Hi everyone,
for my current project I'm going to have to use a pile of copy-paste events which will all have a ridiculous number of event pages (each tile will be used to build something on it) and I don't want to go down the terrible path which I used before where every event has a separate variable as it means that it's impossible to copy paste it.
I looked around for some scripts, but I ran into a problem.
http://forums.rpgmakerweb.com/index.php?/topic/965-more-self-switches/ this script will probably work, but I'm not sure if its commercially viable.
http://forums.rpgmakerweb.com/index.php?/topic/1567-the-self-data-suite-self-switches-variables-and-metadata-for-everything/ this would also work, but Error 404 when trying to download it. Meh ._.
So, my question is, does anyone have a copy of the Self Data Suite or know whether I can use the other script commercially?
Also, I'd rather do this with as few scripts as possible, as it's going to be really hard to set up anyway. If there is a way to do it without scripts - perhaps some ''permanently switch page function?'' I'd rather use it instead.
Thanks! :)
More self switches?
● ARCHIVED · READ-ONLY
-
-
Hmm, I know I've seen PK8 posting here this week so you might try shooting a private message.
-
Thanks, I'll try that. :)Hmm, I know I've seen PK8 posting here this week so you might try shooting a private message.
Still, any idea anyone if it is possible to recreate something like that using normal VX Ace functionality? Just being curious. -
Look for PK8's posts - he posted an updated link to the self-data-suite one or two weeks ago in another request (he can't edit the old archived topic)
-
alternatively, you could probably just do this to set
$game_self_switches[[map_id,event_id,"E"]] = true/falsethen to load
$game_self_switches[[map_id,event_id,"E"]]Just replace E with any other thing... You could even use integers for it
and so on... you're gonna use script calls anyway if you would use the self data suite or the more self switches script, so in case you only need it for switches, this would work just fine. -
Sounds easy enough, all I need is more self switches for more event pages.
How do I ''load'' a page with a custom switch though? setting it up is easy, but I have no clue where to put the $game_self_switches[[map_id,event_id,"E"]]. -
You would need to use it in a conditional branch, or have a script that gives you more page conditions via comments. I've written such a script (can't remember if I released it here) and I know Tsukihime has written one as well.
You can change a lot of things via scripts, but they don't include or affect the editor, so even though you have a way to use more than 4 self switches on an event, you won't be able to see the others in the editor, and have to find another way to go about it.
I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you. -
I see, so is it impossible to use the
to use the new self switches as new event pages? That's what I need them for, every page has a separate sprite and acts differently.alternatively, you could probably just do this to set
$game_self_switches[[map_id,event_id,"E"]] = true/falsethen to load
$game_self_switches[[map_id,event_id,"E"]]Just replace E with any other thing... You could even use integers for it
and so on... you're gonna use script calls anyway if you would use the self data suite or the more self switches script, so in case you only need it for switches, this would work just fine. -
Yes, you can, but you need a script to ALLOW you to use them on event pages.
By default, the page conditions come from the page conditions section and nowhere else. A script will allow you to use comments to add more page conditions. That's where you can use your additional self switches. -
Worked like a charm, thank you :)Yes, you can, but you need a script to ALLOW you to use them on event pages.
By default, the page conditions come from the page conditions section and nowhere else. A script will allow you to use comments to add more page conditions. That's where you can use your additional self switches.
I used this script if anyone is interested: http://himeworks.com/2013/03/event-page-conditions/
Again, thanks everyone! -
It may not be obvious, but you don't HAVE to use letters for your self switch ids. You can use numbers, strings, whatever. If you want to use a WORD to identify the self switch, you can. The only downside is that you need to be very careful about your spelling. SelfSwitch is not the same as selfswitch or SELFSWITCH. If you spell it one way when setting it and another way when using it as a condition on your page, they won't match and the page won't be activated.
-
"The Self Data Suite" download link is post here on the 4th post by PK8: http://forums.rpgmakerweb.com/index.php?/topic/33561-changing-data-field-of-actors/?hl=%2Bself+%2Bdata+%2Bsuite#entry329073