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Tired of being limited to 4 self-switches per event? This is the tutorial for you.
Add this script as a new section above Main
In Game_Event, replace def initialize with
To use a custom switch, in the event check the self-switch box under conditions (which switch you use there doesn't matter), and add a comment saying which switch. Comment must be in the format
no spaces. Note that switches will be set to all lower case
Example event
Example of event flipping the above switch
I only did minor edits to make this work with Essentials, give credit to game_guy
Add this script as a new section above Main
Spoiler:
Code:
#===============================================================================
# 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
=begin #moved into the main initialize method
alias gg_init_more_switches_lat initialize
def initialize(map_id, event, map=nil)
gg_init_more_switches_lat(map_id, event, nil)
end
=end
def check_custom_switch(page, code)
a = code.split(':')
return if a.length==0
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 $game_self_switches[key]
end
end
def pbCheckSelfSwitchState(event_id,switch)
key = [$game_map.map_id, event_id, switch]
return $game_self_switches[key]
end
In Game_Event, replace def initialize with
Spoiler:
Code:
def initialize(map_id, event, map=nil)
super(map)
@map_id = map_id
@event = event
@id = @event.id
@erased = false
@starting = false
@need_refresh=false
@route_erased=false
@through = true
@tempSwitches={}
moveto(@event.x, @event.y) if map
@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
To use a custom switch, in the event check the self-switch box under conditions (which switch you use there doesn't matter), and add a comment saying which switch. Comment must be in the format
Code:
Switch:newswitchnamehere
Example event
![[PokeCommunity.com] Unlimited event self switches [PokeCommunity.com] Unlimited event self switches](https://gyazo.com/42ba914c45a1ecfb1077cde64e80cc2c.png)
Example of event flipping the above switch
![[PokeCommunity.com] Unlimited event self switches [PokeCommunity.com] Unlimited event self switches](https://gyazo.com/e56941d7c034af0016f1e4727dce3e1f.png)
I only did minor edits to make this work with Essentials, give credit to game_guy
Last edited: