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Original Source
- Original title: Battle Result Switches
- Original author: Shaz
- Original date: November 13, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/battle-result-switches.70928/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
Battle Result Switches 2016.11.13 by Shaz Introduction
Archived First Post
Battle Result Switches
2016.11.13
by Shaz
Introduction
This script is a port of my MV plugin which allows you to turn on switches when a battle is won, lost, escaped or aborted, which you can then use to trigger common events or map events. This makes it possible to trigger actions based on the results of random encounters, similar to what's possible when calling battles from map events.
How to use
Save to a new script slot below Materials and above Main
Find this section of code, just below the header info:
For each outcome you wish to monitor, enter the id of a switch to be turned on when that result occurs (no leading zeros). Remember to name your switch so you don't accidentally use it for another purpose.
A value of 0 means no switch will be turned on when the battle ends with that outcome. If you JUST want a switch turned on when a battle ends, regardless of the outcome, use the same switch id on all possibilities.
Script
download from pastebin
Credit
- Shaz
Terms
- free for use in commercial games
- do not post elsewhere
2016.11.13
by Shaz
Introduction
This script is a port of my MV plugin which allows you to turn on switches when a battle is won, lost, escaped or aborted, which you can then use to trigger common events or map events. This makes it possible to trigger actions based on the results of random encounters, similar to what's possible when calling battles from map events.
How to use
Save to a new script slot below Materials and above Main
Find this section of code, just below the header info:
Code:
module SHAZ
module BRS
WIN = 0
LOSE = 0
ESCAPE = 0
ABORT = 0
end
end
For each outcome you wish to monitor, enter the id of a switch to be turned on when that result occurs (no leading zeros). Remember to name your switch so you don't accidentally use it for another purpose.
A value of 0 means no switch will be turned on when the battle ends with that outcome. If you JUST want a switch turned on when a battle ends, regardless of the outcome, use the same switch id on all possibilities.
Script
download from pastebin
Credit
- Shaz
Terms
- free for use in commercial games
- do not post elsewhere
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Credit - Shaz Terms - free for use in commercial games
Creator Claims / Removal
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