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Hi there!

Oh boy... I had made a patch for compatibility with CGMZ_ToastManager in previous versions, but I completely forgot to double check that after 1.6.1 changes. I'll take a look after work, it's probably an easy fix.

As for the off topic question... if all you want is to have a key input to toggle the switch, it should be quite simple actually. Just create a new "plugin" with the following code (untested), changing <number> to your switch number:

Input.keyMapper[9] = 'tab';
var alias_sceneMap_updateScene = Scene_Map.prototype.updateScene;
Scene_Map.prototype.updateScene = function(){
   alias_sceneMap_updateScene.call(this);
   if(!SceneManager.isSceneChanging() && Input.isTriggered('tab')){
       $gameSwitches.setValue(<number>, !$gameSwitches.value(<number>));
   }
}

This should work for the map scene. If you need that to work on battle as well we would need to add a bit more of code.

Dude thanks so much. It was driving me nuts trying to get it working.
I am  dumb when it comes to code, but love creating.

(1 edit)

Is it possible to call more than 1? I tried this.

Never Mind, I fixed it lol.

Input.keyMapper[9] = 'tab';

Input.keyMapper[80] = 'p';

var alias_sceneMap_updateScene = Scene_Map.prototype.updateScene;

Scene_Map.prototype.updateScene = function(){

   alias_sceneMap_updateScene.call(this);

   if(!SceneManager.isSceneChanging() && Input.isTriggered('tab')){

       $gameSwitches.setValue(1, !$gameSwitches.value(1));

   }

   if(!SceneManager.isSceneChanging() && Input.isTriggered('p')){

       $gameSwitches.setValue(2, !$gameSwitches.value(2));

   }

}


Just got to figure out how to call a sound, looking up tutorials.