RM* VARIABLES
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I tend to have a couple of variables for random events and just re-use them. All up I've got 30 in use. Most of them are system uses but some are for generally counting or checking and what-not.
As for switches... lots. Lots and lots. ^.^
As for switches... lots. Lots and lots. ^.^
I'm sitting at 44 switches and 109 variables at this time. Switches will go up dramatically while variables will taper off.
Whoa boy, lesse...
Variables
6 to track ammo remaining, 1 per character.
6 to track Innate Level (what Innate Skills are available), 1 per character.
10 to track charge for Innate Skills, 1 per player character plus 1 for four certain enemies (who are fought multiple times).
30 equipment variables, 1 per character per equipment slot.
6 experience, 1 per character.
30 statistics variables, 1 per character per statistic including maximum and remaining HP but not counting intelligence.
3 skill-learning variables, one for single-target, one for multi-target, one for non-damaging skills.
26 Minigame variables, for suit, rank, score, etc.
1 Ally level calculator
3 variables for Larsene's special unarmed cheesing attack.
4 for map position and relative position in general.
2 time variables - day of the month and day of the year.
1 variable for tracking button presses.
...and a whole bunch that are hush-hush spoiler type deals.
Switches
240 for tracking mission taken, mission failure, and mission success, one of each per mission
12 for the month of the year (originally a variable but was too much hassle).
6 for time of day.
1 to disallow the CMS during events.
1 to give the player 99 sticks of dynamite (used to bypass random encounters when testing cutscenes, bosses, etc.)
3 to recognize whether a save file is from the January demo, January to April demo, January to August demo, or Full Game.
6 for use in mini-games.
6 to endure a lethal blow once per mission, 1 per character.
A shit-ton to show/hide sprites/objects during cutscenes, done with switches so I know who's shown and who is not.
...yeah, and this is only one month in-game. I'll probably quintuple these stats by the time I finish the game.
Variables
6 to track ammo remaining, 1 per character.
6 to track Innate Level (what Innate Skills are available), 1 per character.
10 to track charge for Innate Skills, 1 per player character plus 1 for four certain enemies (who are fought multiple times).
30 equipment variables, 1 per character per equipment slot.
6 experience, 1 per character.
30 statistics variables, 1 per character per statistic including maximum and remaining HP but not counting intelligence.
3 skill-learning variables, one for single-target, one for multi-target, one for non-damaging skills.
26 Minigame variables, for suit, rank, score, etc.
1 Ally level calculator
3 variables for Larsene's special unarmed cheesing attack.
4 for map position and relative position in general.
2 time variables - day of the month and day of the year.
1 variable for tracking button presses.
...and a whole bunch that are hush-hush spoiler type deals.
Switches
240 for tracking mission taken, mission failure, and mission success, one of each per mission
12 for the month of the year (originally a variable but was too much hassle).
6 for time of day.
1 to disallow the CMS during events.
1 to give the player 99 sticks of dynamite (used to bypass random encounters when testing cutscenes, bosses, etc.)
3 to recognize whether a save file is from the January demo, January to April demo, January to August demo, or Full Game.
6 for use in mini-games.
6 to endure a lethal blow once per mission, 1 per character.
A shit-ton to show/hide sprites/objects during cutscenes, done with switches so I know who's shown and who is not.
...yeah, and this is only one month in-game. I'll probably quintuple these stats by the time I finish the game.
author=ChaosProductions link=topic=3257.msg64498#msg64498 date=1236046675You could use a single variable for each mission, you know. 0 for not started, 1 for taken etc.
240 for tracking mission taken, mission failure, and mission success, one of each per mission
Yes, but variables have a minimum and maximum value of 99999999 (positive or negative) while switches have a minimum of 0 and a maximum of 1. They're also easier to work with without worrying about accidentally setting them to, say, 7 or so, and they're easier to make conditional branches for in that tiny-ass battle events commands window. Also, ON/OFF is easier for me to keep track of than 0=NOT TAKEN/1=TAKEN/2=FAILED/3=CLEARED, especially in the debug screen and such.


















