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Zarsla

Start Up Switches VXA

Jul 1st, 2015
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  1. #-============================================================================-#
  2. # Start Up Switches by Zarsla
  3. #
  4. # Version 1.0 Realsed July 2, 2015
  5. #
  6. # Terms of Use:
  7. #
  8. # Free for non commerical use, just credit if used, for commercial use,
  9. # just send Zarsla a free copy and credit. You are allowed to edit this
  10. # script, just don't claim as your own, you may aknowledge that you edited
  11. # it. If you do, give credit like this "Automatic Switches Start by Zarsla,
  12. # Modified by Whomever", and all other terms of use still apply. You are not
  13. # allowed to redistrubute any edited versions of this script. If you wish fot
  14. # it to be redistrubute send it to Zarsla and then Zarlsa will redistrubte it
  15. # as "Modified Automatic Switches Start by Zarsla + Whomever", note that all
  16. # terms of use will follow the orignal Automatic Switches Start by Zarsla.
  17. #
  18. # Email: zzarsla@gmail.com
  19. #===============================================================================#
  20. # Description:
  21. # This script allows you to turn on up to 10 switches for your game
  22. # when start a new game or load a game. To use simply follow the
  23. # intructions below. Plug n' Play.
  24. # ==============================================================================#
  25. # Instructions
  26. # -Under the heading S#O set, turn the switch you want on to true(on)or
  27. # false(off). each S#O coorolates to a S#, thus S1O turns on S1.
  28. # This for turning on switches on a new game
  29. #
  30. # -Under the heading S# set, set S# to the id of the switch you want on,
  31. # for example set S1 to 20, if I want switch 20 on. This is for switches
  32. # that are being turned on during a new game
  33. #
  34. # -Under the heading L#O set, turn the switch you want on to true(on)or
  35. # false(off). each L#O coorolates to a L#, thus L1O turns on L1.
  36. # This for turning on switches on a game that's being loaded
  37. #
  38. # -Under the heading L# set, set L# to the id of the switch you want on,
  39. # for example set L1 to 20, if I want switch 20 on.This is for switches
  40. # that are being turned on during a game that's being loaded
  41. #===============================================================================#
  42. #
  43. # Editable Region Start
  44. #================================================================================
  45. module ZS
  46. #-----------------#
  47. # S#O Set
  48. #-----------------#
  49. S1O = true
  50.  
  51. S2O = false
  52.  
  53. S3O = false
  54.  
  55. S4O = false
  56.  
  57. S5O = false
  58.  
  59. S6O = false
  60.  
  61. S7O = false
  62.  
  63. S8O = false
  64.  
  65. S9O = false
  66.  
  67. S10O = false
  68. #----------------#
  69. # S# Set
  70. #----------------#
  71. S1 = 1
  72.  
  73. S2 = 2
  74.  
  75. S3 = 3
  76.  
  77. S4 = 4
  78.  
  79. S5 = 5
  80.  
  81. S6 = 6
  82.  
  83. S7 = 7
  84.  
  85. S8 = 8
  86.  
  87. S9 = 9
  88.  
  89. S10 = 10
  90.  
  91. #-----------------#
  92. # L#O Set
  93. #-----------------#
  94. L1O = false
  95.  
  96. L2O = false
  97.  
  98. L3O = false
  99.  
  100. L4O = false
  101.  
  102. L5O = false
  103.  
  104. L6O = false
  105.  
  106. L7O = false
  107.  
  108. L8O = false
  109.  
  110. L9O = false
  111.  
  112. L10O = false
  113. #----------------#
  114. # S# Set
  115. #----------------#
  116. L1 = 1
  117.  
  118. L2 = 2
  119.  
  120. L3 = 3
  121.  
  122. L4 = 4
  123.  
  124. L5 = 5
  125.  
  126. L6 = 6
  127.  
  128. L7 = 7
  129.  
  130. L8 = 8
  131.  
  132. L9 = 9
  133.  
  134. L10 = 10
  135.  
  136. end
  137. #===============================================================================#
  138. #
  139. # End Editable Region
  140. #===============================================================================#
  141.  
  142. class Scene_Title < Scene_Base
  143. def command_new_game
  144. DataManager.setup_new_game
  145. close_command_window
  146. fadeout_all
  147. if ZS::S1O == true then $game_switches[ZS::S1] = true else end
  148. if ZS::S2O == true then $game_switches[ZS::S2] = true else end
  149. if ZS::S3O == true then $game_switches[ZS::S3] = true else end
  150. if ZS::S4O == true then $game_switches[ZS::S4] = true else end
  151. if ZS::S5O == true then $game_switches[ZS::S5] = true else end
  152. if ZS::S6O == true then $game_switches[ZS::S6] = true else end
  153. if ZS::S7O == true then $game_switches[ZS::S7] = true else end
  154. if ZS::S8O == true then $game_switches[ZS::S8] = true else end
  155. if ZS::S9O == true then $game_switches[ZS::S9] = true else end
  156. if ZS::S10O == true then $game_switches[ZS::S10] = true else end
  157. $game_map.autoplay
  158. SceneManager.goto(Scene_Map)
  159. end
  160. end
  161. class Scene_Load < Scene_File
  162. def on_load_success
  163. Sound.play_load
  164. fadeout_all
  165. $game_system.on_after_load
  166. if ZS::L1O == true then $game_switches[ZS::L1] = true else end
  167. if ZS::L2O == true then $game_switches[ZS::L2] = true else end
  168. if ZS::L3O == true then $game_switches[ZS::L3] = true else end
  169. if ZS::L4O == true then $game_switches[ZS::L4] = true else end
  170. if ZS::L5O == true then $game_switches[ZS::L5] = true else end
  171. if ZS::L6O == true then $game_switches[ZS::L6] = true else end
  172. if ZS::L7O == true then $game_switches[ZS::L7] = true else end
  173. if ZS::L8O == true then $game_switches[ZS::L8] = true else end
  174. if ZS::L9O == true then $game_switches[ZS::L9] = true else end
  175. if ZS::L10O == true then $game_switches[ZS::L10] = true else end
  176. SceneManager.goto(Scene_Map)
  177. end
  178. end
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