Substitute Switch for Self Switch in existing Script

Lodestone

Warper
Member
Joined
Sep 1, 2016
Messages
2
Reaction score
0
First Language
English
Primarily Uses
Hello. I am a complete noob who is trying to make a game that is far too ambitious for my own good.


I need a simple substitution in my script that I think should be an easy fix.


This is a vision script for my Enemy AI. When detected, it activates Switch 1.


I need it to activate the Event's selfswitch A. or B. I don't care really


just substitute switch 1 for selfswitch A


I would really appreciate the Help
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,370
Reaction score
7,678
First Language
German
Primarily Uses
RMMV
Please give a link to the site where you got that script from, and delete the script itself from your post - a lot of scripters don't want their scripts reposted, and we honor those wishes.


Additionally, most of the scripters around here will only modify other scripter's work if that scripter gave its OK, and for that it's better to read the terms-of-service on the original site/topic/post.


Second, what you're asking for is anything but simple, because you're forgetting a lot of details here.


The switch 1 is used as a general off/on-switch controlling all guards. Self-switches are event-dependent, so the question is which event's self-switch should control all guards?


And if you want to be able to turn off guards independently instead and that is the reason why you're asking, then the scripter needs to rewrite this script in a major way to implement that...


So please give more details as well.
 

Lodestone

Warper
Member
Joined
Sep 1, 2016
Messages
2
Reaction score
0
First Language
English
Primarily Uses
Please give a link to the site where you got that script from, and delete the script itself from your post - a lot of scripters don't want their scripts reposted, and we honor those wishes.


Additionally, most of the scripters around here will only modify other scripter's work if that scripter gave its OK, and for that it's better to read the terms-of-service on the original site/topic/post.


Second, what you're asking for is anything but simple, because you're forgetting a lot of details here.


The switch 1 is used as a general off/on-switch controlling all guards. Self-switches are event-dependent, so the question is which event's self-switch should control all guards?


And if you want to be able to turn off guards independently instead and that is the reason why you're asking, then the scripter needs to rewrite this script in a major way to implement that...


So please give more details as well.
Thanks Andar! Really didn't think about that. Really don't want to do anything without permission.


Keep doing a great job moderating
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Are we allowed to post about non-RPG Maker games? And, if so, would any of you be interested in a short, proof of concept type non-euclidian puzzle game?
I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
Ami
i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

A bit of a "sparkle" update to the lower portion of the world map. :LZSexcite:

Forum statistics

Threads
105,883
Messages
1,017,232
Members
137,607
Latest member
Maddo
Top