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MZ [SOLVED] Triacontane's AutoSelfSwitch Plugin: Multiple Self Switches?

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MZ [SOLVED] Triacontane's AutoSelfSwitch Plugin: Multiple Self Switches?
  • Original author: Sarena
  • Original date: August 15, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/solved-triacontanes-autoselfswitch-plugin-multiple-self-switches.139623/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Hi, I'm using Triacontane's AutoSelfSwitch Plugin, and I'm looking for a way to either control multiple self switches, or to call a common event before the self switch is called. Basically, I'm trying to create an enemy that will chase the player after they've reached a certain distance from them. Ideally, I'd like a balloon to pop up over the enemy's head once, then they will chase until the player gets out of range. Right now, I can only create half of each of the two situations listed above. Situation...

Archived First Post

Hi, I'm using Triacontane's AutoSelfSwitch Plugin, and I'm looking for a way to either control multiple self switches, or to call a common event before the self switch is called.

Basically, I'm trying to create an enemy that will chase the player after they've reached a certain distance from them. Ideally, I'd like a balloon to pop up over the enemy's head once, then they will chase until the player gets out of range.
Right now, I can only create half of each of the two situations listed above.

Situation 1: A balloon pops up over the enemy and then they chase the player, but they never stop chasing the player even if they're out of range. This is because I have the parallel process balloon pop-up set to self switch A, which then turns on self switch D to chase the player and start the battle when the event collides with the player, and the plugin only allows you to turn off the initial self switch when they're out of range (which is A, the balloon, not D the chasing).


Situation 2: The enemy only chases the player until they're out of range, but no balloon pops up to indicate that the chase has started.


Here's the condition I set up in the plugin:
enemyChase.png

And here are the applicable event pages:
Page2.png
Page3.png

(the custom route is moving towards the player)

Any ideas on if this is possible, or how modifying the plugin could work for what I'm trying to do?

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#039#rpg-maker-archive#js-support

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