Text is the key of a game variable (string) which holds the key of the variable that will be changed. The text defined in Text is the key (name) of the variable. Variable Key Value Typeĭefines where the key (name) of the game variable comes from: Depending on which type of variable you want to change, the settings differ a bit – but some base settings are still valid for all game variable types. The settings for changing game variables are always the same. the event system, using an item or defeating an enemy. Game variables can be changed by multiple things, e.g. They can be used in events or scene targets to spawn or move game objects at those positions. Vector3 values can be used to store positions. When building complex systems (like a calendar), this is what you’ll most likely use. You can use them in formulas or even change them using mathematical operations. You can use them to simply store that something happened, like an event that has been performed.įloat values can be used for complex operations – a float is a number and allows using decimal numbers. When creating complex quests, it can be useful to store some information in a string variable and display or check it at a later time.īool values are simple triggers. You can use them to remember the name of a scene, change a combatant’s name and many other things. String values can store all kind of information – a string is simply a text. If you store another value of the same type into a variable, the old value will be lost. with the player combatant’s abilities/inventory).Ī game variable can store the following types of values:Įach variable key can hold one value of each type. These variables will also be saved with save games (if the instances of the abilities, items and equipment are saved, e.g. You can learn more about selected data in this how-to. They’re accessible through the Selected variable origin in events, formulas and battle AI, when they where previously set as Selected Data. Instances of abilities, items or equipment can have game variables attached to them. Object game variables require an already existing game object with an Object Variables component attached to access them. They’ll also be saved with a save game and are persistent throughout the game. You can use them to store information on objects, like keeping track how often you talked to an NPC. Object game variables are bound to game objects in your scene using an Object ID. They’ll be saved with a save game and are persistent throughout the game. Global game variables are available everywhere and any time. Usually you’d use them to keep track of something that’s only needed within an event, formula or battle AI.įormulas called by an event/battle AI or another formula (directly or through an underlying battle action) will share the local variables with it. Local game variables are only available in the event system, formulas and battle AIs.Īs soon as the event/formula/battle AI has finished, the variable will be gone. There are different types of game variables: Game variables are saved in save games – you can change if (and which) variables will be saved in Menus > Save Game Menu. The value stores the information assigned to the variable key. ‘Final Quest’ isn’t allowed, use ‘Final_Quest’ instead. Please note that variable keys can’t have an empty space!Į.g. The key (or name) of the variable is used to identify it. This information could be anything – usually the player’s progress in the game (like status of quests or solved puzzles). But that’s not all, you can even create whole new systems using variables (like a calendar system). Game variables are used to store information in a running game.
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