A
local variable is essentially just a regular variable, but it's specific to an event. This approach helps avoid the need to create
100 variables for
100 enemies, which would be
exhausting. Moreover, if you spawn events from a template map, using the same regular variables could lead to those variables being shared across all spawned events, potentially causing the game to malfunction.
Using a local variable with Action Combat is quite simple. For example, if you want to check if the local variable of the current event is greater than 5 to make the event jump, here's how you can do it:
Firstly, let's select the
Control Local Variable command and set the
Value to
5. That's it.
Now, to check if the local variable of the current event is greater than 5, we use a
conditional branch:
localVariable(this._eventId) >= 5Done and done. That's easy but you'll find yourself using it a lot!
Multiple Local Variable
The downside of the previous method is that, while it's simple, you can only have one local variable per event. If you use another
Control Local Variable command to set a different value, you'll just overwrite the existing one.
To manage multiple local variables, specify a unique name for each variable in the
Name ID field.
This will create a local variable named
Fire with a value of
5. If you want to create another local variable, just write a different name, such as
Water. This way, you'll have two local variables,
Fire and Water. This approach is slightly more complex but becomes extremely useful when you're building more advanced systems.
Now, to check these variables using a conditional branch, you would use something like this:
localVariable(this._eventId, 'Fire') >= 5 or
localVariable(this._eventId, 'Water') >= 5
Random Value
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Assigning random value with Regular Variable |
With regular variables, you can assign a random value to the variable using the method above. The same applies to local variables; you can assign random values to them as well.
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Assigning random value with Local Variable
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When you enter a value in
Random Max Number, the
Value field becomes the
minimum, and
Random Max Number becomes the
maximum. This setup will generate a random value between 1 and 50.