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[Request] Self Switches #74
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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. |
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
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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. |
How would you normally set A and B and C true? Talk me through it. Self switches
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This seems somehow related to #37 |
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.
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