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PostPosted: September 24th, 2005, 10:44 am 
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Rainbow Crash
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Joined: May 4th, 2005, 7:57 pm

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I've seen such an overwhelming need for a variable guide, I figured I might as well start one.

So far, the guide isn't complete. But, I'll continue to add stuff here as I figure it out.

Also, I am going from memory until I can get home.

1. How can I use a variable like a switch or flag?

RPG Maker 3 starts you out with 60 "Shared Variables" which are empty. Each of these variables can be set to a great deal of different numbers, so one variable is equal to hundreds of switches (if you used RM1) or flags (RM2).

Look at it this way:

Let's say you have Shared Variable 1 (SV1). SV1 can have its value changed to anywhere from 1-100 (just a number for the example). You plan on using SV1 as your "switching" variable. So now, you have 100 switches that are in the "off" position. By adding a value of "1" to this variable, you can rightfully say that you've turned switch 1 "on".

You know, examples never hurt anyone. Here's what I did to test one.

Okay, I created a townsperson who's supposed to give me a dollar. After I get the dollar, he's supposed to tell me that money doesn't grow on trees.

In the event code, I:

Select Control Type >> Value-Conditional Branch
Choose 2 options (because this will be yes/no)
Select SV1 and leave it alone.
Change the Value Judging Type to "Equals specified value"
The value to judge is 0.


Now, you'll see two branches. Between the Start and End of the first branch:

Branch 1 Start:

Select Display Type >> Message Display
"Hello. Here's a dollar."

Select Party Controlling Type >> Obtain Money
Change the money amount to 1.

Select Property Control Type >> Increase Shared Variable
Make sure to select SV1 and change it to "1".

Branch 1 End.

Branch 2 Start:
Select Display Type >> Message Display
"Money doesn't grow on trees!"

Branch 2 End.

Now, test it and see if it works.

NOTE: I AM GOING FROM MEMORY. I WILL CORRECT IT WHEN I GET HOME.

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Last edited by Ixzion on October 6th, 2005, 8:12 am, edited 1 time in total.

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PostPosted: September 24th, 2005, 3:46 pm 
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Rainbow Crash
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Joined: September 5th, 2005, 7:57 pm

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Very sorry if you didn't want anyone to post in this (i hope you can delete it if you didn't want one), but do you or anyone else know exactly what the internal variables do to w/e? I read the instruction manual, and it sais that each character/map/w-e has its own set of internal varialbes that make it up, and altering them did stuff... anyway, that's my question, everything else already came to me for RPGM3 :)


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PostPosted: September 28th, 2005, 2:16 pm 
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Rainbow Crash
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Joined: September 21st, 2005, 4:38 pm

Posts: 13

Location: Philly
My guess would be that Internal variables allow you to use them inorter to change what would happen during that Characters or objects event(s)
for instance a Towns Man named Jeremy says "Hey it sure is a beautyfull day out" becasue his Interal variable 1 is set to (0) so you can have him say "Hey (Main Characters name) are you going to enter the Tournement?" by him saying that when the INteral Variable 1 is set to (1) and you would just make an event that "adds" or changes Interal Variable of the Character Jeremy to 1 inorder for that event to happen. Thats what I think but don't take my word on it yet, I still need some time to figure everything out.

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PostPosted: September 30th, 2005, 12:56 am 
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Rainbow Crash
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Joined: September 29th, 2005, 2:16 am

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I guess internal variable is like a normal variable just that this variable will be used just in the event area. Example: Variable1 = 1 on Town1, but will continue be 0 in Town2. The Internal Variable will be only modified in the Event Area, you will notice it, just prove it.

Global Variables are modified in all the RPG Maker Zones, an internal just in the Event Area.


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PostPosted: September 30th, 2005, 1:00 am 
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Rainbow Crash
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Joined: May 4th, 2005, 7:57 pm

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Location: VA, mofo
Yeah, I need to update this. But, as you can see, I have my hands full. :p

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