![]() This will require you to make sure that your new project has the variables defined and then you will have to go through your event script and select the correct variables. I say this because if you plan to do a sequel to your game and you want to just copy and paste events, If you have already defined variables those events reference, then it is going to reference THOSE variables. It is the ID number that all event scripting references when working with variables. One thing you need to know about this is that you can rename the variable all you want. Selecting a variable and then entering a name will define the variable, so you can know what it is used for. This cannot be increased beyond 5000, and if you decrease it so that named variables would be removed, then they would need to be allocated and named again if you need them back. You can click Change Maximum to increase or decrease the number of allocated variables. By default, the first 20 variables are allocated, but are not named. The column to the right lists the variables in the selected group. RPG Maker MV allows up to 5000 variables to be created. Right-click on the project root and then click New to create a new map. So when it comes to event processing, commit this concept to memory: First Placed, First Priority.īefore we can make this event send a player to another map, it needs to know what maps are meant to be adjacent to the current one. Knowing this little tidbit early on may save you a lot of debugging later on. So even if all of the coding for all events is 100% correct, especially for parallel events, not having them run in the right order could cause undesirable issues. If those events were to be processed first, they would not be getting the most updated information and their process could break. The reason being that some of the data it will generate may need to be called by other parallel event at the moment the player enters the map. I will not know how many variables I will end up with in a complex project.For this project, it is very important that NavSys is the first parallel event that is placed on a map. Especially, when you are designing your code. Your solution depends on many factors or whether the variables are related to each other. ![]() I also like to see my variable list and not a few listed arrays for name changes. I would not use an array for good variable naming. Your solution is good, but like Zefk I like to give my variables good names. Your solution would work too, but it takes a relative amount of screen space while coding and it is easy to be lost if you are searching for a precise variable, this is not convenient at all, even for a "crazy" programmer. There's a lot of solutions though, I did post the most common one that is easy to understand for both beginners and experts in the Lua world. Quote from: MetalZelda on September 15, 2016, 02:32:36 PM He meant to name 'more' solutions if he wanted. Quote from: Christopho on September 15, 2016, 02:22:11 PM Quote from: zutokaza on September 15, 2016, 10:27:43 PM The solution is to make a DLL (if Lua accept to read a c++ library like RPG Maker does) and make all modif / call scripts from the DLL, so it is more like a module where players choose if they want or not to use Mode7 ![]() Importing or making a mode 7 script for Solarus imply a lot of code rewriting, one of which are map, camera, entities, and the list goes on surface zoom (effects, World map in ALTTP is an example, zoom transition (Final Fantasy)) Mode 7 is a bit more complicated, we need a documentation (Edit: Didn't see Diarandor's link) Maybe there are better ways to do it, but I do not know. This could also be done without tile:get_pixels(), with just a big image drawn in a surface for the world map that is used to compute the pixels of the Mode 7 surface. But to do that this way we would also need a function tile:get_pixels(). The idea I had in mind was to draw a world map, made with tiles, and then draw everything on a different (and opaque) surface. Quote from: Diarandor on September 27, 2016, 03:18:10 PM
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