RPG Maker Forums

Advanced Multiple Event Self-Switch Control
Nathanial B.


Introduction
Designed mostly for myself, as I do a lot of puzzles etc. I hate having a bunch of switches to name/scroll through.. Most of them being tied to puzzles that are used once. So I wrote this script that allows you to control self-switches for other events. Even events on completely different maps. There's sound and delay options for effects, if you're able to find use for them.

If anyone here finds use out of it, great. If not, I use it myself so it's self-serving  :)

Features
Control other events self-switches (A through D). You can manipulate dozens of event self-switches through one script call command.
 
Set a timer delay per self-switch being turned on. Useful for puzzles/events, etc.
 
Two sound options: Repeat sound per switch being affected or play a sound once. 

How to Use
 Instructions:
 
 You can control other event self-switches by calling any of these commands:
 
 selfA(On/Off, Start Event, End Event, MapID, Wait Time, Sound Effect, Sound Count) 

 selfB(On/Off, Start Event, End Event, MapID, Wait Time, Sound Effect, Sound Count) 

 selfC(On/Off, Start Event, End Event, MapID, Wait Time, Sound Effect, Sound Count) 

 selfD(On/Off, Start Event, End Event, MapID, Wait Time, Sound Effect, Sound Count) 
 
------------------------------------------------------------------------------
 Arguments:
On/Off,

Start Event

End Event

MapID 

Wait Time

Sound Effect

Sound Count
------------------------------------------------------------------------------
 Argument Usage:
 
 On/Off: True for ON, False for OFF
 
 Start Event: The first event to establish the order of events to be affected.
 If I want event 37 to be turned on first I would put 37.
 
 End Event: The last event to establish the order of events to be affected.
 If I want event 50 to be turned on last (after 37, like above) I would put
 50 here.
 
 MapID: The Map ID the events you're manipulating are on. 0 = current map.
 
 Wait Time: Time to wait (in frames) between switches being manipulated.
 If I wanted to turn the self-switch on for events 1-10 and have a 5 frame
 delay between each self-switch being affected, I would put 5.
 
 Sound Effect: File name of the SE to be played. If I wanted to play the sound
 effect stone.ogg I would put "stone". To play no sound effect simply put ""
 
 Sound Count: Should the sound play once for a group, or per switch affected?
 Set to 1 for the sound to play for every switch manipulated. Set to 0 for a 
 sound to play only once for the entire group of switches.
 
------------------------------------------------------------------------------
 Examples:
 To turn self-switch A ON for events 1-10 on map 37 with a 5 frame delay
 between switches with a sound playing for each switch:
 selfA(true, 1, 10, 37, 5, "stone", 1)
 
 You can reverse the order events are turned on by reversing the order of
 Start Event and End Event like so:
 selfA(true, 10, 1, 37, 5, "stone", 1)
 
 To turn self-switch B OFF for events 27-50 on the current map, with no delay
 between switches, and a sound effect playing ONCE for the entire group:
 selfB(false, 27, 50, 0, 0, "stone", 0)
 
 To turn self-switch D ON for evets 1-3 on map 82 with no delay between
 switches and no sound effect:
 selfD(true, 1, 3, 82, 0, "", 2)
 
 In the last example I set Sound Count to 2. This can be any number as long as
 it's not 0 or 1. Just make sure it's not left empty :)

Demo





Script
Available here.

Version without sound (reducing arguments to remember):

Available here

Credit and Thanks
- Nathanial B.

Author's Notes
Free for commercial usage, just give credit and let me know the title of your game. :)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,455
Members
137,821
Latest member
Capterson
Top