"Oh! I get it! First you call a common event then you add a switch and a variable and then you turn

moomoro

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Greetings, 

I'll be short. Here's the thing, I understand the mechanics of the RPGMakerVXAce separately, which means I know what almost every option does (events, common events, what's a sprint, tilesets dimensions and so on), the problem is I get very confused when it comes to them functioning together. That's why when I create a quest I keep using only switches and the end result is a whole big chunk of messy command sheets that I can barely understand (the quest usually works, but when I take a look at it after I've done it I think: what the hell is this? How did I made it work?". Right now I'm trying to figure out the uses of common events and variables and I must say I'm having a really hard time with it. I do google and read the forums but it's usually an explanation of how to do something very specific or a plain explanation. 

Can someone explain me how to:

Use a common event with a variable to make signs that display a text when spoken to? (And by explain I mean: how do I add a number to a sign and then create the event so the game knows the sign i'm talking to show the correct text? Plain and simple I want to create a common event for all the signs so I can easily change locations names all together further on.)
 

Andar

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I suggest you look for the variables guide and play through that game, then open it in the editor and check how everything was done.

If you follow the link in my signature, the variables guide is one of the tutorials linked there.
 

Bex

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Its all about Values like Switches(On or Off) or Variables(More than on or Off, many Numbers insteed, or even letters possible)

To connect all that you need Conditional Branches. Those Values and Conditions Commands are needed.

In your "Sign" Event you could Set Variable1 to 5 and than Call a Common Event that includes a Conditional Branch for Every case.

if var1 is 1

if var1 is 2

if var1 is 5

if yes: do show picture and text for Sign.
 
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