When playtesting a game, you can press CTRL to cross impassable terrain. Is it possible to allow this in the real game? If so, can it be toggled with scripts or events? (Preferably without scripts so I can try it out, as I am currently using the lite version of VX Ace, but I do plan to upgrade once I'm more comfortable with the program and able to make something decent so if it can be done with scripts please tell me how!)
Can CTRL be toggled?
● ARCHIVED · READ-ONLY
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I searched through the forum for you but no one else has asked the same question. If nobody gets back to you with an answer here then I'd suggest Googling this problem of yours.
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No it's a testplay only feature by default.
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EDIT: Yikes, I didn't fully read into your post to see that you were using only the lite version. However, this snip it will still be available for other RM users if need be.
By default, no, it's a bug testing feature like the debug scene when the game is running in $TEST mode (when you play test via your RM Project File).
You can change it with this to allow you to use it anytime you like whether your play testing or not.
Code:#==============================================================================# ** Game_Player#------------------------------------------------------------------------------# This class handles the player. It includes event starting determinants and# map scrolling functions. The instance of this class is referenced by# $game_player.#==============================================================================class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Constants (Debug even when in non-playtest mode) #-------------------------------------------------------------------------- USE_DEBUG_ANYTIME = false #-------------------------------------------------------------------------- # * Aliases #-------------------------------------------------------------------------- alias frost_game_player_debug_through? debug_through? alias frost_game_player_update_encounter update_encounter #-------------------------------------------------------------------------- # * Determine if Debug Pass-through State #-------------------------------------------------------------------------- def debug_through?(*args, &block) if USE_DEBUG_ANYTIME Input.press?(:CTRL) else frost_game_player_debug_through?(*args, &block) end end #-------------------------------------------------------------------------- # * Update Encounter #-------------------------------------------------------------------------- def update_encounter(*args, &block) if USE_DEBUG_ANYTIME return if Input.press?(:CTRL) else frost_game_player_update_encounter(*args, &block) end endend -
Thanks, I'll make sure I try that when I get the full version! :)
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I would just overwrite or alias those methods to allow it if a certain switch is on, if you wanted to enable/disable it at will.
I can't see how you'd want to use this in a real game though ... that'd allow the player to go anywhere on your map and completely override your passability settings. -
Maybe you could use it to open the game normally and use it to demonstrate if cretin functions or storyline events work, then have the project open side by side and edit as your playing in real time. Like also allowing the debug scene to be used as well. Of course you'd shut it off before distributing other wise it would be silly. Also, I aliased those methods Shaz :( ha ha.I would just overwrite or alias those methods to allow it if a certain switch is on, if you wanted to enable/disable it at will.
I can't see how you'd want to use this in a real game though ... that'd allow the player to go anywhere on your map and completely override your passability settings. -
yeah, I know you did :) I started off by saying "overwrite" because that's exactly what I'd do, then I added "or alias" because I know overwriting is lazy and messy and could lead to problems. I didn't mean to add it as a way of saying you omitted something, so sorry if it came across that way.
I was more focussing on using a switch rather than a constant, because the OP mentioned being able to toggle it in a "real" game (which I assume means one that's released to players).