RM* VARIABLES
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So, like, how many variables do you guys use in your games, and how many of them are NOT systemz-related? I've found that with the exception of a few in-battle/out-of-battle switches the majority of my switches are all gameplay-related (quest triggers, puzzle levers, etc). My variables, however, are almost all SYSTEMZ and that bugs me. I feel like I should be using more variables.
Here's a breakdown of my systemz-related variable use so far:
-Two-three variables for specific equations (level/stat checker, random message/image chooser, random number variable/"magic" variable)
-Two time-keeping variables (days passed and how rested the party is)
-Escape ratio modifier
-Four variables to compare locations (universal puzzle stuff)
-Two variables used in messages to display the cost of inn rooms
compared to my gameplay/progression variable:
-how many times you've talked to a certain character.
...I dunno. It's just, like, when I look at games like Demon Legacy and Hero's Realm they have FIVE BILLION variables and I feel super-intimidated.
At least my switch count is kept down, due to being able to have dynamic NPCs/quest-givers/chests with self-switches. =D Still, I already have 40+ switches and they are almost all progression-related.
Maybe I'm just more OCD than the rest of you?
How many variables do you use, for what purpose, and how does this compare to your switch use? (Are you as OCD as I am?)
(btw I am only talking about database variables, not RGSS variables)
Here's a breakdown of my systemz-related variable use so far:
-Two-three variables for specific equations (level/stat checker, random message/image chooser, random number variable/"magic" variable)
-Two time-keeping variables (days passed and how rested the party is)
-Escape ratio modifier
-Four variables to compare locations (universal puzzle stuff)
-Two variables used in messages to display the cost of inn rooms
compared to my gameplay/progression variable:
-how many times you've talked to a certain character.
...I dunno. It's just, like, when I look at games like Demon Legacy and Hero's Realm they have FIVE BILLION variables and I feel super-intimidated.
At least my switch count is kept down, due to being able to have dynamic NPCs/quest-givers/chests with self-switches. =D Still, I already have 40+ switches and they are almost all progression-related.
Maybe I'm just more OCD than the rest of you?
How many variables do you use, for what purpose, and how does this compare to your switch use? (Are you as OCD as I am?)
(btw I am only talking about database variables, not RGSS variables)
I haven't yet begun my game, but I was considering using switches for chests/minor events/levers/etc., while using variables for the main progression/major events/puzzles. Major events would only require variable1 += 1, variable2 += 1, etc. and just check their values to see which event page comes up.
You're planning on using RMXP, right? XP and VX have self-switches that act like normal switches but only apply to that one instance; you don't need global switches for chests. =D
Levers, etc. need switches, however, to modify surrounding objects--you're right on track for that!
Levers, etc. need switches, however, to modify surrounding objects--you're right on track for that!
I've never used Self Switches... simply because I don't trust them.
If I make my character open a chest on one map and set the other page to, say, "Self-Switch-A" and then leave the map and come back, would the chest be opened? Or would the player be able to open it again?
I've just never got self switches.
If I make my character open a chest on one map and set the other page to, say, "Self-Switch-A" and then leave the map and come back, would the chest be opened? Or would the player be able to open it again?
I've just never got self switches.
author=VerifyedRasta link=topic=3257.msg64342#msg64342 date=1236004278They stay switched on until the event it's linked to switches it off. They're EXACTLY like normal switches except easier to use and manage. Plus they keep your switch list nice and uncluttered.
I've never used Self Switches... simply because I don't trust them.
If I make my character open a chest on one map and set the other page to, say, "Self-Switch-A" and then leave the map and come back, would the chest be opened? Or would the player be able to open it again?
I've just never got self switches.
author=VerifyedRasta link=topic=3257.msg64342#msg64342 date=1236004278
I've never used Self Switches... simply because I don't trust them.
If I make my character open a chest on one map and set the other page to, say, "Self-Switch-A" and then leave the map and come back, would the chest be opened? Or would the player be able to open it again?
I've just never got self switches.
There is nothing to get about self-switches. They are exactly what they say they are.
Yes, self switches stay if you leave the map and come back. The only difference between a self-switch and a regular switch is that regular switches take up a slot, and can be remotely controlled. But if I can use a self-switch, I will every time, they rock.
ESPECIALLY for chests.
Craze: I used up about 400 variables for systems :P
Jeez...I make variables and switches as I need 'em. And a lot of them are used due to the inherent limitations of the maker I am using. I'm sure I could do away with half of them instantly if I was using VX or XP.
I did hit almost 1800 switches, though...
I did hit almost 1800 switches, though...
author=Fallen-Griever link=topic=3257.msg64368#msg64368 date=1236008586
Also, on self-switches, I'd rather use global switches for everything too. It is always easier to keep track of things if they are all the same.
There is no reason to ever not use a self-switch for something like a chest.
Saves cluttering the switch tab, and lots of time.
I'm still using RM2K (to some people's horror) but I find that I haven't exceeded 5-10 non-system variables.
Just around 250 variables. First few are all just parameters for common events; time keeper, door type, lighting type, loop value etc. I think it may be a good idea to reserve some disposable variables on the first page that are to be used in any scenarios for convenience, but I just get lazy and make new ones to save the hassle of commenting anyway. :x
And yeah, self switches are kinda hard to live without. The only thing is that sometimes when you're debugging and want to set the scenario to a certain point, you can't temporarily set self switches as easily from one external source - so they should probably only go to trivial things.
And yeah, self switches are kinda hard to live without. The only thing is that sometimes when you're debugging and want to set the scenario to a certain point, you can't temporarily set self switches as easily from one external source - so they should probably only go to trivial things.
I tried to make a CBS and CMS for my game, well, i worked a little but i planed it.
20+ Characters
10 atributes. x2(modified versions)
7 Equipment
30 habilites to check
25 Estatuts ailments/elements
Also every level curve have to be saved.
Also it had a limited item system, were every character have a his own bag.
10-15 per character, and every item have their own condition.
7 clases and subclasses(Also you have to save the information of every class, because i i use cicles to make it easy)
5 intermediate characters for the combat and menu, that need to have all the stats to traspass with cicles.
The generation of images and menu and numbers was also relative, to can use it for my next game. List of positions and list of images and a cicle that puts what you want... then all need a variable.
A LOT of items.... (every montser givees you something)
To sum up: eternal variables, i dont know if posible with 5000, because i need for other things, also. The habilities where also a lot of complex, and i need to put a lot of formulas.
Now i use the rm2k default, like the original idea, and more with the spirit of the game. I know i can use some improvements in the code to use less variables (for example, use items or habilites to save data, etc) but i dont want to make something custom in old RPG makers, with coding its 1000 times easy, i know C and rpgmaker is limited for this(not XP/VX)
20+ Characters
10 atributes. x2(modified versions)
7 Equipment
30 habilites to check
25 Estatuts ailments/elements
Also every level curve have to be saved.
Also it had a limited item system, were every character have a his own bag.
10-15 per character, and every item have their own condition.
7 clases and subclasses(Also you have to save the information of every class, because i i use cicles to make it easy)
5 intermediate characters for the combat and menu, that need to have all the stats to traspass with cicles.
The generation of images and menu and numbers was also relative, to can use it for my next game. List of positions and list of images and a cicle that puts what you want... then all need a variable.
A LOT of items.... (every montser givees you something)
To sum up: eternal variables, i dont know if posible with 5000, because i need for other things, also. The habilities where also a lot of complex, and i need to put a lot of formulas.
Now i use the rm2k default, like the original idea, and more with the spirit of the game. I know i can use some improvements in the code to use less variables (for example, use items or habilites to save data, etc) but i dont want to make something custom in old RPG makers, with coding its 1000 times easy, i know C and rpgmaker is limited for this(not XP/VX)
One thing I use variables for is to link animations
together, on the map. For example, I have a door that
"opens" after you move a statue on a certain
place. After the variable is 1, part of the door
is removed, at 2, more is removed, and so on.
I only have 50 or so variables, but over 150
switches for my 2k3 game, and I'm only
2/3 done!
together, on the map. For example, I have a door that
"opens" after you move a statue on a certain
place. After the variable is 1, part of the door
is removed, at 2, more is removed, and so on.
I only have 50 or so variables, but over 150
switches for my 2k3 game, and I'm only
2/3 done!
RPGManiac: I do the same with variables (or, rather, I have in the past). They are excellent for cutscenes when a character teleports around or whatever (hello Demon Tower intro).
GRS: You are proving everything I said. =D
GRS: You are proving everything I said. =D
In my defense 160 are used for one system, 100 for another, and then 50 for a fourth. So its just a handful of them that are making my variable count shoot through the roof
There is no reason to ever not use a self-switch for something like a chest.
You would be surprised how many times over the course of making EtG I found an exception to this rule. (Like chests that can be opened in LITERALLY A HALF DOZEN different ways, each with their own unique consequences.)
Also I tend to use more switches than Variables and it took me an EMBARASSINGLY long time to get what variables were when I first started out.
I sometimes use variables when I don't want to use a lot of switches.
For example, a monsters appeared, then another, then another. Instead of using 3 switches, I use only 1 variable that will be getting +1 each time a monster appears.
But I agree with you, usually I only use them for systems and such.
For example, a monsters appeared, then another, then another. Instead of using 3 switches, I use only 1 variable that will be getting +1 each time a monster appears.
But I agree with you, usually I only use them for systems and such.
author=Fallen-Griever link=topic=3257.msg64433#msg64433 date=1236024989There is no reason to ever not use a self-switch for something like a chest.
I just gave the reason, it is easier for me to keep track of...
Why does it matter that the player opened random chest #35626? I can understand using global switches for certain chests that trigger something or whatever, but seriously. If you want to keep track of the amount opened, use a variable.























