Use my script for
script-based switches for this. Also
add this to a new script section.
class Game_Event
def cooledDown?(seconds)
if !(expired?(seconds) && tsOff?("A"))
self.need_refresh=true
return false
else
return true
end
end
end
Here's the basic structure you should follow.
Event Page 1
No conditions, any trigger
-- Do something here
Script: setEventTime
The script setEventTime sets the event's variable to the current time, so that later the game
can check whether the event "expires" and returns to normal. setEventTime can also be used to
set other events' variables to the current time. For example, setEventTime(2) sets this event
and the event numbered 2 on this map.
Event Page 2
Condition "Self Switch A is ON", any trigger
-- Do something here
This event page is used in cases when the event is currently "inactive"; for example, in the
case of a tree that grows berries every day, there could be a message here that the tree is empty.
Event Page 3
Condition 'Switch "s:cooledDown?(50)" is ON', Autorun trigger
Control Self Switch: A =OFF
Script: setTempSwitchOn("A")
This event page checks whether the event has expired and becomes active again. In this case,
after 50 seconds.