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The Self Data Suite (Self Switches, Variables, and Metadata for Everything)

SelfData Self Variables Self Switches Self Metadata

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#1 PK8

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Posted 24 April 2012 - 02:56 PM

"The sky is not the limit, it is only the genesis of dreams." - Dave McPherson

The Self Data Suite

Introduction
This is the Self Data suite. These are a collection of scripts that are designed to apply self switches, self variables, and self metadata onto just about everything. Actors, Items, Weapons, Armors, Enemies, Troops, Maps, Game System, Game Temp, Events... You get the deal.

These scripts, for the most part, can operate well enough on their own, but when combined and put into capable hands, the amount of potential these scripts possess can be tapped into, allowing the developer to take full advantage of what these scripts can offer.

Your skill and your imagination is the limit.

Features
  • A lot of data has been given their own self switches, variables, and metadata. Actors, Classes, Skills, Items, Common Events, you name it.
  • Events can have self variables and other bits of information attached to them.
  • More than 4 self switches! (Actually, you already had more than 4, but the script calls provided here makes using your own self switches for events easier.)
  • Set up the initial self switches, variables, and metadata for everything.
  • Use script calls to modify self switches, variables, and metadata for everything.
  • Did I mention it's extensive?
Scripts
The Self Data Suite (Ace)
These set of scripts include:
Spoiler


Script Ideas
Spoiler


User-Submitted Systems and Scripts
If you're ever submitting an add-on of some sort that requires these scripts, please use SelfData as a tag.
  • None submitted

Thanks
  • FoxDemonSoavi: If it weren't for her being a fan of these scripts, I probably wouldn't have cared about creating these scripts and putting them all into one giant set.
  • IceDragon and Jet: They helped me out when it came down to figuring out how to call up how many maps were made in the project.
  • Kain Nobel: He gave me some nice suggestions on the script calls for event self switches and variables a few years ago.
  • Karltheking4: For discovering a bug (which I didn't know about) that my original script had where it would throw an error when using the self_variables script call on a parallel processed event within the first few frames of starting a new game.
  • Lowell: A few years prior to the making of this script, he offhandedly mentioned in chat about giving something (I forgot what) in a project of his personal variables, which kickstarted this.
  • Nicke: He, along with Yami, helped me out on working with the DataManager module. (ACE)
  • Night_Runner: For coming up with a fix to the aforementioned bug in the original by swapping two lines of code.
  • : Yami helped out when it came to aliasing methods in a module and having to deal with VX Ace's DataManager module. (ACE)

Author's Notes
Spoiler


License
Free to use for non-commercial and commercial purposes.

Should you ever come across a bug with these scripts, please contact me so I can fix them.

I apologize for making references to Armor Types, Skill Types, and Weapon Types in the comments for this script set. I was copying the scripts over from XP to VX to ACE and I didn't want to waste too much time changing some examples I wrote for configuration.


Edited by PK8, 24 April 2012 - 03:23 PM.

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Have you ever wanted to attach switches, variables, and various information onto your Actors, Events, Classes, Skills, Armors, Items, Weapons, and Skills? Now you can. The Self Data Suite -- The Most Extensive Set of Scripts Around (also available for RPG Maker XP and VX)

#2 PK8

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Posted 24 April 2012 - 03:00 PM

Reserving post.

Edited by PK8, 24 April 2012 - 03:22 PM.

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Have you ever wanted to attach switches, variables, and various information onto your Actors, Events, Classes, Skills, Armors, Items, Weapons, and Skills? Now you can. The Self Data Suite -- The Most Extensive Set of Scripts Around (also available for RPG Maker XP and VX)

#3 TrogButtz

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Posted 24 April 2012 - 03:08 PM

Holy lot of stuff! I will be blunt... This is amazing. The amount of awesome you can add to a game with what these scripts have to offer, is like you said, only limited by imagination really. My hat is off to you.
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#4 Holder

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Posted 24 April 2012 - 03:59 PM

Oh wow this sounds brilliant!

Could I just ask what Metadata is?

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#5 PK8

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Posted 24 April 2012 - 04:48 PM

Holy lot of stuff! I will be blunt... This is amazing. The amount of awesome you can add to a game with what these scripts have to offer, is like you said, only limited by imagination really. My hat is off to you.

Thanks!

Oh wow this sounds brilliant!

Could I just ask what Metadata is?

Thanks, man. I totally forgot to answer that, it's moreorless a way to attach data onto something that doesn't involve a boolean value or a number. For example, you could use self metadata to attach pieces of information using strings, arrays, and such onto an event, or an actor, or anything. Like say, character biographies and such. That's the best way I can describe it.

Edited by PK8, 24 April 2012 - 05:46 PM.

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Have you ever wanted to attach switches, variables, and various information onto your Actors, Events, Classes, Skills, Armors, Items, Weapons, and Skills? Now you can. The Self Data Suite -- The Most Extensive Set of Scripts Around (also available for RPG Maker XP and VX)

#6 Holder

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Posted 24 April 2012 - 05:25 PM

Ah right cheers :) Could that be linked to a .txt file? I know I've previously seen Bestiary bulk text information done this way.

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 I'm running the Great North Run in September in aid of NACC. A condition my wife has in it's severe form.

Please sponsor me with whatever you can, thank you.

If you'd like to help spread the word please share the image and link to my fundraising page.

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#7 Dr.Yami

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Posted 24 April 2012 - 09:47 PM

This reminds me the time when I coded jass in Warcraft 3 :D
Nice work ~

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#8 PK8

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Posted 25 April 2012 - 12:44 AM

Ah right cheers :) Could that be linked to a .txt file? I know I've previously seen Bestiary bulk text information done this way.

Wait, there's Bestiary scripts that do that? That sounds amazing. You've got to show me that.

Going off the top of my head, I'm pretty sure it's possible to pull off.

This reminds me the time when I coded jass in Warcraft 3 :D
Nice work ~

Nice! And thanks a lot. I couldn't have done it without your help.
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Have you ever wanted to attach switches, variables, and various information onto your Actors, Events, Classes, Skills, Armors, Items, Weapons, and Skills? Now you can. The Self Data Suite -- The Most Extensive Set of Scripts Around (also available for RPG Maker XP and VX)

#9 Bird Eater

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Posted 01 May 2012 - 01:20 PM

Great stuff :), I especially like the self variables for events.
Could you add an option for requirements on event pages? Such as:
Page 1: Activate the event to add 1 to the self variable.
Page 2: Requires the self variable to be 5 before being activated.
I hope you understand what I mean...

#10 PK8

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Posted 19 May 2012 - 11:19 AM

This update was a long time coming but I fixed up two things:

  • Events (Self Data). That script kept referring to data files that didn't exist. I forgot to change the file extensions from "rxdata" to "rvdata2".
  • I fixed the party related calls in the Actor & Party script. They had errors in them which I admit, I didn't test quite thoroughly.

Thank Bravo2Kilo for the findings.
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Have you ever wanted to attach switches, variables, and various information onto your Actors, Events, Classes, Skills, Armors, Items, Weapons, and Skills? Now you can. The Self Data Suite -- The Most Extensive Set of Scripts Around (also available for RPG Maker XP and VX)

#11 Vee

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Posted 21 June 2012 - 01:16 PM

This is really cool, looks like a nice framework for attaching data to anything you want. I may be just starting out in RGSS scripting, but I can already think of a couple things I've wanted to implement that this will help out with.

Great work and thanks for sharing!
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#12 JabberWonky

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Posted 13 July 2012 - 08:19 PM

Is the VX version included in the download? It says versions are available for XP and VX, but I do not see where to download those versions. (Forgive me if this is a stupid question. I just joined like an hour ago!)

Edited by JabberWonky, 13 July 2012 - 08:20 PM.


#13 PK8

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Posted 13 July 2012 - 11:50 PM

Here: Click
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Have you ever wanted to attach switches, variables, and various information onto your Actors, Events, Classes, Skills, Armors, Items, Weapons, and Skills? Now you can. The Self Data Suite -- The Most Extensive Set of Scripts Around (also available for RPG Maker XP and VX)

#14 Bethins

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Posted 04 November 2012 - 11:54 AM

How do I use this script as a condition to progress an event to the next page? A conditional branch isn't doing it and I've tried combining this script, Victor Saint Event Conditions, but it throws errors in the self data script...

Script'---Event Conditions' line 147: NoMethodError occurred.
undefined method'self_switch' for #<Game_Event:0x9a84978>

I ONLY get the error with Event COnditions Script installed, otherwise, it seems to work, (minus not being able to progress to the next event page)

I'm using the following script call based on the "Events (Self Switches)" script

self_switch("Tilled",true)


And this is the comment I'm using based on the "Event Conditions" script

<event condition>
self_switch("Tilled") ==true #this line is based on the instructions from self switches
</event condition>


Is there another way to use this script to progress to the next event page?

Thanks!

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Also tagged with one or more of these keywords: SelfData, Self Variables, Self Switches, Self Metadata

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