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Variables, Switches, Conditional Branches, all of you are huge bitches.

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JosephSeraph
奇跡なゲイパワー♡
7246
Lies, lies and more lies!
Switches: Simple!

Conditional Branches: I'm able to use them...

Variables: Ummmmmmm.......
Actually switches and variables are just that, pretty simple to use, Switches are 0 and 1 and the other is whichever number you want to use so not really an issue. The problem all the time lays in the conditional branches were if there is something wrong you have to check a huge text in order to find the trouble that sometimes you don't even understand why is that happening.
K-hos
whoa You guys are hi-chaining without me? That's just not right. :<
721
I don't get why people have so much trouble with these, they are pretty straight forward.

Switches just sound like booleans ( they can only be true or false ) but I'm not sure in rpgmakers context so I will skip that. But, they sound like they are just variables with values limited to true or false.


Variables are just a method of accessing editable data via a human readable name.


And conditional branches, such as an if(), are a method of running the block of code following the 'if' if the condition in it is true. A condition being anything that the if is checking, for example if you had 'if( A == B )' the code after the if would only be run if the variable 'A' is infact holds the same exact value as the variable 'B'.


I am probably just reiterating what you already know...
if they're all bitches, that makes me a pimp daddy

author=MrChearlie
Actually switches and variables are just that, pretty simple to use, Switches are 0 and 1 and the other is whichever number you want to use so not really an issue. The problem all the time lays in the conditional branches were if there is something wrong you have to check a huge text in order to find the trouble that sometimes you don't even understand why is that happening.

maybe your problem is the order in which the code is running, and not the code itself.

for example;
lets say you have a common event set to run when a switch is turned on.
you have a parallel process on the map that activates with the same switch.
and in the middle of the common event is a branch with a call event command inside(that does a whole bunch of stuff).

there might be problems with the code running in the order you wanted it to. it might seem more efficent to setup the code like that, but if you took all that code and put it in one parallel process on the map, it would be easier to run in order and give the desired effect.
I had a lot of trouble with variables, but you don't really need them until more serious projects, and at that point, they're fairly easy to learn.
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