Introduction
This script allows you to access and use switches, variables, and event self-switches in a more flexible manner than that used by RMVX Ace by default. Most notably, you can access these elements by name rather than by numerical index only -- which is particularly useful with event self-switches. This script also allows you to specify default starting values for switches, variables, and event self-switches.
Change Log
v1.0 (July 16th, 2013) - Initial release.
Features
Access switch, variable, and self-switch values by name rather than ID number.
Easily toggle switch and self-switch values.
Very extensible and reusable design for scripters.
Adds Enumerable functionality to switches, variables, and self-switches (usage of methods such as each_with_index, reduce, and collect).
Conforms to common usage of the default classes.
How to Use
Switches, variables, and event self-switches may be accessed normally when using this script if desired. For instance, these are still acceptable:
In the case of event self-switches, you may optionally use map and event names or not. The script call $game_self_switches["Map name", 5, "A"] is still perfectly valid to access the "A" switch of event ID 5 on "Map name".
This script also allows you to toggle switch and event self-switch values:
Code:
$game_switches.toggle!("Switch name or ID")$game_self_switches.toggle!("Map name", "Event name", "A")
Advanced Use
For scripters, you may now also add actions to be evaluated whenever an assignment is performed on switches, variables, or event self-switches. Adding an action to be evaluated is simple:
Code:
$game_switches.actions.push('puts "#{index} assigned to #{value}"')
Actions are strings which are evaluated within the context of the instance. For more detailed information, consult the documentation of this script.
Script
This script is available from my Pastebin account here.
Credit and Thanks
Solistra
Author's Notes
This script is provided with the Creative Commons By-Attribution Share-Alike Unported 3.0 License. This essentially means that you are free to modify and use this script for both commercial and non-commercial projects as long as I am properly credited for it. Likewise, you may share your modifications to this script as long as credit for the original version is maintained.
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!
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