Chaos Project

RPG Maker => RPG Maker Scripts => RMVX Ace Script Database => Topic started by: G_G on April 17, 2012, 05:31:57 pm

Title: [VXA] More Self-Switches
Post by: G_G on April 17, 2012, 05:31:57 pm
More Self-Switches (VX Ace Edition)
Authors: game_guy
Version: 1.0
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.

(Released awhile ago on RMRK)


Features




Screenshots

You do not need to check the self-switch box anymore!
Spoiler: ShowHide
(http://decisive-media.net/gameguy/switch.png)



Demo

No demo. Check the VX or XP version out for a demo.


Script

Spoiler: ShowHide

#===============================================================================
# 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


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

Should work with anything.


Credits and Thanks




Author's Notes

Enjoy! :)