SELF SWITCHES AND VARIABLE [RMXP]
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hi everyone,long time no see i have some question about my new RM(i use xp now before i have 2003 and i'm very sad because i can continue my project in rmxp)it about Self Switches can you use the same switch in same map.EX:
i use my Self Switch A on my treasure chest1 after that i make a new treasure chest2 with self switch A in the same map or i must use the self switch A in other map after i make a Treasure chest1 with self switch A.
Variable i know how to use that but i have no idea what variable use for can you give an example what event use variable(i've already seen an example like making minigame but i want other example)
Sorry for asking you so much and i'm sorry if there is a mistake in my English i hope you understand what i mean
i use my Self Switch A on my treasure chest1 after that i make a new treasure chest2 with self switch A in the same map or i must use the self switch A in other map after i make a Treasure chest1 with self switch A.
Variable i know how to use that but i have no idea what variable use for can you give an example what event use variable(i've already seen an example like making minigame but i want other example)
Sorry for asking you so much and i'm sorry if there is a mistake in my English i hope you understand what i mean
author=Kazuto
hi everyone,long time no see i have some question about my new RM(i use xp now before i have 2003 and i'm very sad because i can continue my project in rmxp)it about Self Switches can you use the same switch in same map.EX:
i use my Self Switch A on my treasure chest1 after that i make a new treasure chest2 with self switch A in the same map or i must use the self switch A in other map after i make a Treasure chest1 with self switch A.
Yes, a self switch can be used for each event separately, without limitation. There is no need to use different ones for different events. You're free to use "A" for every event, and it will still work just fine. The only reason there is more than one self switch is so that you can use the function multiple times for the same event.
author=Kazuto
Variable i know how to use that but i have no idea what variable use for can you give an example what event use variable(i've already seen an example like making minigame but i want other example)
Did you want a visual example? If so, then someone else will help you out with that I'm sure. I'll just go ahead and give you a "for instance", one.
Example:
Let's say your player is a treasure hunter, and each map has it's own collection of treasures. Each map has a few different treasure chests, and each time a chest was opened a variable would go up by 1. You could then use this variable to count the total amount of chests that were open and display it to the player in a message.
Hopefully that helps, good luck!
author=KazutoDid you want a visual example? If so, then someone else will help you out with that I'm sure. I'll just go ahead and give you a "for instance", one.
Variable i know how to use that but i have no idea what variable use for can you give an example what event use variable(i've already seen an example like making minigame but i want other example)
Example:
Let's say your player is a treasure hunter, and each map has it's own collection of treasures. Each map has a few different treasure chests, and each time a chest was opened a variable would go up by 1. You could then use this variable to count the total amount of chests that were open and display it to the player in a message.
Hopefully that helps, good luck!
thank you very much you answer all my question
once again Thank You Very Much
and can you use rpgmakervx map in rpgmakerxp?
2k3 is not so lucky. There are three ways to hold a specific chest without wasting three thousand switches (which you could be using for events, features, or just whatever):
- Make a hero name (Chests). When you open a chest, give this dummy hero a skill. We then look at whether the hero (Chests) has the skill Chest1 and if he doesn't we give the item and open the chest.
- Cerberus's self-switch plugin. It apparently needs the screen you're at, and the switch number for the screen. It's pretty simple once you know how to do it, though. I think.
- KazString has this as one of its functions. You store the number in a double array which acts as a compartment. That is, for array 1, there are 1000 I think it was numbers that could be stored, and there are 100 such arrays. The plugin, plus code can then check for a VERY specific number in the array, turn a switch on for the check, and save the number as its value if opened (I usually do 1), and after the event the same switch can be reused simply by turning it off. Drawback? It's freaking complicated.
author=Kazuto
thank you very much you answer all my question
once again Thank You Very Much
You're most welcome. I'm glad I could help you out!
author=Kazuto
and can you use rpgmakervx map in rpgmakerxp?
No unfortunately, the mapping style is totally different. However, you can use the same graphics-- but you would have to reorganize the images to fit each makers format.
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