Introduction
This is the Self Data suite. These are a collection of scripts that are designed to apply self switches, self variables, and self metadata onto just about everything. Actors, Items, Weapons, Armors, Enemies, Troops, Maps, Game System, Game Temp, Events... you get the idea.
These scripts, for the most part, can operate well enough on their own, but when combined and put into capable hands, the amount of potential these scripts possess can be tapped into, allowing the developer to take full advantage of what these scripts can offer.
Your skill and your imagination is the limit.
Features
A lot of data has been given their own self switches, variables, and metadata. Actors, Classes, Skills, Items, Common Events, you name it.
Events can have self variables and other bits of information attached to them.
More than 4 self switches! (Actually, you already had more than 4, but the script calls provided here makes using your own self switches for events easier.)
Set up the initial self switches, variables, and metadata for everything.
Use script calls to modify self switches, variables, and metadata for everything.
Did I mention it's extensive?
Scripts The Self Data Suite (RMXP) The Self Data Suite (RMVX)
selfdataAce.rar (Size: 66.3 KB / Downloads: 0)
The Self Data Suite (RMVXA)
These set of scripts include:
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Self Switches, Variables, Metadata for Common Events and their initial settings
Actors
Classes
Skills
Armors
Weapons
Items
Enemies
Troops
States
Tilesets
Maps
Game System
Game Temp
Initial Event Self Switches
Event Self Variables and Metadata
Script Ideas
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Reputation
Biographies for Actors
Actor/Enemy/Class Description
Bestiary
Item carrying weight
Weight for Armors, Weapons, and Items
Durability for Armors and Weapons
Adding new settings into your game
Adding temporary switches, variables, and metadata which won't carry over into your saved data.
Alignment for Actors
An NPC's mood
An NPC's affection for the player
Giving NPC their own distinct data
and more...
User-Submitted Systems and Scripts
If you're ever submitting an add-on of some sort that requires these scripts, please use SelfData as a tag.
None submitted
Thanks
LilyKnight: If it weren't for her being a fan of these scripts, I probably wouldn't have cared about creating these scripts and putting them all into one giant set.
IceDragon and Jet: They helped me out when it came down to figuring out how to call up how many maps were made in the project.
Kain Nobel: He gave me some nice suggestions on the script calls for event self switches and variables a few years ago.
Karltheking4: For discovering a bug (which I didn't know about) that my original script had where it would throw an error when using the self_variables script call on a parallel processed event within the first few frames of starting a new game.
Lowell: A few years prior to the making of this script, he offhandedly mentioned in chat about giving something (I forgot what) in a project of his personal variables, which kickstarted this.
Nicke: He, along with Yami, helped me out on working with the DataManager module. (ACE)
Night_Runner: For coming up with a fix to the aforementioned bug in the original by swapping two lines of code.
Yami: Yami helped out when it came to aliasing methods in a module and having to deal with VX Ace's DataManager module. (ACE)
Author's Notes
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It all started a few years ago on what seemed like a usual evening at an IRC channel I made. Randomness, and discussing games we'd likely end up never finishing. Lowell mentioned something about personal variables in his project. I forgot exactly what it was that he said, but if I recall correctly, he probably thought aloud, just like I did. Then it hit me, I wanted to make self variables for events. I was bored that night, so attempting to make a self variables script gave me something to do.
To my amazement, I couldn't believe I scripted one. But then my curiosity got the better of me and I went on to make self switches and variables for common events and then actors. I wanted to make more, based on items and such but they all seemed like stupid ideas at the time so I stopped.
Fast forward to a few years later and I start taking a few visits to certain RPG Maker communities to see how everyone's been. Then I see a name I haven't seen in a long time. It was LilyKnight. She was putting my Self Switches / Variables / Parameters (that's what metadata was called at the time) scripts to use and asked me a few questions about it.
Seeing somebody expressing how much they like my script and asking me how so-and-so works always tends to be a new experience for me as my work normally doesn't get as much reception as others do, so being able to experience it makes me a really happy camper. It's that experience that inspired me on wanting to make a more complete set of these scripts.
When I was working on these scripts, I knew something like applying self switches/variables/metadata to certain things such as States seemed ridiculous, but I figured if anybody can come up with creative uses for it then why not throw it in.
As for the future, I'd love to see these set of scripts get used in ways I never imagined it to be used. In ways that will blow my mind. These scripts may not seem like much at first glance, but if you put your mind to it, these things can be the most extensive scripts around.
I hope you have fun using it as much as I had fun making it. Thank you.
License
Free to use for non-commercial and commercial purposes.
Should you ever come across a bug with these scripts, please contact me so I can fix them.
I apologize for making references to Armor Types, Skill Types, and Weapon Types in the comments for this script set. I was copying the scripts over from XP to VX to ACE and I didn't want to waste too much time changing some examples I wrote for configuration.
Bravo2Kilo of RPG Maker Web came across two bugs with the scripts.
Actor&Party: adjusting switches, variables, and metadata for party members didn't work as planned since I didn't thoroughly test it. It usually returned errors. Now it should work as it should.
Events (Self Data): For VX and VX Ace, I forgot to change the extension of the files the script was referring to.