More Self-Switches (VX Ace Edition)
Authors: game_guy
Version: 1.0
Type: Event Modification
Key Term: Environment Add-on
IntroductionEver 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.
Ha! Literally changed 1 line to make it work!
Features
- More Self Switches
- Name them whatever
ScreenshotsYou do not need to check the self-switch box anymore[/spoiler]
DemoNo demo. Check the VX or XP version out for a demo.
Script[SPOILER]
#===============================================================================
# More Self-Switches (VX Ace Edition)
# Version 1.0
# 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.
#
# -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:
# 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].nil? && a[0].downcase == "switch" && a[1] != nil
page.condition.self_switch_ch = a[1]
page.condition.self_switch_valid = true
end
end
end
class Game_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
[/SPOILER]
VX Version Here (http://rmrk.net/index.php/topic,42822.new.html#new)
InstructionsIn the script.
Place above main, below Scene_Debug, the normal.
CompatibilityShould work with anything.
Credits and Thanks
- game_guy ~ For creating it.
Author's NotesEnjoy! :)
The game crashes if an event has an empty comment.
To avoid that, I edited the check_custom_switch method
def check_custom_switch(page, code)
a = code.split(':')
if !a[0].nil? && a[0].downcase == "switch" && a[1] != nil # Edited this line
page.condition.self_switch_ch = a[1]
page.condition.self_switch_valid = true
end
end
Thanks, added in the fix, though I'm gonna be honest, I don't see why you'd leave an empty comment in an event. But oh well. Thanks. :3
It wasn't on purpose. I left there on accident after editing an event many times. I just figured I should fix it to make the code more robust. =)