* ===========================================================================
* Self-variables
* ===========================================================================
* A self-variable looks like this:
*
* self(this)[Variable id]
*
* Now that you know that, all you have to do is come up with a variable id
* and set it to something!
*
* Let's say you want to set self-variable 1 to 9001
* Put this in a script call:
*
* self(this)[1] = 9001
*
* Bonus:
* You can have variable id's with names instead of numbers, but they gotta
* be in quotation!
*
* self(this)["garlic cloves"] = 10
*
* ===========================================================================
* Conditional branch
* ===========================================================================
* This uses standard javascript operators, but don't panic, it's easy!
*
* To check if self-variable 1 is indeed 9001, put this into the conditional
* branch script box:
*
* self(this)[1] == 9001
*
* Don't use one lonely equal sign, one means set; two means compare!
*
* Here's some other operators:
*
* Greater than: > Less than: <
* Greater than or equal to: >= Less than or equal to: <=
* Not equal to: != Equal and equal type: ===
*
* This will return true because garlic cloves is more than 9:
*
* self(this)["garlic cloves"] > 9
*
* ===========================================================================
* Math
* ===========================================================================
* These are the assignment operators:
*
* Set: = Mod: %=
* Add: += Subtract: -=
* Multiply: *= Divide: /=
*
* So, to add 3 to garlic cloves you do this:
*
* self(this)["garlic cloves"] += 3
*
* Given that garlic cloves was 10, it is now 13!
*
* Bonus: MV's own modulo always return positive, if you want ot use it
* it's a little extra finger work (or whatever you type with):
*
* self(this)["garlic cloves"] = self(this)["garlic cloves"].mod(5)
*
* ===========================================================================
* Other events' variables
* ===========================================================================
* To access other events' variables all you have to do is replace "this" with
* the id of the event. Let's say you want to set event 2's variable 3 to 4:
*
* self(2)[3] = 4
*
* Or check in a conditional branch if it is 4:
*
* self(2)[3] == 4
*
* ===========================================================================
* Events on other maps
* ===========================================================================
* You can also access variables on events on other maps, to do that you
* specify the map id after the event id:
*
* self(Event id, Map id)[Variable id]
*
* Let's say you want to set event 8 on map 7's potato variable to 6:
*
* self(8, 7)["potato"] = 6
*
* Or check in a conditional branch if it is 6:
*
* self(8, 7)["potato"] == 6
*
* ===========================================================================
* Setting game variables to event variables
* ===========================================================================
* Simply, set a game variable using Control Variables with script operand:
*
* self(this)[Variable id]
*
* Some examples:
*
* self(this)[40]
* self(3)["pebbles"]
* self(1, 2)["quarks"]
*