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[Request] Self Switches #74

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AlexDoeIsTaken opened this issue Apr 26, 2019 · 7 comments
Open

[Request] Self Switches #74

AlexDoeIsTaken opened this issue Apr 26, 2019 · 7 comments

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@AlexDoeIsTaken
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Having self switches would drastically reduce the amount of variables needed in my case. Currently, I'd need around 5 variables per event, and with a plan of having dozens of events, that quickly adds up, plus gets confusing fast. Self switches would allow me to have a lot more variables, and also allow everything to be simpler, by just copying the code onto other events.

@RichardULZ
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Do you mean Switch Case? As in, 1 variable, but every number has a different dialogue?

It may not be in 1.0, but instead of true/false, you can check 'is MyVariable = 1', is MyVariable = 2, is MyVariable= 3 ect.

It will still bloat your script, but only use one variable.

@AlexDoeIsTaken
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Not exactly. I'm talking about the self switches in RPG Maker.
SelfSwitch
It would allow me to basically have multiple true/false variables in one script, not taking up room in the full variable list. This would also make copy and pasting the script to new events easier, so instead of "~~~ = True" for each individual event, it can just be "SelfSwitchA = True" for as many events as I need.

@RichardULZ
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I'm still not quite following, but variable space is limited on a gameboy.

I can't get a clear view on how they're used in rpg maker, but from what i gather, are these statements true? Please add any clear features that I'm missing.

Self switches

  • Are local to their actors script, and do not show up elsewhere.
  • Can remember their data within a scene.
  • Can remember their data between scenes.
  • Allow multiple (4) script pages.
  • Allow you to jump from the main actor script page, to one of the 4 new actor script pages.
  • Are one per actor/scene script.

@AlexDoeIsTaken
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You're about half right. The first 3 are correct, but the self switches are just 4 yes/no variables contained in one event. I believe you can check for multiple at a time (I.E. If A&B = True). In the screen shot, that menu would allow you to check for a self switch, and then run a separate event script, although that wasn't what I was really planning on using it for.

@RichardULZ
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How would you normally set A and B and C true? Talk me through it.

Self switches

  • Are local to their actors script, and do not show up elsewhere.
  • Can remember their data within a scene.
  • Can remember their data between scenes.
  • Are 4 self contained True False variables, A, B, C, and D.
  • Can not contain a number.
  • Can be compared together.
  • Are one (4 bit true false variable) per actor/scene.

@AlexDoeIsTaken
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This is all RPG Maker stuff, and my knowledge isn't the best on it, but it works like this. You can set the switch in your event script like this
SelfSwitch2
and then have it check it like this.
SelfSwitch3
or like this.
SelfSwitch6
This is useful for things like chests, where you open it once,
SelfSwitch4
and then can't open it again.
SelfSwitch5
This makes each script self-contained, so you can just copy and paste them around your world, instead of having to make a "If Chest~~~Opened = True" for each one.

Here's another example of it being used within the script itself.
SelfSwitch7

@thomas-alrek
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This seems somehow related to #37

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