This is a very small script that automatizes the start and end of X type of scenes.
You have a start and end scene that call commons events, and active a optional
switch, that you can use to know if in scene or not.
=begin
#==============================================================================
# Functions to start and end scenes
# By gerkrt/gerrtunk
# Version: 1.1
# License: MIT, credits
# Date: 30/09/2011
# Look here for updates or more scripts:
# http://usuarios.multimania.es/kisap/english_list.html
#==============================================================================
This is a very small script that automatizes the start and end of X type of scenes.
You have a start and end scene that call commons events, and active a optional
switch, that you can use to know if in scene or not.
Example call script:
st_scene 7
Call common event configurated to start scene and active switch 7
end_scene 7
Call common event configurated to end scene and desactive switch 7
-You can use the short alias for each one: s_s and e_s, work equals.
-Note that the switch id is optional. If no pased don touch nothing.
end_scene
=end
module Wep
Event_start_scene = 6 # Common event id that start scene
Event_end_scene = 7 # Common event id that end scene
end
class Interpreter
#--------------------------------------------------------------------------
# * Start cutscene
#--------------------------------------------------------------------------
def st_scene(sw_id=nil)
$game_switches[sw_id] = true if sw_id != nil
$game_temp.common_event_id = Wep::Event_start_scene
# Refresh map
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# * Start cutscene(short alias)
#--------------------------------------------------------------------------
def s_s(sw_id=nil)
st_scene(sw_id)
end
#--------------------------------------------------------------------------
# * End cutscene
#--------------------------------------------------------------------------
def end_scene(sw_id=nil)
$game_switches[sw_id] = false if sw_id != nil
$game_temp.common_event_id = Wep::Event_end_scene
# Refresh map
$game_map.need_refresh = true
end
#--------------------------------------------------------------------------
# * End cutscene(short alias)
#--------------------------------------------------------------------------
def e_s(sw_id=nil)
end_scene(sw_id)
end
end
module Wep
Scripts_list = [] unless defined? Scripts_list
Scripts_list.push ('Functions to start and end scenes')
end