Enable/Disable Scripts Easily + Script Exist? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Archives (https://www.save-point.org/forum-105.html) +--- Forum: Creation Asylum Archives (https://www.save-point.org/forum-90.html) +---- Forum: Scripts & Code Snippets (https://www.save-point.org/forum-92.html) +----- Forum: RPG Maker XP Code (https://www.save-point.org/forum-93.html) +----- Thread: Enable/Disable Scripts Easily + Script Exist? (/thread-6783.html) |
Enable/Disable Scripts Easily + Script Exist? - Tsunokiette - 12-08-2005 This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss. No support is given. If you are the owner of the thread, please contact administration. This is for enabling/disabling scripts with ease, as well as returning whether or not a script exists in your editor. EDIT: see later post add this attribute accessor to each script you want to be able to enable/disable- Code: attr_accessor :status and then under the initialize method, add this - Code: #----------------- To call a script with the newly added enable/disable ability, simply use this line Code: Script.new(script_name) eg. Code: Script.new(Scene_Menu) even if it's a scene To disable it, use this line Code: Script.disable(script_name) eg. Code: Script.disable(Scene_Menu) To enable a script once it's been disabled, use this line Code: Script.enable(script_name) eg. Code: Script.enable(Scene_Menu) To return whether or not a script exists in the editor, use this line Code: Script.exist?(script_name) eg. Code: Script.exist?(Scene_Menu) |