventive part... how to get that input from the player... simple! Have three 'buttons' near the door... for each push of the button, you get an increase of 1 for that variable and a text output telling the player what the current number is... explain to the player that each of these three switches corresponds to the hundreds, tens and ones column and you have a way to have player input in RPGM3!
Cool, non?



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