Welcome to the forum, Razma.
I'm not sure if you managed to get hold of the person that D&P3 suggested. XP does use self switches, which are local swtiches but there are only 4 of them: A, B, C and D, which leaves you very little room to do much in a single event.
Our resident Ace Scripter, modern algebra, made a script for RPG Maker VX that allowed you to have any number of these self switches which may be what you need. With a bit of tweaking to make it compatible with XP, of course. It's a little late for me at the minute, but I do need a last drink so I may just get that done for you within the next few minutes. Hopefully. If not, I will sort it as soon as possible.
The alternative method I had in mind, was like D&P3 had, and use variables. You can use a single variable to hold a quite a bit of data if you know how to use them like that. But the code for self switches in XP isn't too far off VX, so it shouldn't be hard to rework the script.
Edit:
#==============================================================================
# Extra Self Switches Wrapper
# Version: 1.0
# Author: modern algebra (rmrk.net)
# Ported to RPG Maker XP by Logan FOrrests (14 Dec 2013)
# Date: April 6, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
# This is just a simple wrapper for making and checking self switches beyond
# the default four. They will only be accessible through the script event
# command and conditional branch Script field, however. They will not be able
# to be controlled through the Control Self Switch event command, or as page
# conditions
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
# To control the value of any special self switch, you can use this command:
# control_self_switch ("key", value)
# key : the object that you want to use to identify the self switch you
# are altering. For the sake of consistency, probably better to use
# capital letters ("E", "F"), but can be anything, even numbers (1, 2)
# value : The easiest way is to use the symbols, :on or :off. You can
# also use true, to turn ON, or false, to turn OFF.
#
# To later check what the value of a self switch is, use the code:
# self_switch ("key")
# key : the identifier for that self-switch. See line 17.
# That will evaluate as the expression Self Switch Key == ON. If you want
# to check if it is OFF, simply use the code:
# !self_switch ("key")
#==============================================================================
#==============================================================================
# ** Game Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - control_self_switch
#==============================================================================
class Interpreter
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Control Self Switch
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def control_self_switch (key, value)
if value.is_a? (Symbol)
value = value != :off ? 0 : 1
elsif value
value = 0
end
@parameters = [key, value]
return command_123
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check Self-Switch
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def self_switch (key)
return @event_id > 0 ? $game_self_switches[[@map_id, @event_id, key]] : false
end
end
Just copy and paste that into it's own slot in the script editor as you would any other scripts (somewhere below Scene_Debug and above Main). The instructions provided in the script can be followed exactly to use it.
The original thread can be found here:
http://rmrk.net/index.php/topic,38042.0.html Details of the licence used to protect the script can also be found there. If your game is commercial, please get in touch with him directly before you use it.
If there are any issues with using it, feel free to PM me directly and I'll sort them out for you as best as I can. Please do not forget to credit modern algebra for the script should you use (you do not need to do the same for me as I merely ported it and the code is almost identical to the original).