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. #===============================================================================#
  19. # Description:
  20. # This script allows you to turn on up to 10 switches for your game
  21. # when start a new game or load a game. To use simply follow the
  22. # intructions below. Plug n' Play.
  23. # ==============================================================================#
  24. # Instructions
  25. # -Under the heading S#O set, turn the switch you want on to true(on)or
  26. # false(off). each S#O coorolates to a S#, thus S1O turns on S1.
  27. # This for turning on switches on a new game
  28. #
  29. # -Under the heading S# set, set S# to the id of the switch you want on,
  30. # for example set S1 to 20, if I want switch 20 on. This is for switches
  31. # that are being turned on during a new game
  32. #
  33. # -Under the heading L#O set, turn the switch you want on to true(on)or
  34. # false(off). each L#O coorolates to a L#, thus L1O turns on L1.
  35. # This for turning on switches on a game that's being loaded
  36. #
  37. # -Under the heading L# set, set L# to the id of the switch you want on,
  38. # for example set L1 to 20, if I want switch 20 on.This is for switches
  39. # that are being turned on during a game that's being loaded
  40. #===============================================================================#
  41. #
  42. # Editable Region Start
  43. #================================================================================
  44. module ZS
  45. #-----------------#
  46. # S#O Set
  47. #-----------------#
  48. S1O = true
  49.  
  50. S2O = false
  51.  
  52. S3O = false
  53.  
  54. S4O = false
  55.  
  56. S5O = false
  57.  
  58. S6O = false
  59.  
  60. S7O = false
  61.  
  62. S8O = false
  63.  
  64. S9O = false
  65.  
  66. S10O = false
  67. #----------------#
  68. # S# Set
  69. #----------------#
  70. S1 = 1
  71.  
  72. S2 = 2
  73.  
  74. S3 = 3
  75.  
  76. S4 = 4
  77.  
  78. S5 = 5
  79.  
  80. S6 = 6
  81.  
  82. S7 = 7
  83.  
  84. S8 = 8
  85.  
  86. S9 = 9
  87.  
  88. S10 = 10
  89.  
  90. #-----------------#
  91. # L#O Set
  92. #-----------------#
  93. L1O = false
  94.  
  95. L2O = false
  96.  
  97. L3O = false
  98.  
  99. L4O = false
  100.  
  101. L5O = false
  102.  
  103. L6O = false
  104.  
  105. L7O = false
  106.  
  107. L8O = false
  108.  
  109. L9O = false
  110.  
  111. L10O = false
  112. #----------------#
  113. # S# Set
  114. #----------------#
  115. L1 = 1
  116.  
  117. L2 = 2
  118.  
  119. L3 = 3
  120.  
  121. L4 = 4
  122.  
  123. L5 = 5
  124.  
  125. L6 = 6
  126.  
  127. L7 = 7
  128.  
  129. L8 = 8
  130.  
  131. L9 = 9
  132.  
  133. L10 = 10
  134.  
  135. end
  136. #===============================================================================#
  137. #
  138. # End Editable Region
  139. #===============================================================================#
  140.  
  141. class Scene_Title < Scene_Base
  142. def command_new_game
  143. DataManager.setup_new_game
  144. close_command_window
  145. fadeout_all
  146. if ZS::S1O == true then $game_switches[ZS::S1] = true else end
  147. if ZS::S2O == true then $game_switches[ZS::S2] = true else end
  148. if ZS::S3O == true then $game_switches[ZS::S3] = true else end
  149. if ZS::S4O == true then $game_switches[ZS::S4] = true else end
  150. if ZS::S5O == true then $game_switches[ZS::S5] = true else end
  151. if ZS::S6O == true then $game_switches[ZS::S6] = true else end
  152. if ZS::S7O == true then $game_switches[ZS::S7] = true else end
  153. if ZS::S8O == true then $game_switches[ZS::S8] = true else end
  154. if ZS::S9O == true then $game_switches[ZS::S9] = true else end
  155. if ZS::S10O == true then $game_switches[ZS::S10] = true else end
  156. $game_map.autoplay
  157. SceneManager.goto(Scene_Map)
  158. end
  159. end
  160. class Scene_Load < Scene_File
  161. def on_load_success
  162. Sound.play_load
  163. fadeout_all
  164. $game_system.on_after_load
  165. if ZS::L1O == true then $game_switches[ZS::L1] = true else end
  166. if ZS::L2O == true then $game_switches[ZS::L2] = true else end
  167. if ZS::L3O == true then $game_switches[ZS::L3] = true else end
  168. if ZS::L4O == true then $game_switches[ZS::L4] = true else end
  169. if ZS::L5O == true then $game_switches[ZS::L5] = true else end
  170. if ZS::L6O == true then $game_switches[ZS::L6] = true else end
  171. if ZS::L7O == true then $game_switches[ZS::L7] = true else end
  172. if ZS::L8O == true then $game_switches[ZS::L8] = true else end
  173. if ZS::L9O == true then $game_switches[ZS::L9] = true else end
  174. if ZS::L10O == true then $game_switches[ZS::L10] = true else end
  175. SceneManager.goto(Scene_Map)
  176. end
  177. end
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