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RMRK RPG Maker Creation => XP => XP Scripts Database => Topic started by: game_guy on June 06, 2011, 07:47:59 AM

Title: [XP] More Self-Switches
Post by: game_guy on June 06, 2011, 07:47:59 AM
More Self-Switches
Authors: game_guy
Version: 1.3
Type: Event Modification
Key Term: Environment Add-on

Introduction

Ever need more than 4 self switches? With this small script, you can now have as many self switches you want. You aren't just limited to letters either. You can have names for them.

Features


Screenshots

Spoiler for:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdecisive-media.net%2Fgameguy%2Fswitch.png&hash=3a90228272da051abaf18de0702a29716aaf9419)

Demo

http://decisive-media.net/gameguy/switches.exe (http://decisive-media.net/gameguy/switches.exe)

Script

Spoiler for:
Code: [Select]
#===============================================================================
# More Self-Switches
# Version 1.3
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Ever need more than 4 self switches? With this small script, you can now
# have as many self switches you want. You aren't just limited to letters
# either. You can have names for them.
#
# Features:
# -More Self Switches
# -Name them whatever
#
# Instructions:
# -First, lets create a self switch for our event. Anywhere in the event, add
# a comment and type this,
# Switch:switch_name.
# switch_name can be whatever you want to name the switch. Thats all you have
# to do to create a self switch for that page.
# There cannot be any spaces between the colon and the switch name.
# e.g. Switch: switch - Does not work.
# e.g. Switch:switch - Does work.
# You also need the Self-Switch box on the page checked.
#
# -Now to turn this switch of or on, call this in a script call.
# self_switch("switch", true/false)
# switch is the switch name, this must be in double " " or single ' ' quotes.
# true/false tells the script whether to turn it off or on. true = on,
# false = off.
#
# -If you want to see if a self switch is on/off, use this script in a
# condtional branch.
# self_switch_state("switch") == true/false
# switch is the switch name, this must be in double " " or single ' ' quotes.
# true = on, false = off
#
# Compatibility:
# Not tested with SDK.
# Should work with anything.
#
# Credits:
# game_guy ~ For creating it.
#===============================================================================

class Game_Event < Game_Character
  alias gg_init_more_switches_lat initialize
  def initialize(map_id, event)
    gg_init_more_switches_lat(map_id, event)
    @event.pages.each {|page| page.list.each {|command|
      if [108, 408].include?(command.code)
        command.parameters.each {|p| check_custom_switch(page, p) }
      end
    }}
    refresh
  end
  def check_custom_switch(page, code)
    a = code.split(':')
    if a[0].downcase == "switch" && a[1] != nil
      page.condition.self_switch_ch = a[1] 
    end
  end
end

class Interpreter
  def self_switch(switch, state)
    if @event_id > 0
      key = [$game_map.map_id, @event_id, switch]
      $game_self_switches[key] = state
    end
    $game_map.need_refresh = true
  end
  def self_switch_state(switch)
    key = [$game_map.map_id, @event_id, switch]
    return $game_self_switches[key]
  end
end

VX Version Here (http://rmrk.net/index.php/topic,42822.new.html#new)

Instructions

In the script.
Place above main, below Scene_Debug, the normal.

Compatibility

Not tested with SDK.
Should work with anything.

Credits and Thanks


Author's Notes

Enjoy! :)
Title: Re: [XP] More Self-Switches
Post by: game_guy on July 29, 2011, 08:48:55 AM
Fixed a huge bug that messed things up on map transfers.