Variables--How do?

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Started by SomnumExterreri 8 posts View original ↗
  1. I'm trying to make a thing where someone can pick a lock, but has a chance to
    A. Have their lockpick break
    Or
    B. Have a guard notice them and engage in combat (I might, later on, make a script to actually make the guard arrest them, but that's a whole different can of worms)

    So, uh, how do I use variables to do this? I can make it pick a number between 1 and 10, but I can't make that number actually *do* anything except exist
  2. After you have the variable set, you can use a conditional branch to reference that variable and have it do something. For example, you can have the lockpick break if the variable is equal to 1 and then have a second conditional branch that has a guard notice them if the variable is less or equal to 3.

    conditional.png
  3. l8rose said:
    After you have the variable set, you can use a conditional branch to reference that variable and have it do something. For example, you can have the lockpick break if the variable is equal to 1 and then have a second conditional branch that has a guard notice them if the variable is less or equal to 3.

    conditional.png
    Ohhhhh! I actually completely forgot that I could reference variables in the conditional branch. I'm quite sorry.
    By the way, how did you get your thing to look cool?
  4. It's easy to forget if you don't use them too often. =P No worries.

    If you mean the darker layout that's through Tools > Options and choosing Dark for Theme under the UI setting on the right portion of options.
  5. @l8rose That is only for MV. The OP posted in VX ACE.

    @SomnumExterreri There are other options as well.

    Here are three lockpicks I have. Two evented, one script

    Events
    evented.PNG evented2.PNG

    script
    script.PNG
  6. Ah derp. Yeah, not possible to do that with VX Ace. Too much flu meds I think.

    Just pulled the screenshot from MV which I have open as I know the conditional branch option is the same between both games. Thanks for pointing that out @Roninator so how I didn't send someone off on a wild goose chase.
  7. Roninator2 said:
    @l8rose That is only for MV. The OP posted in VX ACE.

    @SomnumExterreri There are other options as well.

    Here are three lockpicks I have. Two evented, one script

    Events
    View attachment 85699 View attachment 85700

    script
    View attachment 85701
    You know, a way that does not have my head hurting would be quite preferable to this tedious, insanely annoying method. Though, once I get this first damn door completed, the rest should be a piece of cake because I'll be able to mostly C/P
    Though, I'd love it if you could show me a (PReferable simple!!) method by which I could make it less luck-based and more skill-based.
    It would also be beautiful if you could send me a map with the event, so I could C/P the event that makes lockpicking skillbased rather than luckbased. Though, I still want thieves to have an advantage? If you have anything like that, I'd love it.
  8. I finally fixed it... IT WORKS!
    After two and a half hours (I was working on it for an hour before I called here for help) I managed to create a functional lockpicking system. Though I'd still be open to anything that rewards skill more.