Data Manipulation Commands And Overview

Switches And Variables

Local Switch/Variable - A Switch or Variable used only within its own context.

Local switches/variables inside an Entity are used only within that entity. Likewise for User Interface?, only contained within that Specific UI.

Local switches/variables for entities resets when the context is reloaded (Change Map). If the Persist Local Data? for that entity is checked, they are permanent.

Global Switch/Variable - A Switch or Variable that runs globally, this is a persistent switch/variable value.

Switches

A Switch is a singular on or off value, used within conditionals that check whether or not a Script or Entity is active.

e.g. A chest entity script page has the conditional - local switch = off. When that switch is off, the entity is active and you can interact with it. At the end of the script you then turn the local switch on. This in turn makes that entity script page inactive. Removes the sprite and collision. This makes it so that the entity can only be interacted with once.

Variables

A Variable is a set character string or numerical value (integer or floating point)

e.g. String - "This is a text."
Integer Value - "556"
Floating Point Value - "2.542"

These have a very versatile usage. A basic use is to advance story progression. Change a Variable = 1 -> 2 -> 3 as the story progresses. To saving a characters statistics value, position, name. Or save the current Resolution? setting or audio volume.

Unique ID

A Unique ID is a unique string saved to a Variable, it saves the ID of the specified context. Such as, the ID of a character, Entity, equipment, UI and so on.

Using this Unique ID, you can then manipulate things directly to that context. For instance, you can save the ID of an Entity, then use a Move Entity? command to move that specific Entity.

Or save the Unique ID of the third character in the active party (Index Slot 002) and save data of that character to another Variable.

Or such as opening an UI overlay, saving that ID then using that to close that overlay only without any other User Interface Element being affected.