RPG Maker stores self-switches in global variables. This is likely because events are not saved, and so the next time you load an event, that information will be lost. Self-switches are considered "local" data simply because access them requires a map ID and an event ID (along with the...
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ESS.Box
Spoiler: example img from console f8
THIS EXAMPLE DEMO USES 3 MAPS ,BUT ANY AMOUNT OF MAPS SHOULD WORK
$gameMap.event(12)._SelfSwitch
Spoiler: img example event_selfSwitch
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The selfSwitches storage is connected directly to Game_Event, it will also recognize spawned events without problems..
The plugin also adds a few selfswitch related scriptcalls,..
Terms: MIT LICENSE
free to use in any project
(edits are allowed aswell)